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Article Written by Hiroshi Matsuyama
Article Written Date: August 13, 2022
Translation by Jikanet
Original: Note.com (You need to purchase at least 100 yen for the full article)
“It is unacceptable to incorporate unintended behaviors or designs into the software.”
This is something that the former SCE (now SIE—Sony Interactive Entertainment) told us about 20 years ago.
The wording might be a bit difficult to grasp right away.
It wouldn’t make much sense without a concrete example, would it? Right. Let’s talk about something specific.
Well, this happened 20 years ago, and I believe both the rules and ways of thinking have changed since then. So, I’d like to share this episode purely as a nostalgic recollection from that time.
This was something we were told about 20 years ago when we were developing the game software ‘.hack’.”
“.hack” is a PlayStation 2 game that was planned and developed by CyberConnect2 and released by Bandai (now BNE—Bandai Namco Entertainment) at the time.
It tells the story of players facing unusual events occurring within the fictional online game The World. The protagonist, Kite, fights enemies using a special item called the Twilight Bracelet in this RPG.
The Twilight Bracelet is essentially an item with built-in cheat-like abilities. By using it, players could rewrite a monster’s parameters to weaken it or access forbidden areas that regular players were unable to enter.
Rewriting parameters like that is essentially an all-powerful cheat ability, isn’t it? (Of course, the RPG was designed to provide the catharsis of being able to officially wield that power within the game.)
Naturally, great power always comes with drawbacks and limitations.
The ability of the Twilight Bracelet, known as Data Drain, allows players to weaken monsters. However, using it continuously causes a gauge called the Infection Rate to rise.
If you use it once or twice, the infection rate only increases by about 10% or 15%. But if you keep using it frequently, it steadily climbs—60%, 70%, 80%, and beyond.
To lower the infection rate, you need to refrain from using Data Drain for a certain period.
If you do, the rate will gradually return to 0%.
However, from a game design perspective, enemies that are nearly impossible to defeat without using the bracelet keep appearing in succession—an intentional challenge known as level design.
This kind of dilemma, built directly into the game system, is something I feel is very characteristic of a CyberConnect2 title.
Now, here’s where things get interesting.
As the Infection Rate continues to rise from repeated use of the Twilight Bracelet, the game was designed with a devilish mechanic—once it reaches a certain level, there is a chance that something unpleasant will happen to the player.
When the Infection Rate rises from repeated use of the Twilight Bracelet, there is a chance that the following negative effects may occur:
- Item Crack – One of your inventory items disappears.
- EXP Drain – A certain amount of experience points is lost, potentially causing a level down.
- Last 01 – All party members’ HP and SP dropped to 1.
- System Error – Instant game over.
Looking at them like this, every single one of these effects is something you’d never want to happen. But don’t worry—these severe official malfunctions occur only rarely.
Even with an Infection Rate of 99%, the chances of triggering one of these major effects are only about 1%.
However, since they can still happen at random, using the bracelet always comes with a sense of tension and excitement.
(That said, in most cases, the negative effects are minor—like a slight increase in damage taken or being inflicted with poison—so there’s no need to worry too much.)
This system was ultimately implemented in the final retail version of the game. There were about 50 possible effects, and each time the bracelet was used, a random selection was made, determining which one would befall the player.
However—
During development, the original design included effects of an entirely different magnitude.
To put it bluntly, when we explained these early design concepts to Sony during the specification phase, they got extremely angry and responded with the statement mentioned at the beginning.
So, what kind of mechanics were originally hidden within the Twilight Bracelet during development?
Let’s take a look at some of them.
- Door Open – The PS2’s disc tray would automatically open.
- Data Lost – The saved data would be completely erased.
This was it. We were seriously planning to implement these mechanics. Looking back now, I can’t help but think that CyberConnect2 was a pretty insane company.
And yes, we got scolded for it.
So, how exactly did we get reprimanded? What specifically made this a no-go? And why was this feature rejected in .hack, but later NieR: Automata was allowed to implement a save data deletion mechanic?
Let’s go through these points one by one.
Why “.hack” is not allowed but “NieR” is?
Alright, let’s go through this step by step.
First, let’s talk about why Sony rejected the Door Open mechanic (where the PS2’s disc tray would open on its own).
You might be thinking:
“What’s so bad about the disc tray opening? It’s just a minor inconvenience, right? It’s not like it corrupts any data—players just have to put the disc back in themselves. So what’s the issue?”
That’s exactly what we asked Sony at the time.
