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Features

Event
Wrap-Up:
Tokyo Game Show 2003
Gotterdammerung
Online
Shin
has been studying Ragnarok Online, the first "Korean-style"
MMOG to make it big in Japan. Final Fantasy XI is expensive
to start, with a PS2 hardware upgrade and keyboard required. The
artful 3D virtual space may appeal to an older set of players, maybe
24-35 years. But Ragnarok Online runs simpler graphics, only
2D, and it is happy to be drawing a younger audience: 15 to 20 year
olds. Japanese teenagers with old computers are signing up for Ragnarok
Online in droves. Ragnarok Online publisher GungHo
uses the free-beta, trial period method; players can try the game
with a free downloaded application. Then if they want to keep playing,
they can buy game-time cards in the ubiquitous convenience stores
of Japan (Koei just this month announced a similar approach to Nobunaga's
Ambition Online - a free 770 megabyte demo version can be downloaded
over broadband into the Playstation 2. Play free for ten days and
keep your character if you buy the game disc).
The
GungHo booth at the Tokyo Game show was a broad stage that was occasionally
filled with synchronized dancers in fantasy garb. It looked like
a teen band, suffused with energy and bright smiles. Unlike the
closed character of many Japanese companies, Shin describes GungHo
as unafraid to admit mistakes to their users. Accordingly, Shin
says, "Users think they are honest." Opening communication
up between players and developers, reaching out to underserved markets
with new business models; according to Shin, Ragnarok Online
is an inspiring example of new thinking for the Japanese market.
Masaya
Matsura created the pioneering music game PaRappa the Rapper.
His recent music-calligraphy game, the enchanting MojibRibon
was shown at the Tokyo Game Show this year (it was also shown at
the GDC's Experimental
Gameplay Workshop, back in March). I spied him at the conference,
wandering the halls outside of the show floor, wearing bright orange
pants with the seams turned out. He shared a few curmudgeonly reflections
on this year's Tokyo Game Show over email: "As usual, there's
too much information for me so I always get tired while wondering
about what's interesting. The sound coming from each booth is getting
bigger every year. Maybe it's time to think about ways to make the
sound situation better."
Matsura
sees the next phase of game innovation coming from the capacity
for networked play: "The multimedia technology innovation in
late 80s fueled the enthusiasm of current game industry. Now, there's
tremendous energy in IT technology innovation. This kind of energy
can never be a negative source for game design. Since IT technology
is changing dramatically, it's not easy to develop in the scheme
of console based games, but we must move forward [with it]."
Significant
numbers of Japanese people now play Korean-style MMOGs so popular
in the rest of East Asia. Other domestic and foreign companies are
bringing their games to this newly awakened market. This October,
Konami Mobile, previously handling Konami's mobile phone games,
changed its name to Konami
Online, hinting at a strategic move into networked play.
LEDZone
Journalist
Kiyoshi Shin is also studying the oft-cited aversion of Japanese
players to first-person shooter games (FPS). At E3, these games
loom so large, but they are nearly nowhere to be found on the top
ten lists in Japan. Shin points out that all the money Microsoft
spent advertising Halo may not have sold too many Xboxes
in Japan, but it did teach Japanese gamers to appreciate the first-person
shooter genre.
Now
one of Japan's most venerated names in video games is getting involved
with some serious FPS research. Namco has merged their arcade expertise
with perhaps the world's most popular online FPS, Counter
Strike, to make LEDZone.
LEDZone is in testing around Tokyo: cyber-cafes designed only to
play Counter Strike - renamed Counter Strike Neo for
this incarnation. In addition to custom crafting a physical environment
for team play online, Namco is doing extensive data collection on
play patterns, map usage and team dynamics. According to Shin, they're
tweaking the LEDZone levels on a nightly basis.
Before
our time is up, Shin wants to share one last bit of enthusiasm.
