top of page
< Back

The Hand of the Crownbearer: The Memory a Raising Sim Keeps Hidden

31

GG Vol. 

26. 8. 10.



Introduction: The Memory of the Raising-Sim Genre


Anyone who has played Princess Maker will know the experience: you spend real time raising a daughter with devoted care, only to arrive at an ending nothing like what you had hoped. The game itself does not tell you what went wrong. Which stat fell short, which season’s schedule was the problem, whether one carelessly chosen option decided everything — on all this the game keeps silent. The player must retrace their own play — years in the game, hours in reality — and the answers they cannot reach alone are filled in by strategy boards and friends’ accounts of their own runs. The raising sim, in other words, was this kind of genre from the start: because the game does not show everything, the unseen parts have been filled in by the player’s memory — and, beyond that, by players’ memories.


There is a game, though, that pushed this familiar sensation unusually far, and with unusual precision. The Hand of the Crownbearer (冠を持つ神の手) — “Kamokate” to its fans — is a free dōjin raising simulation released in 2009 by the Japanese circle WheatField studio (Komugibatake). The protagonist, raised in the countryside and newly bereaved of his mother, is revealed one day — by the “mark of election” inscribed on his forehead — to be a god-chosen candidate for the next king, and is carried off to the royal castle by force. The “crown” of the title refers to this kingship. Where the Princess Maker player raised a daughter as her father, the Kamokate player must, within the span of a single year, grow into a candidate for the throne and build relationships with the people of the castle. Long a game known only to those who knew, it has returned to attention with the official release of its Steam remake in June 2026.


The reason to set this game before this issue’s theme of memory is that few cases show as clearly what the raising-sim genre has entrusted to the player’s memory, and what it has remembered on the player’s behalf. This game has no affection gauge. More precisely: affection exists, but the game does not show it. How a character feels about the protagonist is recorded, in exact numbers, somewhere inside the system; the player cannot access those numbers, and must instead judge and enter, on their own, an “impression” of each character, saving and loading over and over. Games in which what the game remembers and what the player must remember divide this cleanly are rare.


What, then, does the raising sim remember in the player’s stead, and what does it leave as the player’s own portion? This essay follows the question through the single case of Kamokate.


 

The Impression System: What Impression Did a Character Leave?


On a first playthrough, there was no way to check where affection stood. You speak to a character, spend time together, live through events — and still cannot know how the other’s heart has moved in consequence. I pressed event choices on instinct and entered impression values on instinct. In this game, after each meeting and event, the player directly inputs an “impression” (印象) of the character. Where an ordinary romance or raising sim like Tokimeki Memorial — with affection-checking designed into the system — would raise or lower the number automatically and show the result as a gauge, this game turns at that very point and asks the player instead.


What impression did the meeting just now leave? What feeling did that conversation leave in the protagonist? And the impressions so entered and accumulated operate as real variables, determining which events occur and toward which branch the story flows. In this game, that is, the keeping of the relationship’s record falls not to the game but to the player. The game merely takes the entered record and computes; how closely that record matches the actual relationship, it does not say. Which is why a first run mostly ends with events missed in strings and no real conclusion reached with anyone — despite the game holding no fewer than five routes per character: love, friendship, hatred, betrayal, and murder.

 

* The impression-entry window of the original dōjin version

 

What one discovers instead is a single button — one that flips, in a stroke, every impression accumulated so far into its exact opposite. Press it, and the feeling held toward a character turns from love to hatred, from hatred to love. This “reversal” system, usable once per run, inverts the impressions built up to that point. A device that converts a relationship raised on goodwill into enmity in an instant, or enmity into goodwill, is dramatic in itself — but more interesting are the circumstances, and the reasons, of the player who presses it. Not knowing exactly how much affection has accumulated, one presses it carefully, or by feel — or simply presses it. Where the inverted result will land cannot be known without seeing it, for the game never shows. Depending on how exactly you remember what you have built with a character, this system becomes a precise move, or a reckless one.

 

* The “reversal” system

 


Surrogate Memory as Game System


What, then, does the game remember? It begins from the fact that what the player could not see does in fact exist, in exact numbers, inside the game. Affection simply cannot be checked on screen; within the engine it is computed and stored as a variable for each character. The impression the player entered by feel and the affection the game actually holds keep their own numbers on separate strata. While the player’s memory remains a blurred, subjective impression, the game’s memory is exact to the last digit.


What the save file preserves lies on the same stratum. Raising parameters, each character’s affection and impression values, the conditions of later branches, the criteria of reachable endings — all of it is stored, and that memory becomes the game’s portion. Start the game again and these values carry on exactly where they stood. What you chose and how many times, which event you saw in which week — the player may forget, but the game does not.


Only, what the game remembers is strictly the result. Through which choices the present state was reached — the process of choosing itself — is not stored. The save file retains only a final value, impression such-and-such; through which conversations and which scenes, through what was felt, the player produced that value goes unrecorded. The raising sim’s memory is a memory of end values with the process erased.


Numbers are not all the game remembers, of course. Kamokate gives each character a theme of their own and plays it when that character’s event begins — a device that lets you know, within a few bars, whose story is about to start. This design has carried on unchanged from the dōjin days, when licensed music could not be used, to the Steam edition with its own soundtrack. This memory made of sound, if not as precise as the impression value, marks memory exactly in its own way.

 


The Memory Left as the Player’s Portion


The game remembers end values, I said above. Then the process by which those values were reached — which line, which narration, which expression moved the player’s impression — remains nowhere. The sense of how the protagonist regards a character, the felt warmth or chill of a relationship at this moment: none of it is recorded in any save file. Because it is not stored, it is entrusted wholly to the player’s own memory. Restart the game and the stats and impressions carry on as they were; but the emotional arc by which the relationship arrived here continues only if the player retraces it for themselves.


