==========The long long slope in the beginning is the metaphor for the tale of their growth==========
--Even though there’s such a large cast, but Nagisa took a pretty large portion of the story.
Maeda: About this point, we had a long discussion in the company.
U1: Because we were worried that if we focus on only one person, would it turn out to be another AIR?
Maeda: Even the president told me ‘Try as much as possible to lower the difference between the length of the scripts’ But in the end we still have a huge gap (laughes)
Maeda: But, we didn’t this to lower the rating of our work. But in the end it worked out fine, but we are still suspected to be ignoring the president.
(The fact is that the structure is well presented. The appearance of After Story not only took good care of everything, but it also took care of the main character. But hey Naoki, it seems like you’re having a hard time taking care of your kohais…Careful with your daughter, don’t let Maeda take her, there’s no mistaking Maeda is a lolicon ORZ)
--Including After Story, in Nagisa’s story there are a lot of key works like ‘marriage’ ‘give birth’-do you feel any difficulties when writing this?
Maeda: No. Because we always base our works on a heavy title. But we were worried that it might change the theme of a ‘school romance game’ into something else.
(Is that changing the theme? Maeda don’t you know how many dark school games call themselves ‘school love romance’? If it wasn’t because of this we won’t be liking CLANNAD right? Also I think Maeda you don’t have difficulties writing is because you dream of marrying Nagisa every night OTL)
--We heard that you are worried about After Story might cover up the impression of viewers of the main story.
Maeda: Yes. Actually AIR is this kind of work. In order to prevent this, we put careful thinking into how it is plausible for the players to have happiness in the school life chapter. Luckily the school life chapter was completed perfectly in both length and story, so I think we have reached our target.
(Even though I agreed that after completing the game I only thought of After Story, but like Maeda said, I never did forget about the main chapter. Maybe…that’s target reached…yup. But Maeda can’t you foresee the effect of your works? You should be aware of the effect of the After Story before the game went on the market.
--In Nagisa’s story, her growth is noticeable
Maeda: Even though in the beginning gof the story, she is really a weak girl. So I always ask myself is she fit to be the heroin. But in the end she became a character with quite some charm.
--Especially in the scene where Ushio was born, Nagisa and the main character have their stands completely reversed.
Maeda: It was quite hard to write that script. She was weak and refused to go to the hospital and wishes to give birth at home. This is very easy for the players to misinterpret her ‘strong will’ as ‘stubborn’. In order to deliver her feelings to the layers, I have tried fixing the script over and over again, and now I feel at rest.
(We can say that since Nagisa became pregnant, the memories of Okazaki’s family began. To give birth at home is the last blessing Nagisa gave to her daughter.)
--The main theme of Nagisa’s story, it is ‘growth’ isn’t it?
Maeda: Yes. But it was not only Nagisa who’s only growing. Actually it also includes the growth of Tomoya. Just like when they walked up the long, long slope. The beginning of the story on the slope is the portrayal of their life.
(Those who loved CLANNAD should have memorized that line in the game. As the most common but also the most romantic meet in the history GALGAME, take a look back at the back of the two of them, people should feel their own growth)
--When going out with Nagisa, everyone have quite some impression with the Furukawa family.
Maeda: About this, we were thinking of it in the beginning. To make it simple, we were trying to create a ‘perfect’ family.
Kai: Until now in all of the past KEY works, every family have someone missing
Maeda: So this time, we have a family that is happy everytime prepared.
(About the family curse in KEY, this isn’t their trandmark. Actually, it is the trademark of most AVT. From the age of One, the main character was hit by a horrible curse, and his sister became boss even before showing up. And in Kanon, it spread to the female’s family. Even the happy Nayuki family was a single parent family without explaination. And in AIR, every single family have something. Little Buster have everyone killed right in the beginning. But this time CLANNAD had quite a lot of happy family: the the Furukawa family, the Okazaki family, the Yoshino family, the Sunohara family. Even though there are some single parent family, there was a few great fathers born. CLANNAD—family—quite fit the title!)
--About the Nagisa route, the appearance of the OP was quite an element.
Maeda: Even though it was something we thought up a long time ago, but honestly the feedback wasn’t that good. Big failure(weak smile)
U1: “We want to see the OP!” was a overwhelming request.
Kai: And the customer service had many complaints about “I can’t see the OP!”
Maeda: I wanted to give the players a shock of an ‘ever changing place’, and even now I feel like putting the OP in ‘this is a story that happened in a winter’
U1: But I think those who understand what it means will understand, naturally, us.
Maeda: But about this, it was something we have to reflect upon after finishing CLANNAD. We went a bit too far.
(Actually the appearance of the OP in the PC version has its meaning. After the story of a winter story, the screen slowly turns out and flashes the OP out. This makes the player feels to be taken into the phantasm world. And in the miracle in the end a fast forward effect was used to compare it with the real world. Also the OP gave the players a hint about ‘this story is a story over a long time’. Of courses, this is something that we know after knowing the OP only appears there. When the guide wasn’t released, complaints about ‘Can’t see OP!’ is common. The PS2 changed it, but I feel the original OP has more feeling to it.