Besides studying the advent of Asian-style MMOGs and FPSs in Japan,
he is working on a book about game design. So far, the task of game
design in Japan has been undefined, left up to the artist or the
programmer or someone called a "planner." He hopes to
codify the role of level and game design with a book, packaged with
tools for making levels with Half-Life 1 and 2. "People
here want a new style of game. They are bored of the old style of
scripted titles - they want free style play," Shin says with
an evangelist's zeal.
A
Scottish game parodying big city crime in America was shown at the
Tokyo Game Show, behind closed doors made up like a paddy wagon.
Grand
Theft Auto III was licensed for release in Japan by Capcom.
The GTA play was intact, including the ability to harm passersby;
it appeared that only the Japanese subtitles were new.
Oddly
enough, Capcom had a more festive and public showing of their Japanese
import version of the board game Settlers of Catan (called
simply "Catan"
in Japan). Visitors near the "Table Game Stadium" could
place a large magnetic Catan piece on a board; if they rolled
dice to match the type of land they'd chosen, a lady rang a large
bell and they would win a prize (This reporter won some very thin
pork jerky and stared longingly at the Catan T-shirts).
Mobile
Developments
In
Japan, mobile phones present the most exciting hardware platform
for many game developers. There are three rival service providers,
each struggling for a technological lead. Camera phones are now
outselling handsets without cameras. Faster "3G" networks
have begun to take hold, with millions of subscribers downloading
MP3-quality sound clips to use as ringtones. Handsets from manufacturers
like Sharp include the capacity for 3D graphics, programmed in Java.
Namco was showing a mobile
phone port of Ridge Racer from the PlayStation - it's
hard to control, and it doesn't look quite as smooth, but there
it is: a 3D racing game in your mobile phone.
Mobile
games had a big showing at the Tokyo Game Show. The large NTT DoCoMo
booth hosted a series of mini-booths from i-mode game developers.
Combine high technology like cameras and even GPS units with Japan's
rich game development culture and Japan would seem to be the home
for mobile innovation. In fact, most of the game developers at the
NTT DoCoMo booth were demonstrating ports - old games shoved into
tiny handsets. Many of these were technological marvels - Densha
de Go (basically, Let's Drive Trains) provided a scrolling
3D view of the Tokyo elevated lines. Ridge Racer is a lot
of game to have in handset. Square Enix was showing off Final
Fantasy and Dragon
Quest
for the mobile phone - single-player adventures sure to appeal
to fans of the series. Konami was using
mobile phones to pilot remote-controlled cars at their booth,
they even had a point-and-shoot tank game using their MicroIR system.
Save
from mini-robotic fun, there weren't any breakthrough games on display,
games that could only appear on a mobile device. No one was making
any brave multiplayer
experiments - only two player chess and a few RPGs with downloadable
dungeons or message boards attached to the game. Japan went through
a play-by-mail games phase years ago, before Java handsets became
popular. Now game companies are reeling off dozens of Java titles;
users pay to join a particular company's mobile games club and they
get access to download a dozen games for 300 yen per month. Companies
could distribute more networked multiplayer games, but there are
no flat rate packages available for data, so the audience could
never get that large. Three years ago Konami released Sushi-Azarashi,
an online "raise your own pet piece of sushi" type game
(a sort of combination Tamagochi/Pokemon). It's still
available and some spendthrift souls run up bills over $1,500 a
month playing that game. There are revenue sharing agreements between
service providers and mobile publishers covering the initial download,
but game developers see no part of and packet fees for online play.
So a few people spend more than $1,500 a month playing Konami's
sushi pet breeding game and all of that money goes to service provider
DoCoMo.
Perhaps
the most charming wireless games at the Tokyo Game Show were simple
standalone game devices. Plug a plastic box into your television,
and a 16-bit ping pong match appears onscreen. Stroke when a ball
comes your way, though Excite Ping Pong 2 didn't seem to
care whether I swung right to left or left to right; I always returned
down the center. In the Korea pavilion, one company was showing
a PC version of this wireless ping pong play, using small sensors
taped to the sides of the monitor. Square Enix released a standalone
Dragon Quest game Kenshin
Dragon Quest: Yomigaerishi Densetsu no Ken inviting players
to swing a small plastic sword to slash or spellcast at televised
foes. Played properly, that was probably the most sweat-inducing
game at this year's Tokyo Game Show. Each of these games attracted
conference goers pleased to pick up a physical object and wave it
at the screen to make things happen.
