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Monster Hunter seems
like a more difficult proposition in the west as it's very grind-oriented.
Japan has a good legacy with that -- they love Dragon Quest, but…
CS: You say that, but even in the west, Monster Hunter has a fanatical,
fanatical following -- ridiculously fanatical. Half the mail that we get about
stuff, as big as our brands are -- we sell millions of units of other things,
but half of our fan-mail and outreach from fans is about Monster Hunter. There's something about the game form that is
incredibly sticky once people play it.
And grinding, let's face it, there isn't an MMO in the
world that doesn't have some form of that. It's certainly not a Japanese-only
phenomenon. I think there are things that we could do content-wise that would
make Monster Hunter a bit more
palatable to western audiences, and frankly, I think online is a huge component
of that.
If you enable proper co-op through a mechanism that western audiences
are comfortable with rather than being in the same room with other people, then
that grinding becomes less of a chore, and more of a fun thing. It becomes a
by-product of something fun to do with others.
And believe it or not, in Japan, the
playing in the same room phenomenon or playing on the same bus happens, so they
already have that in place and it's less of a grind. So it's a matter of
stepping up on the marketing a bit and getting some of the features that we're
going to need for future iterations. I'm cautiously optimistic that we're going
to be able to make that happen somewhere down the line.
It
certainly seems like a good downloadable/online scenario.
CS: Without getting into details, Monster Hunter Frontier in Japan is the PC
version, very successful in Japan. They
actually use a free-to-play -- to a point, but then you have to sub -- model.
They're free to, I think, level two or so, and beyond that if you want to keep
playing with that character then you've got to pay.
We've given some thought to what happens if you bring
that over here, what does the model look like? And there you've got online
play, which we think is so compelling for that game, and that's something we're
still discussing -- we haven't reached quite the right conclusions as to how
that's appropriate for western markets.
It's a
tough market to get into as it's so WoW-dominated
-- but Monster Hunter is different.
CS: Correct. And Monster
Hunter's certainly different. In a lot of ways, I equate it to a very
robust, very deep Phantasy Star Online,
Phantasy Star Universe experience,
that's perhaps even more kinetic than those are.
But
looking at the numbers those did, it can't be the most encouraging thing.
CS: No, I agree. There are some other things we have
to figure out there.
I haven't
heard much about WiiWare yet -- how much have you thought about it?
CS: I'm going to lump WiiWare in with PSP
e-distribution, in that we're looking for the right content first -- a lot of
the content we have now isn't quite right in value or approach or interface for
WiiWare.
I fully expect us to be doing some WiiWare titles very
shortly in the west. I won't speak for Japan on that
particular issue, but there are interesting things happening at some point
there, maybe.
WiiWare has some interesting challenges in terms of
interface. I shouldn't say challenges: both challenges and benefits. The
controls are different and frankly we'd like to make good use of the Wii
Remote. We have a couple of concepts internally that I think would be perfect
for Wii, as well as other platforms.
The other part of this is we're trying to get a better
handle on the online services that are going to be available to us on WiiWare.
One of our hot buttons here across PC, PS3, and 360 is that we're trying for
feature parity across all platforms. That's not a trivial task, especially when
it comes down to user-created content.
Let's say at some time we get into clan and guild
support, or other aspects of user-created content propagation, that becomes a
more interesting challenge on the Wii. Does that mean we couldn't do WiiWare
stuff that doesn't have feature parity? Yeah, we could do that, but we have a
couple of things where we might not have to cut anything. Let's talk again next
year about that.
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