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What's interesting to me is that
some companies that do larger games for next-gen consoles like 360 or
PlayStation 3 are making games in Japan, specifically for the western
market. Capcom is a good example, doing Dead Rising,
and Lost Planet, and things like this. They are
very much made for the western market, and they already know it won't
succeed in Japan -- because it can't. But I wonder, how long will DS
and Wii be popular in Japan? Do you think forever, or...?
MM: That's a very difficult question.
Some people have said already that the DS software's bubble has
burst.
Well everyone -- everyone
-- every company that exists, like people that make word processing
software, have made a "training" game.
MM: [One company I know has] some kind
of learning type of game. The first one sold over 200,000, but the
second one is 8,000. So these kind of things are going to happen.
Well, you know, what's difficult is
that Nintendo, with the Wii and DS, is bringing in a lot of new
users, right? These new users don't have experience with buying
games, and so the first game they buy is a Nintendo game, and they
think: "Oh, the other games are going to be good, like this!"
And so, if they start buying all of these other games, that are just
really bad, they're going to be like: "Well, I'm not going to
buy any more games!" So that's concerning, because there's a
huge amount of titles, and for these kinds of people, there's no real
way to tell if it's going to be good.
MM: That's true. I have to say, to the
small developers like us, that you have to be unique. So don't be
like some of the other developers that's...
DT: Copycats.
MM: Mm. So if you want to make
something similar to another title, then you should be an employee of
a big company. To be independent, you have to alternate the culture.
You can't have set ideas. [If you do,] you don't have to be
independent.
If you're going to be independent
and small, you have to be agile, and take risks. If you don't take
risks, you will just make another Brain Training
knockoff. It's better to be at the crest of the wave, and sometimes
you just smash into the surf, but sometimes you reach the shore.
DT: Scary example.
Well it's true, though. You have to
be able to also take some failures, it seems. Because if you are a
small company, maybe you can afford to have a failure, as long as --
if you have two failures and one big success, your big success can
carry your two failures. But that's not true if a big company -- a
big company, everything has to be a success. Like Ubisoft just did
the best they've ever done -- they're like a two billion dollar
company now.
MM: I was surprised... we have met
Ubisoft's people; they gave us the company's profile. It was
dictionary book-sized. And I was surprised and impressed -- the
information it says about the worldwide studios of Ubisoft -- how
much they are using the electricity power. And water.
(laughter from all)
Wow. That's amazing. Yeah, so they
are like a two billion dollar company now, and so for their
shareholders, next year they have to be a two-point-two-five billion
dollar company, or else they've failed. How do you do that? If you're
two billion, how do you do that? But, like, NanaOn-Sha, if you're not
two-point-two-five whatever next year, nobody will kill you.
Probably. So, it seems in some ways it's a good position. You know,
you don't have a sure, steady job, so it may be difficult for some
people, but...
MM: Basically, I am very happy to be in
the game industry, because I couldn't imagine [how it is now] the
first time I made a game in the middle '90s. This industry was much
smaller, and [there were] not so many variations. But now, like
[comparing us to] Ubisoft, it looks like a different industry is
coming. So various kinds of differences are in the same industry.
It's very unique.
Well that's true. It's interesting,
because often, indie record labels, they're independent but they
follow a similar production model to large record labels. So, it's
not a huge, huge difference, there.
It's interesting that some of the
big companies also, in order to try to achieve that sort of thing for
themselves, they also make much, much, much smaller titles. Which
didn't used to happen. Like, Ubisoft is an example again: they're
doing small, casual titles for DS. But at the same time they're
trying to do that, those games don't get a big marketing budget,
either.
MM: Yeah, and also, I was surprised and
impressed to know that EA made an iPod game. I was surprised.
But they release games on
everything, so.
DT: It was The Sims Pool.
It was not a very daring kind of
thing. They did release things, but, you know, they release games on
mobile phones and on all platforms -- just so they can control
everything.
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