Tokyo
Game Gender
There
were signs of a non-hardcore gaming audience at this year's Game
Show. Like most trade shows, the Tokyo Game Show had its share of
scantily clad women promoting products. But it was harder to tell
the booth babes from the fans on the weekend, as hundreds of kids
show up at the Tokyo Game Show artfully dressed in homemade tribute
to pixel stars. It's a fabulous fan menagerie, exceeding the passion
of the corporate costumes and attracting long lines of admirers
and photographers.
And
compared to E3, women seem to be on a more equal footing with men
at the event. Robin
Hunicke is an AI researcher / game developer based at Northwestern
University; it was her first visit to the Tokyo Game Show. She got
a kick out of Sony's giant booth celebrating their EyeToy
game appliance. Performers demonstrated the camera input device
on the largest stage at the TGS; Robin writes: "The diversity
of the EyeToy dancers was definitely a surprise. I didn't expect
to see a
geriatric woman doing the cabbage patch to live raps in front
of hundreds of smiling, bopping gamers!" She found some provocative
gender differences in conference attendees as well: "...[Sony's
EyeToy staff] also encouraged women to come up from the audience
and participate in live demos which were projected on a large display
screen for the crowd. And they never ran short of volunteers! The
number of girls at the show, and their willingness to try out the
games in front of lots of onlookers - that kind of blew me away."
Hunicke
found an inspiring game: Naoko
Takahashi No Marathon Shiyou Yo (roughly, Naoko Takahashi's
Marathon Method), the story of a famous
Japanese marathon runner, rendered as a marathon training adventure
stimulation. "That was a real treat for me - a game about a
woman who is achieving something really interesting and difficult,
where the focus is on her strength and endurance and not her boobs.
A historical, pseudo-biographical game... that's fascinating!"
There
were other unusual games on display. A number of the popular game
press web sites were inspired by Phantom
Dust, a third-person action game with collectible card game
mechanics (designed by Microsoft Japan for the Xbox). Both Hunicke
and Eidos Technical
Director Doug
Church were enchanted by Namco's dung beetle ball-rolling game,
Katamari
Damashii. Players control a rolling ball with studs attached
that pick up objects in the environment; as the ball grows, pets
and people and cars can be included in a massive rolling conglomeration.
There was something charming about the game; Church commented over
email: "it was very simple and very direct. Roll the ball around,
pick stuff up, it behaves as expected. There are only a few rules
to get in the way of the player just acting as they see fit. It
was certainly one of the most natural uses of physics in a game,
very unforced. That went well with its visual style, and overall
presentation. Little touches like dogs [stuck in a ball of dung]
still moving their legs and such. From the quick view we got at
TGS, it was just a very coherent seeming product, very nicely structured."
Cause
for Optimism
Bill
Swartz from Mastiff got a good feeling this year: "Game sales
may be down 18% in Japan this year but I felt passion and energy
at the show. Making any kind of predication based on antidotal data,
like impressions at a show, is a mistake but personally I felt good."
Kiyoshi Shin agrees; he believes last year was the nadir for sales
and innovation in Japan's games industry.
Shin
held an IGDA party for Tokyo developers to mingle with visiting
foreign game makers. In a small reception room on the ground floor
of the 70s-lux Prince Hotel in Makuhari, a few dozen people sipped
whiskey and mingled around the buffet. Two members of the IGDA education
committee were present; Hunicke and Church. Shin showed them some
recent handiwork - a English to Japanese translation of the IGDA's
Curriculum Framework, created with help from students in Tokyo.
Shin is excited to share the framework in Japan, to spur the creation
of more systemic game education in Japan.
His
head set at a slight angle, Shin muses: "Translating the IGDA
curriculum framework demonstrated some cultural differences in game
design between Japan and the United States." He hopes to prepare
an English-language document explaining these differences in game
design for the GDC '04.
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