
'Sohee', developed by 2D Pix, explores the joys and sorrows of a girl raised in a single-parent household through simple controls over a two-hour runtime. In an era where massive capital investment or provocative, 'spicy' content is the norm for success, Sohee takes a different path.
What makes Sohee stand out is that it brings a complex subject to the world in a way that anyone can experience. Because it does not require difficult controls, even those unfamiliar with games can be drawn into and feel the narrative of the girl named Sohee.
After playing such a game, one naturally wonders about the development motivation and process. We had the opportunity to sit down with Park Young-min, CEO of 2D Pix and the lead developer of 'Sohee', to ask about the story behind the game.

I am curious about the process of choosing 'the story of a girl raised in a single-parent household' as your subject. What inspired you to choose this theme?
" Part of the work is based on real experiences and family stories. In particular, Sohee's background was heavily influenced by the lives of my grandmother and mother. My grandmother raised her young children alone while juggling restaurant work and various other jobs. I wanted to weave the emotions and realistic hardships I felt while hearing those stories into Sohee's growth process. Through this setting, I wanted to deliver a message that is both realistic and hopeful.
During development, I constantly questioned, "Is this emotion truly realistic?" and "Would a person really act this way in this situation?" I wanted to approach the story as something that actually happened to someone, without exaggeration. Also, to better understand Sohee's emotional arc, I tried to experience her feelings by limiting contact with people around me for a period of time, isolating myself, and trying to 'become Sohee.'
Were there any works that served as references or motivation during development?
" Since the development period was long, I was able to encounter various dramas and games. Rather than directly referencing one specific work, I was influenced by many story-driven works in general. I thought a lot about 'how to convey emotions,' and I often found inspiration in directing-focused content like movies and dramas. Among them, the narrative of 'When Life Gives You Tangerines' left the biggest impression on me.
It is impressive that you managed to pack everything about Sohee into a two-hour playtime despite the small size of your development team. Were there any difficulties during the development process?
" The most difficult part was the story and the direction. I struggled endlessly with how to structure the time leading up to the important choice of surgery, and whether that process was sufficiently persuasive. I believed that if I couldn't convince myself, the story wouldn't reach the player. Fortunately, by immersing myself deeply in Sohee's situation and emotions, I was able to reach a conclusion, and you can see the result in the game.
Given the nature of the story-adventure genre, the visual aspect is significant, so I thought about various directing techniques to ensure it wouldn't be boring. Throughout the development process, I sometimes felt like a film director. It was a tough but very memorable experience.
I imagine there were some ideas that were cut to fit within the limited scale. It would be interesting for our readers if you could introduce a few.
" In the early development stages, I planned to cover the relationship between Sohee and Ye-jun in more detail. I considered a narrative about how the two became connected, but I decided to cut it because I felt the game was becoming overloaded with themes. I also considered showing the accident involving Ye-jun or the funeral scene directly, but I excluded them, judging that a method of explaining everything could actually hinder immersion.
I also attempted to expand the relationships with surrounding characters in a more complex way, but I decided to trim them because I thought it would dilute the density of the core story and affect the overall quality. After the release, I received a lot of feedback saying, "The latter part of the story moves too fast" or "I'm curious about Ye-jun's story," and I am currently considering ways to release additional content regarding these untold stories.

You mentioned that Sohee was designed for each player to feel in their own way. What did the development team intend to convey through Sohee?
" I knew that everyone has different values and that people would feel differently after seeing Sohee’s story. That’s why I wanted to include various interactive elements that would allow players to step into Sohee’s shoes as much as possible. I designed the gameplay to naturally prompt the question, 'What would I have done if I were Sohee?' Even though the structure is linear, I hoped that the emotions and experiences felt along the way would be unique to each player. Rather than forcing a specific interpretation through this game, I wanted to leave room for everyone to accept and feel it in their own way.
Do you have any plans for your next 'warm game' after the release of 'Sohee'?
" I am currently preparing a next project with a story and gameplay style separate from Sohee. Rather than a realistic, narrative-focused game like Sohee, this project is planned with a focus on the fun of the play experience itself. However, in keeping with 2D Pix's slogan of 'warm games,' we plan to include a meaningful narrative within it. We plan to decide on the direction for additional content related to Sohee by watching user reactions, and we are also preparing games with various other concepts. We would appreciate it if you continue to keep an eye on 2D Pix.
I imagine there are also methods you would like to try for your next work.
" In the next work, I want to create a more active play experience. While maintaining the story-driven focus, I am considering a structure where the player's actions have a more direct impact on the game. In particular, regarding action, I am researching and planning various works and games in related genres.
Could you share a few of the user reviews that left an impression on you?
" Through the 'Indie Boost Lab' program held by STOVE Indie, we had the opportunity to receive user feedback before the release. During that period, about 100 users played the game and left various opinions. There were many positive reactions, but at the same time, there was quite a bit of sharp feedback.
The most striking piece of feedback I received was: "A life in the womb is treated like waste, not even worth considering, yet a stray cat on a rainy day is portrayed as something that must be taken in. It feels like a dark comedy." This comment made me realize that the choice to take in the cat could come across as trivial, so I refined that part to be more thoughtful and deliberate. While there were many other memorable comments, the one that resonated with me the most was the reaction that people felt comforted by So-hee.

Lastly, could you say a word to those who have enjoyed Sohee, or those who will enjoy it in the future.
" I sincerely thank everyone who has played Sohee. I hope this game becomes a small comfort to some, and an opportunity for others to look back on their own lives. I will continue to work hard to tell good stories. Thank you.

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