Thank You Danganronpa, For Giving Me a Firsthand Lesson in Masochism
Since the trilogy’s completion in 2016 the Danganronpa series has joined some of the internet’s most polarizing media as a series for masochists. Despite a lot of off-putting elements, there is just something that keeps players coming to the series and remaining as fans. It’s an attitude that pops up with a lot of convoluted, long-running series. Check in with a friend who is invested in Destiny, or check the discourse surrounding Kingdom Hearts, and more than likely you will find that the people complaining about how horrible it is are fans of said series. Each fandom has different reasons for thinking the series they play is horrible, but none of them can stop playing.
For a long time, I thought this was just a fun joke that players made about various series they loved. Perhaps a self-deprecating joke about the amount of time players spent genuinely engaging with a single piece of media. Then I played Danganronpa 2. Then I spent 10 hours watching the Danganronpa 3 anime—10 hours that I regretfully will never get back.
Prior to playing the series, a friend tried to dissuade me. “Don’t do it, just stop at the first game and never acknowledge anything else,” they said. “You will be so much happier.”
I have found the sorrow of which gamers speak, and alongside it is regret.

Despite its many flaws, and I do mean many, the first Danganronpa (known as Danganronpa: Trigger Happy Havoc) is generally an enjoyable experience. Take the bullying, gossiping, name calling and rumor spreading of high school, then amplify it all by placing it within a murder game framing. Very broadly, it’s an eccentric critique of the ways that educational institutions place pressure on students and how that pressure affects the communities they participate in.
On top of all this, the game bleeds with style from every direction. Kazutaka Kodaka’s stylistic choices subvert the visual cliches of the mystery thriller with an interplay of 3D models and clashing art styles to create a unique visual direction. Rui Komatsuzaki created an iconic set of characters that accentuate all their personalities—a martial arts girl with completely shredded muscles and lighting-like white hair and a lolita-fashion gambler with pigtail tornadoes spiraling down her back to name two of them. The slick action-thriller music composed by Masafumi Takada creates a constant tension between interpersonal intrigue and deadly stakes.
With a critical concept and screaming style, it’s easy to get entrapped by the game because of how fresh it feels. My first time playing, I couldn’t do anything else with my free time except see what was going to happen next. Notably, this was in spite of the game’s very blatant colorist, fatphobic, misogynist, and transphobic politics. These weren’t excusable, but it also wasn’t anything new for most AAA games I came across.
Because of this experience with the first game, a seed took root inside for me to want more. I didn’t necessarily want more of the first game. In fact, I really hoped they would improve a lot of the things that made me really uncomfortable. Instead, I wanted more of that feeling that the first game gave me: heightened excitement and infatuation. Danganronpa 2: Goodbye Despair never gave me that feeling. Instead, it revealed how much worse of an experience I would be having the further I went on.
One could view this feeling as the driving factor of the masochist game label. A key element resonates with the player and they move through the series in hopes of feeling the way it did the first time. This is the driving light of hope, prior to being crushed into pulp. There were signs to stop, but you just wanted to believe you would find that feeling again. You thought that the increased number at the end of the title would get you to feel something again.

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