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BS: I've been talking to a lot of
Japanese developers for a while about the fact that they are kind of
falling behind on technology in games.
MR: I wouldn't say that.
BS: Well, I would say that, and
a lot of them would say it too. I was talking to someone recently, and
asked if Unreal Engine 3 completely localized in Japanese would help
bring people up to speed. And he said, "If that happened all the
way, I would be really excited. It would help
us a lot."
MR: Yeah. We've localized the tools
in Japanese, but that's difficult to support in Japanese. All of our
support goes through a translator, and you know what happens when things
get translated. It does make a layer of fog between us and them. We're
working on that. We've had some successes and some setbacks, but I think
overall, there is definitely a will there on both sides.
We'd love to be working with more Japanese
developers, and I think we definitely have seen -- especially from the
Tokyo Game Show... we had a very good Tokyo Game Show, in that respect.
We're discussing a lot of interest there, and are talking with potential
licensees -- some small developers and large developers -- and it's
definitely interest there.
It's just a matter of making sure that
we support them properly. As the tools get more mature, and as we ship
Unreal Tournament 3, for example the PC version travels around the
world, and people start playing with it, and they'll develop their own
support structure, much in the same way we've had the Unreal Wiki in
the U.S. Hopefully the Japanese people will gradually embrace it and
learn it and share with each other.
CN: That's the problem with Japan.
The Japanese development industry...
people who work at different companies or even different departments
in the same company don't talk to each other.
BS: That's the trouble.
CN: But that's not your problem.
MR: I think you'll see some changes
there. I think that this is a very, very smart people, and there are
some amazing companies there. We would love just so many Japanese companies
to be working with us. Where there's a will, there's a way.
CN:
Emergent actually started a partnership with Acquire to localize their
tools. Is that going to put pressure on you guys, you think?
MR: No, I wouldn't think so. That's
not our style to go through a middleman or a distributor. What would
be ideal for us would be to have a native, fluent Japanese speaker who
is also a fluent, conversational English speaker, so that when Tim Sweeney
says how something works in the engine, it gets translated by somebody
who not only understands what Tim Sweeney is saying exactly, but also
speaks fluent Japanese and is an engineer and can relate in the same
way anybody else on our team can relate that information.
That's the
ideal situation, and that's really what we're trying to do in Japan
-- to find a good group of people to be working with the technology
and learning it and being able to provide direct answers there, and
to basically be working for us. So we'll see. We've got some irons in
the fire, and we'll see what happens.
BS: I'm curious to know that --
you may not want to speculate on this -- but do you think the PC or
the PS3 version of Unreal Tournament 3 will
sell better?
MR: In Japan, you mean?
BS: Just in general.
MR: It's hard to say.
BS:
Game Developer [magazine] had a postmortem with
Puzzle Quest. It's obviously a totally different scale, but those
guys are traditionally PC developers based on their old
Warlords license. They made the game for DS, but they also made
a PC demo.
MR: Oh, that's cool.
BS: But then when the demo came
out, and there wasn't a full PC version, all of their old PC guys were
like, "Where's our game? You're abandoning us! What's going on?"
And so I was just wondering... UT is obviously a very PC...
MR: It's hard to say. We never know
how a game is going to sell until it's actually on store shelves. We
try not to make those guesses. We had no idea that Gears of War
was going to go as crazy as it did. We had an idea, but four million?
Come on. You don't even dream about four million. We're over that now,
but...
BS: Microsoft was like,
"fingers crossed!"
MR: Well, that's still way beyond what
we thought. But it's hard to say. I think there's a really good opportunity
on the PlayStation 3, because there's fewer titles on there, and the
releases aren't as often. I think we're a pretty unique game on that
platform -- that kind of pick-up-and-play shooter. Not so much as the
role-type shooter game. We're that action, pick-up-and-play, "go
have fun," game.
CN: Plus it's a graphical powerhouse.
MR: Yeah. I have high hopes for it
on PlayStation 3, but it's hard to say. You look at the sales numbers
of games on the platform, and you do see Resistance: Fall of Man
has done quite well. I don't know that we'll get to that level, because
we're not a first-party game with a big marketing push behind it, but
it would be nice.
BS:
There are more consoles out there now.
MR: That's the other point. There's
lots of consoles out there, and there's certainly players on that platform
have embraced shooters, so we'll see. We're known as a PC developer,
so that's our main focus.
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