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  PlatinumGames: Shaking Up Japanese Games
by Brandon Sheffield [Design, Interview, Console/PC, North America, Asia & India]
2 comments Share on Twitter Share on Facebook RSS
 
 
July 14, 2008 Article Start Previous Page 2 of 5 Next
 

Here's the difficult thing - how do you foster that creativity within your company? Certainly Kamiya will get to make his game, but what about the level designer, or the planner who's three tiers down who has his own idea? How will PlatinumGames be able to foster his creativity?

TM: First, we want to respect everyone's vision. However, given the size of development teams nowadays, they require large teams. What it boils down to is how well the teams can be managed, and how well that vision can be managed.



It's up to a producer like Inaba-san to guide the team in the best way possible and to figure out what is the best direction for the team and the company.

Do you have the structure within to allow someone who has an idea for a different game but who is not in the top tier to be like, "I really want to do this!" Do you foster that kind of creativity?

AI: Yes, we have a very complex process in place where... they have to present it to the producer. The producer then rearranges the presentation and shows it to the head of the company, and then the heads of the company have to decide on what to do. (laughter) But no, that's all lies.

But in all seriousness, we are totally open for idea people. They can come to me freely with new ideas. We're open to discuss anything.

So at first, even on Kamiya-san's game, the level designers might have a different vision for the game than him. But of course, if their output isn't high and they're not building the highest quality stuff, then of course their idea is going to be taken less seriously.

Naturally. I agreed with what you said earlier this evening. To reiterate it - when I grew up, all the best games came from Japan. That was it. They all came from Japan, and that was the end. In the last five or ten years, that has stopped being true. Gradually over time, it's gotten less and less true that the best games come from Japan. How can you really twist that?

AI: Of course, the vision is that we want to create games that have a worldwide appeal, but that still retain that spirit of Japanese game development that has the same sort of flavor that Japanese games have. But we still have to stand toe-to-toe and shoulder-to-shoulder with the big studios of the west and the big-name titles.

Personally, I feel that a lot of Japanese developers were too soft. They got too used to working on franchises, and they figure, "As long as I work on this franchise, we can make money, and everything will be fine."But it stifles creativity. To combat that, the vision for this company is to create new and unique titles, and to not rely on past success.

Before, western developers had very grand dreams when they were developing games. However, the console specs couldn't support these grand visions of designs that western developers have.

However, as consoles have caught up or in some cases surpassed a lot of PCs, it's possible for western developers to create games that have a great balance of really advanced technology and really advanced game design.

We don't feel that we're at the top of the industry, but we know that we have to catch up to where western developers are. Our hope is that one day, we could surpass the quality of the top western developers and take their place at the top.

 
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Comments

Anonymous
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Are Japanese publishers/developers outside of Nintendo relevant any more?



The dearth of innovative titles coming out of Japan (excepting Nintendo) is yet another sign that the era of Japanese hegemony over the videogames business is over.

John Barnstorm
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Japanese game manufacturers were never placed on equal footing with the premier European and American developers until recently. With the advent of this generation of systems the best western developers that had previously only worked for PC games moved on to the console platforms. Epic, Bioware, Irrational Games and Infinity Ward, to name a few, were strictly PC developers until recently. Now that they're equally console developers, the AAA console game market has a more diverse makeup. This doesn't mean that Japanese games don't matter (Final Fantasy XII, Katamari Damacy, Metal Gear Solid IV, Lost Odyssey as well as the upcoming Street Fighter IV and Final Fantasy XIII are all important Japanese developed games released in the past few years) but it means that they aren't the only draw to these systems. Whether Japanese developers are in a rut as far as content goes, that's another story.



Japanese niches like their particular brand of RPGs, fighting games, and adventure games are facing the same problem that space combat games and adventure games faced last decade: they're losing cultural currency, becoming increasingly marginalized products. But they've still got heavy-hitters out there that will continue to bring in the money.



Let's hope that studios like Clover and Grasshopper keep innovating, and showing us the best of what Japanese game designers can do.


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