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GS: In terms of new IP and things like Rengoku: The Tower of Purgatory and what not, are you looking to develop new properties internally?
JG:
With mobile, we can take smaller bets. But, you are also not going to
have a revolution based on a mobile game. I don't think it's ever been
done. Has anything come out first on mobile and been brought over
systems?
GS: It has happened, Asphalt: Urban GT from Gameloft did, Deep Labyrinth
from Interactive Brains. Atlus brought it out here…that one didn't do
that well, but there have been instances of it. But specifically I mean
how important do you see new IP being for the company?
JG:
Very, very, very important. That is the root of it. If you cannot
create new IP you can’t move forward. You are always stuck in the
retro. You definitely don't want to do that. You become obsolete. We
think it's vitally important on every system and across the company as
well.
GS: So you mentioned earlier, and I would like to touch on it, the decline of Hudson financially over the difficult years.
JG:
Business has its ups and downs. I think when you say decline, you’re
talking about the peak years of our console business. At that time
Hudson was 450 million dollar company. A lot of that was unbelievably
was not through the customer but through NEC.
We
were getting such huge royalties on everything. It was all our stuff.
Every HuCard that was sold we got a royalty for. Brilliant move by Mr.
Kudo to attach himself to other companies. Companies that are much
bigger than Hudson. We’ve done it a number of times, with incredible
success. With Nintendo, with NEC, with NTT DoCoMo. So that’s a great
strategy. But overall, when you look at the companies that are able to
rise above the rest - how do you stay in business for 35 years? You
need to have that innovation. That is just a key driver.
Going back to creating new IP. A lot of companies don't want to take
those bets. They think, "Hey, I know my game over here that I brought
out 12 times is a money maker." And certainly Bomberman
would be a good example of that. So stick with that. Of course you
stick with that. But how else can you pump out new product? How else
can you get consumers, and create the next IP. You have to gamble.
But sorry, I mixed up two questions there.
GS: I was asking about the decline of Hudson financially.
JG:
Right - what really happened was we went from that high point to the
Asian financial crisis. I don't if you know anything about that or
remember it. The bank that broke Japan was Takushoku Bank, which is a
Hokkaido-based bank. It was Hudson's sole bank at the time. And it was
a very strong bank. It was one of the five major banks in Japan.
Well,
strong but hiding many skeletons in the closet. There are books out,
and if you are interested I can recommend some. It was a very
interesting time in that the bubble had begun to burst. In fact it had
burst a few years before that. I’m talking about the Japanese stock
market and real estate bubble. All these bad loans became obvious, and
good companies like Hudson were pulled into that because we have to
take out loans to make games. Everybody does. You don't have a ton of
cash that you are sitting on in most cases.
So
those loans came calling when the bank fell. We had to have a stock
offering at that time. They quickly organized that in the throes of the
United States stock market crash in late 2000. Takushoku bank crashed
in 1997 I think. By 2000 the government had been dealing with it enough
to force solutions on everybody, and that’s what happened. We had an
IPO, a successful IPO, of 50 million dollars that they raised for the
company. That paid off all the loans.
Then, what
happened was they needed more money in order to invest in new products.
Because obviously we went through a couple of years of tight squeezing.
Finish that problem, now what do we do? Then Konami came to the
forefront and said “Yeah, we’ll invest in your company.” They made a
very wise investment of another 50 million through which they purchased
46 percent of the company, I believe. That allowed us to invest in a
lot more product and to get the company jump started again.
Since
then, Konami invested more but because Konami are listed on the New
York Stock Exchange, they needed to clear all the bad loans on the
books. There was no money owed, but there are things because we are a
private company. We had a building, and the building was never
recognized. They had to recognize a lot of money that was on the books.
They did that, about a year and half ago. They recognized about 70
million dollars. That came from all this owed debt plus everything that
they had current on their books. They could write that off and take one
big write off. So now the company is well positioned, healthy,
profitable, and running strong. Every company is going to run through
good and bad times. The key is to survive.
GS: It is actually kind of interesting that Konami was the one who helped, since they were not a huge PC Engine supporter.
JG: It’s true, they weren't. They did some games but not many.
GS:
Ok, I guess I’ll ask some of my nerdy questions now. Such as, are there
any internal Hudson or other titles that you know of for the PC Engine
that didn't make it out?
JG: I get asked
this question a lot. It's funny. It's been so long. I know there are
some amazing forums that are on the net that talk about this. Jason,
one of John's guys sometimes hooks me up. "Hey what about this, what
about this?" The older you get the less memory you have.
I know there were a lot of games that I wanted to see. Including the real Kato and Ken.
That broke my heart. That kind of game would have given the Turbo Grafx
such a big word of mouth boost. It would have caused this little
conspiracy that would have really sky rocketed the product. But they’re
NEC and they didn't want to spoil their name by having people fart on
each other.
I can’t really answer the question
because I don’t remember enough. If I had a big list in front of me, I
could point them out, but I think it’s been too long.
GS: Do you know what happened with Tengai Makyou for PC-FX, and why that never came to market?
JG: No idea really, but I can probably tell you it was over budget.
GS: Any comments about what happened with the PC-FX [which focused on anime and full motion video] in general?
JG: I
think it was too expensive. It was more expensive, and I think NEC was
a company who really wanted the business to be successful. They saw
that as a chance, as Sony does now, to be in people’s home
entertainment system. To be in front of all these kids and their
entertainment so they’d purchase other NEC products when they grew up
because they knew that when they were kids, their favorite machine was
the PC Engine.
So I think that was the rationale
behind NEC doing that. I think it was a good idea, but you have to have
complete, total dedication to the gaming world, and I think that’s what
they didn’t realize.
JL: It’s a
real consistent pattern through gaming, even with Microsoft – if you
don’t start off knowing gaming, you wind up making some bad moves
before you succeed. Even Nokia, with their N-Gage system, after two of
them they still didn’t quite get it right. It takes a couple of years,
really.
JG: Yeah, Microsoft’s a
good example, because look at the 180 turn, and how much they get this
market now. And the reason they got it is because they put gamers in
key positions. That’s how you do it. You don’t have finance guys doing
your marketing, you have gamers, who actually understand the market and
audience.
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