The same goes for the affection the characters hold toward the player character. Not that the game tells you nothing of it: rather than concealing completely, it lets you guess by approximation. Two means are provided. One is visiting the market to have your fortune told. The fortune-teller names, among the characters, the one whose love-affinity and friend-affinity toward the protagonist run highest, and the one whose run lowest. No exact figures, no ranking of those in between: only the two extremes are delivered, in the language of the game’s own world.


The other lies in the impression-entry screen itself. Each time you enter an impression, the background shifts to yellow, green, or purple — the color marking the gap between the impression just entered and the actual affection. Yellow means the gap is nearly nil; purple, that it is wide. Exact numbers are still withheld, but with this color as a clue the player gauges how far their impression has strayed from the character’s affection, and carries on to the next choice.

 

* The background color shifting with the gap between impression and affection

 

If fortune-telling is a device set inside the game’s world, the background color is one set at the stratum of the interface. Different in form, the two do the same work: instead of giving the exact answer, they let the player take rough bearings on where their memory stands. In that middle place — neither fully shown nor fully hidden — the player must keep guessing, keep remembering, and play on.

 


Memory Stored, Memory Unlocked


The raising sim clearly possesses memory. As this game shows, the numbers called impression and affection exist, exactly, somewhere inside; the save file preserves them without a hair’s error. And yet Kamokate does not hand that memory over whole. It is not that access fails because nothing was stored; it is that access is barred although everything is. Not a problem of absence — a problem of concealment.


Come to think of it, the raising sim has from the beginning made how much information to show a central axis of its design. There are games that disclose every number and have you compute the optimal raising on top of them; there are games that show only part, or only under set conditions. On this spectrum, Kamokate leans furthest toward concealment. And the concealment pushes the feel of play in a particular direction. Unable to be sure where the relationship now stands, the player gauges at every moment, worries, doubts their own memory, and picks the next choice. And paradoxically it is just this uncertainty that makes the relationship feel the more alive. A heart that cannot be confirmed in numbers remains — because it cannot be confirmed — as unaccountable as an actual person’s.


What states this paradox most clearly in the language of game design is the Steam edition’s achievement system. The developer has said the Steam remake’s first playthrough was designed to begin under harder conditions than the original: affection invisible, no raising assistance, even lifting the protagonist’s stats no easy matter. But with each ending seen and each achievement earned, a locked function opens: event-name display, event recollection, stat support, affection display, the marking of dead options — and, finally, the ability to use the reversal not once a run but without limit. These functions were originally offered in the paid strategy-support edition of the dōjin era; in the Steam edition they have been repositioned as rewards to be reached through play itself.


* Strategy-support functions unlocked through achievements

 

What makes this design interesting is that it realizes, in the very form of a game system, what this whole essay is trying to say. Memory that exists but is barred from access is here no abstraction: it is made concrete as functions actually locked, opening bit by bit as play accumulates. What the player builds up is not impressions alone. The very right of access to those impressions accumulates, through play, alongside them.

 


Closing


In the end, the question this game’s impression system puts to the player converges on one point. Is a relationship knowing what the other thinks of you — or continuing to face them without knowing? Most games choose the former: affection appears as a gauge, and the player calculates the next choice while watching it. Kamokate chose the latter. The number exists but is hidden, and the player must offer the next word without assurance.


Return to where this essay began, and this is also the question Princess Maker had already left standing. That experience of not knowing, until the ending, what one had been building touches the history of a genre that has, from the start, offloaded something onto the player’s memory. Kamokate inherits that history — and refines the boundary between the hidden and the shown, in the form of the impression system, with far greater precision.


What a raising sim remembers on our behalf, and what it leaves finally as the player’s portion, is in the end also a question of what that game understands a relationship to be. Kamokate’s answer is already built into the structure of its impression system. The game holds the answer key yet never produces it as a scoresheet, and sends the player on to the next run carrying the misalignment between the impressions they wrote themselves and the hidden numbers. Recall the moment of hesitation before the reversal button: what one weighed then was not the number inside the game but the events, the choices made so far — one’s own memory of the relationship with a character. The game remembers numbers; the player remembers time and relation. When the next run begins, impression and affection return to the start — but the player’s sense that remembers the relationship does not.

Tags:

기억, 관을 가진 신의 손, 카모카테, 육성 시뮬레이션, 프린세스 메이커, 동인 게임, 호감도 시스템, Raising Simulation Games, Princess Maker, Doujin Games, Japanese Indie Games

글이 맘에 드셨다면 ​공유해보세요.

이경혁.jpg

​

From childhood to now, always in the company of Nintendo games. A few months ago, bought a Steam Deck on installment and has been enjoying it to the fullest. Studied business administration at Kyung Hee University and cultural mediation at the Graduate School of Communication, Yonsei University, and is currently a doctoral student in the Graduate School of Core Ethics and Frontier Sciences at Ritsumeikan University in Japan. Researches digital media content and culture, including games and webtoons.

이경혁.jpg

​

​

​게임세대의 문화담론 플랫폼 게임제너레이션은 크래프톤의 후원으로 게임문화재단이 만들고 있습니다.

gg로고
게임문화재단
KRAFTON_Horizontal_Logo_Black.jpg
드래곤랩 로고

Powered by 

발행처 : (재)게임문화재단  I  발행인 : 유병한  I  편집인 : 조수현

주소 : 서울특별시 서초구 방배로 114, 2층(방배동)  I  등록번호 : 서초마00115호  I  등록일 : 2021.6.28

bottom of page