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It's
a unique license, too, because it's a Japan and America co-production. So it's kind of
appropriate for an American team in a Japanese studio to make it.
RH: There's so many ironies attached to the
way the whole thing has worked out. The original property was created by a
Japanese man, but combined with American, urban hip-hop music and style and
culture... it's a huge part of Afro.
And we're developing it at Namco Bandai in America.
The lead producer on the game is an African American. We've just got all kinds
of good karma flowing through this project, so hopefully it'll turn out.
Who's
directing the development on that? Who's in charge of design?
RH: A gentleman named Dave Robinson, who is
the producer of Afro. He's in charge
of design. Now, we have several designers involved with it, and he and I work
together daily going through it.
Dave has some good experience in the
industry. Once I start naming names, there's a lot of people contributing to
this. It's a big project. There's a lot of people, and we have a number of
people. Dave has been the cultural, spiritual keeper of the flame, so that's an
important person to identify.
How
large is the team that's making it?
RH: Well, it depends on what day you ask.
There were a little more than a dozen people that represented the core
development before it hit full production. Once it hit full production, we do
employ some outsourcing, and we have a very large group of people
internationally.
I have to mentally add it up, but the size of the team right
now working internally is around 35. But we have some art outsourcing that's
being done that comprises another very large group of people. So roughly
speaking, I'm going to say there's close to roughly 70 or 80 people attached to
the project.
Will
this group -- the internal U.S. group -- be making original
properties as well?
RH: Yeah.
Interesting.
One thing I wanted to talk about building and spending character equity was I
was wondering if you were going to show a game that was an unsuccessful use of
a license of a game. Is that spending character equity?
RH: Oh, without a doubt.
Are
you losing it in the long term?
RH: Well, the basic idea is that if a
character is used in high-quality entertainment, his popularity will grow, and
his equity will rise. If you use the character in low-quality, that will
diminish it. There are so many characters you can look at that used to be
popular but are no longer popular. You can 100 percent ascribe it to
low-quality entertainment.
It might be other reasons why it's lost its
popularity, but that can be a major contributor, because it's a very common
thing for intellectual property owners to... when they realize that they have a
property that has value, they just want to capitalize on that and do it again,
and again, and again. That's kind of a normal businessman's reaction, with a
general expectation that once you milk that property for all it's worth, you
move on and do something else.
That kind of mentality exists very
pervasively in all of entertainment, and not just games. I was trying to point
out that the Disney company, specifically, thinks of and believes in Mickey
Mouse -- just as an example -- as not being something that's ever going to go
away.
His value to the company is tremendous, and the importance of managing
that value and his equity is one of the highest strategic values that the
company has, among many other things. It's part of their corporate culture.
Most companies don't see their successful intellectual property as having that
real life potential.
There
was this cartoon from Warner Bros. that used their classic characters like
Daffy and Bugs Bunny and whatever, and it was supposed to be extreme (or
whatever) and it was called Loonatics. It turned them all into superheroes with
attitude and stuff. I just wonder what kind of long-term damage that sort of
thing does.
RH: It's tough. It's very
difficult. I made the point yesterday about Mickey being changed. And he was.
He was changed several times. The idea was to update him to make him more
contemporary to the modern audience, whatever that audience is.
You do run a
risk of tampering with what was the success of what originally got you there in
the first place. Yeah. It's a roll of the dice. (laughs)
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