Their official response was:
“Using the hardware’s functions to make the system perform an action that the player did not intend is a violation of regulations. Therefore, this feature is strictly prohibited. You must remove it.”
It was a very clear and firm rejection. Sony’s stance was uncompromising—they were absolutely not going to allow it.
But we didn’t give up so easily.
We pushed back:
“We understand that making the system perform an unintended action violates the guidelines. But we still don’t get why that’s such a big deal. What exactly makes this unacceptable?”
At that point, we decided to play dumb.
We figured, “This is a good learning opportunity—let’s see what kind of reasoning they give us. Might help us understand Sony’s stance for future projects.” So, with that in mind, we asked again, trying to push for a clearer explanation.
(Thinking back on it now, it’s kind of endearing how curious and eager we were back then. Ah, youth.)
And then, Sony gave us their official response:
“What’s prohibited is prohibited, but since you’re asking, here’s why: What happens if a player has a drink placed in front of the disc tray, and when it opens unexpectedly, the drink spills all over their console? Who takes responsibility for that? Or what if a player has a lit candle in front of the console, and when the disc tray opens, it knocks over the candle, causing a fire and leading to injuries or worse? Who’s going to compensate for that?”
…Wow.
That was the moment when we didn’t just hear “Absolutely not”—we felt it.
To get an official response from Sony on this scale, with stakes as ridiculous as fire hazards and potential casualties, was a reality check in itself.
At that point, we had no choice but to accept it. We grew up a little that day.
And so, we gave up on messing with the disc tray.
About “Data Lost” (Complete Save Data Deletion)
Now, let’s talk about the other controversial feature: Data Lost, where the player’s save data would be permanently erased.
Why was this rejected?
And yes, I know what you’re thinking—NieR: Automata later implemented a similar feature where players could delete their save data.
So naturally, the question arises:
“Wait a second! .hack wasn’t allowed to do this back then, but NieR gets a pass? That’s not fair! This is discrimination! Sony is biased!”
Okay, okay, I’ll admit, this sounds like childish whining—but the truth is, I already understand exactly why this happened.
So let me explain.
Our original plan in .hack was to have a system where there was a random chance that the player’s save data would be permanently erased if they overused the Twilight Bracelet.
In Sony’s eyes, this fell under “causing unintended negative consequences for the player without their consent.”
Even if the game clearly warned players “If you keep using this, something bad might happen”, it was still unacceptable.
Basically, it was treated as a “Palpunte” effect from Dragon Quest*—an unpredictable, randomly occurring event. And that randomness made it inappropriate for a game’s core mechanics.
And That’s Why It Was a No-Go.
So then, why was NieR allowed to do it?
The key difference is player agency—the player is given the choice to delete their save data, fully aware of the consequences.
In NieR, at a crucial moment in the game, the system clearly states:
“To do [X], you must delete your saved data. Do you wish to proceed?”
Everything is explained beforehand, and the players must actively make the decision themselves.
That’s what makes NieR‘s approach both brilliant and downright devilish.
Classic Yoko Taro.
Meanwhile, in .hack, the save data loss was simply a random, uncontrollable punishment.
It wasn’t something the player chose—it was something that just happened to them.
Looking back now, it’s obvious. Of course, Sony wouldn’t approve that. But at the time, we were young and didn’t fully grasp the distinction.
We argued with Sony’s reps a lot over this.
So yeah, I get it now. I was in the wrong. Sorry, Sony!
And honestly? If we had implemented that system back then, it would’ve caused a massive controversy.
So yeah—thank you, Sony, for stopping us. We dodged a bullet.
So yeah, this ended up sounding like some kind of “.hack” development secret story…
But honestly? It’s not some grand development tale.
It’s just a hilariously embarrassing story about how we tried to implement a ridiculous system and got chewed out for it.
Well, it’s been 20 years, so let’s just laugh it off.
Speaking of .hack…
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Right now, there’s a “.hack” exhibition happening at Marui in Yurakucho, Tokyo! (Smooth transition, right?)
You’ll find 20 years’ worth of development materials on display, so if you’re interested, come check it out!
Events like this don’t happen often for “.hack”, so this might be a rare chance!
And hey—when lots of fans show up and the event generates buzz…
Bandai Namco Entertainment might start considering new projects.
So yeah—you know what to do. 😉
I’ll also be there in person—signing autographs, taking commemorative photos, and meeting fans directly.
So let’s meet at the venue! Looking forward to seeing you all there!
—Issue #385: “Why .hack Was Rejected, but NieR Was Approved”
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