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GS: How do you feel about the fact that whenever a game
comes out in the U.S. from Q Entertainment, they call it “Mizuguchi’s
new game.”
TM: Yeah, sometimes it’s pretty
uncomfortable. Because the other talents are making these games, but
everybody wants to write, “oh, this is Mizuguchi.” It’s not truth,
always. Some games I watch, very deeply. But some games just have my
credit as executive producer. We have to change this. I want to change
this situation. Please!
GS: Well I think
it’s our fault [as journalists], really. It’s a lack of proper
journalism. It’s easy to know if it’s “Mizuguchi’s new game.” All you
have to do is check and find out. I think there’s a desire to associate
a specific name with something to make it more exciting, and that could
be a marketing decision [Q Entertainment public relations and events
manager Kyoko Yamashita laughs], or it could be a journalist like me
trying to drum up more interest in a given topic. But I think it’s
irresponsible.
Kyoko Yamashita: Yeah, they have a lot of new talent working on Gunpey for example. It’s actually lead by the team that worked on Every Extend Extra. Lumines team is completely different, although that’s probably closest to being Mizuguchi’s direct team.
GS: What do you think we could do to change this?
TM: (laughs) I don’t know!
KY:
I think it’s both ways, personally. I think Q Entertainment can start
promoting new talent that they’ve found within the company. I got a
close look at it when I was with them for the first time last week, and
saw that they’re all working on several different projects at the same
time, they’re all on different teams.
GS:
So companies like Sega for instance have lost all of their name talent.
All of the names are gone. Do you think these kinds of companies will
be actively training up people for name recognition in the future?
Because a name, regardless of whether it’s always properly used, is
sometimes important. Are you actively trying to do that as well?
TM:
Yes. Games are expanding, not only the console, PC, and mobile areas,
but this is the contents era. There are so many platforms and delivery
methods. It’s all about convergence of multimedia and multiple markets.
I think we need new talent for this type of future. Traditional games
like we make today, are getting old soon. Pretty soon everyone can get
games from digital downloads, and everything is changing. It’s really
fun to discuss with the network-oriented people now. It’s totally
different as entertainment. But the new entertainment is coming from
that kind of area, that kind of chemistry.
GS: Did you talk to some of those kinds of people at Phantagram?
TM:
They have that experience, network RPG. Naturally Korean developers,
and Korean people play network games. But we haven’t got any special
details about projects or anything yet.
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