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That's interesting, because
I've been noticing this for a while. Technology in games in Japan is
falling very far behind. Usually I have to ask people if they think
so, but you said it without prompting. Why do you think it is? Is there
just not enough communication between companies, and sharing of technical
know-how?
AY: There are two reasons I
think. One is that the development environment in Japan is divided into
developers and publishers. Publishers have to create a game in a short
amount of time at low cost, and it's a lot of pressure on them in that
respect, and they pass that on to the developers. So basically it has
to be done as quickly and cheaply as possible. And the people doing
this are getting old like me. And tired! And the salary isn't that great.
So you've got pressure on these people to perform like they did when
they were 20, and it's just not possible. I look at a game magazine,
and I see interviews with the "important creators," like Mr.
Sakaguchi. He's a great game creator, but he's not young. And I don't
see many young game creators in Japan. Then I look at the west, and
I see all these young guys coming up so fast, it's just amazing.
The second reason is that...
well for example, on another project [we] were in development for a
while, and we realized that we needed a new driver for some graphics
program. That happens of course. So we looked around for it, and we
found it, OK. Same maker, same everything, should be fine right? But
the problem is they're all in English. So we get this thing and we have
to localize it into Japanese.
So we don't have a lot of people who can
understand English deeply enough for something like that, so that reduces
speed. And while we're waiting for that, we're already a step behind
everyone else who can understand it intuitively. This sort of thing
builds up, and we just fall further behind. I mean of course we can
understand it once we know what it says, but this falling behind really
affects the quality of what we can do. So that's the second big problem.
To that point, it seems
like in Japan, every company has the same problem, but they're all working
on it separately by themselves. Here, we have people using the same
engine, and if they're using the same engine, they'll compare ideas
and problems and fixes and things like that. That's my perception of
one of the problems.
AY: Definitely, that's a big
one. Like back in the Famicom days, people didn't want other companies
to see what they were doing to maximize the console. And it's not even
company to company, even the same company with two different projects,
those two teams won't share driver research or resources like I was
talking about before.
That's funny, because that's
another one of the things that I thought was true. I've heard of other
companies where two teams are working on the same type of game, but
they didn't share an engine or assets or anything. Same company, two
similar games, totally different tools. I've been feeling as though
that is the reason why next-gen games are not taking off in Japan, because
Japanese technology has not made it easy for Japanese game creators
to make games for their own market.
AY: Yes, that's absolutely
true. There really aren't people who can use the tools. The people who
are starting to learn this stuff in Japan are still rather green too,
so they can't even meet the levels we need to get to.
Will
Silent Hill be with American teams going forward?
AY: I really don't know yet.
Depends on the result, maybe?
AY: It depends on results,
and how platforms perform. We don't know what's going to become of them.
There are different patterns that could result, I guess.
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