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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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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.
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.