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Interview: Studio SHAFT president Mitsutoshi Kubota




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Aselia



Joined: 12 Mar 2011
Posts: 9
PostPosted: Tue Nov 08, 2016 2:37 pm Reply with quote
Quote:
Since ef is based on a PC game, the plot really branches out depending on user's choices, so the staff held many production meetings deciding on which path to take as the story we would animate. You might be aware of the story composition if you've seen the show, and that we made it very sophisticated by interweaving the chronological orders, location, and characters.


Curiously this is actually completly wrong, in difference to most VNs ef features no branches at all. It is a linear story were each chapter follows different characters. The anime did mix up things somewhat though by having the chapters occur simultaniously.
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relyat08



Joined: 20 Mar 2013
Posts: 2116
Location: Northern Virginia
PostPosted: Tue Nov 08, 2016 3:51 pm Reply with quote
Well then. I was sort of hoping for him to expand a bit more on the influence of Simbo, and the SHAFT style, because that seems to be a massive area of fan misconception. Anyway, really great interview! Very informative.
Kyubey was definitely a great choice for the best head tilt. I can't think of anyone who's done it better, personally. Laughing
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Joshua Taylor



Joined: 03 Jul 2015
Posts: 16
PostPosted: Wed Nov 09, 2016 3:42 am Reply with quote
The background looks like a Starbucks.
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Blackiris_
Aria CompanyAria Company


Joined: 06 Sep 2013
Posts: 211
PostPosted: Wed Nov 09, 2016 12:01 pm Reply with quote
I would've loved a question or two about March comes in like a lion, and a thing I'm also curious about is how he would have responded on a question regarding the obvious production issues with many Shaft works (though I'd expect an evasive answer on questions like these).
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Yuvelir



Joined: 06 Jan 2015
Posts: 85
PostPosted: Thu Nov 10, 2016 5:32 am Reply with quote
relyat08 wrote:
Kyubey was definitely a great choice for the best head tilt. I can't think of anyone who's done it better, personally. Laughing

I can!

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Kadmos1



Joined: 08 May 2014
Posts: 8114
PostPosted: Thu Nov 10, 2016 8:18 am Reply with quote
Another reason is that working on a derivative work is probably a better business decision since you working on something that already has an established fan base. To make an original work, I define this as having no source material (novels, comics, games, toys, etc.) besides the initial sketches/storyboard ideas.
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