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A Meaningful Collaboration: The Eidos And Square Enix Interview
 
 
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  A Meaningful Collaboration: The Eidos And Square Enix Interview
by Christian Nutt [Business/Marketing, Design, Interview]
4 comments Share on Twitter Share on Facebook RSS
 
 
June 12, 2009 Article Start Previous Page 4 of 5 Next
 

What I've wanted to see is some of the innovative concepts and tech that comes out of the West being transferred and communicated to Japanese studios, and actually see... Like, I'd love to see a sandbox game set in [Final Fantasy VII's] Midgar, or something. That would be a more interesting setting to me than Liberty City. Maybe not everybody would feel that way, but that's how I feel. That's just a random off-the-top-of-my-head example. Using the expertise of Crystal Dynamics to create an action game in the Final Fantasy universe would be, actually, extremely compelling, so...

PR: I agree with that. So, I think, it's more than experimentation: I think you need a trust, and a desire, and a passion for these properties, and a technical capability to actually drive that utility.



It's a natural thing for consumers to want [games like] that, and I don't think that you're untypical. There's going to be strong communities of people that would love to play that. We talked about, maybe, in the future, user-generated content. You know, where does that start becoming a platform type of IP that is customized in certain locations but fundamentally you're playing the same sort of game.

So, again, I think in five or 10 years, we'll no doubt see more of this.

Is there going to be a global review process for titles as they come out of the studios? Obviously, I get the impression that Square Enix is interested in hearing from the West. I also get those ideas from some of what you specifically said, Wada-san, as both in terms of your role as CESA chairman, as well as Square Enix. Is there going to be some sort of process where there's a global evaluation of titles as they're in development, or as IP is being generated?

YW: Meaning whether we check for each title whether it is going to reflect the opinions from each of the customers in that region; is that what you mean when you say"global review"?

Would you present titles internally, say, at a global strategy meeting? You're talking about the cultural understanding, of having an indigenous office, right -- would Eidos staff be able to say, "Yes, I see that this title actually does have this kind of real potential," or, "This is a way that you could make this title more appealing to people in our territory," and by the same token, could you present titles and you would say, "Well, I see that there's actually a real potential for this to be a success in Japan or Asia."

YW: It's something that we're trying to make happen. That's exactly what we're trying to make happen.

We definitely would like to do something like that, and implement that. And we have ideas, but there is a tremendous amount of titles; so we have to be able to strike a balance of which one is going to need a deep dive type of discussion, versus something that can be shallower than that.

Because if everything is going to become a deep dive, then people will start to collapse, because they're too busy. So in that sense, we would be taking a little more time in order to design that kind of schema to implement, but we would definitely like to be able to do that.

PR: So we've -- I've got to stop saying "we've" -- at Eidos a good, robust, workable greenlight process for all our titles has been an initiative that we've had to really drive for the last 12 or 18 months, to deliver the quality that we aspire to.

I think it's been really interesting looking at how you greenlight processes, and how you manage creativity, and design, and sales, and territorial impact. We've had a year of some great successes, and some challenges too. I think what's been interesting, again, is when you build trust in that working group, I think it does enable you to have more input from different people, just people of different viewpoints.

The challenge is then that games can become color-by-numbers. You know, if you take everyone's little ideas and just input those, you don't necessarily keep the balance in the overall aspiration that you're trying to achieve. But if you've got at least an environment where you can put that view out there, and have that view as a trusted view, then it actually is interesting.

So, we've had a year of working in this way-- again, the benefit, or the beauty, if you like, of this transaction is: at some of the greenlight meetings at Eidos, I think we'd love to have people from Square Enix attend, and look, and contribute to. So I think there's an excitement and anticipation towards that.

 
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Comments

Dave Endresak
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I think this was a good interview, and it's certainly worthwhile to keep tabs on the merger of the companies.



As someone who just finished his MA in women's and gender studies, I found it interesting that diversity is being stressed on both sides, but it seems that the concept is only being considered for internal personnel at the companies. However, the fact is that culture is diffused amongst consumers, too, and that diversity applies to their tastes just as it applies to company employees.



Many Western consumers prefer Japanese games precisely because of the various Japanese cultural elements, philosophies, viewpoints, etc that are found within them, and I believe that the same is true for Japanese (or East Asian in general) consumers who enjoy Western offerings. This has become more apparent as East Asian entertainment has become more widely available in the West during the past 15 years or so. Furthermore, the growth of the WWW and Internet has caused much faster, broader diffusion of cultural values and communications. On the other hand, this trend has also created many instances of miscommunication and misperception because people receive information through their own ethnocentric filters.



I am very concerned that companies, particularly East Asian companies, would focus on attempting to create products that appeal to Western consumers, or that appeal to specific regional demographics in the overall global marketplace. The ever-increasing pace of communications and cultural exchange indicates that this type of approach runs against the actual real life experiences of people in the various regional markets. I do not think that this is a positive approach to take as far as the potential of popular entertainment media is concerned. I do not think that employees of a company, regardless of their level or position, can truly ascertain the diverse tastes of any particular region of the world. I don't think this is possible because the state of diversity is in constant flux, and the rate of change is constantly increasing or is too variable to be accurately analyzed by any company or institution.



I think it would be much better for businesses and consumers if the "uncertainty principle of markets" (to borrow from physics theories) was simply accepted and creative efforts were offered with a basic understanding that some will fail and some will succeed, but that no one can offer any sort of accurate predictions about which ones will be the former and which will be the latter.

Sean Parton
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A really interesting article. I'm happy to see larger companies like SE not believing in generalizing everything, and delivering content with the highest quality for a specific region. As Dave mentioned above, even in other territories, there are people who will appreciate games targeted at regions other than their own if for that reason alone.



Editors: Is there a reason why there are numerous missing spaces throughout the interview? It makes reading it a bit of a challenge.

Christian Nutt
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@Sean, bug in the editor. As you can see, spaces have now been restored.

Nicholas McKay
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An interesting article. I think the Square-Eidos union is going to be an interesting experiment to monitor in coming years. Both Japan and the West do certain things very well, but not always the same things, and it could be a terrific to see influences spread between these two while working so closely. Hopefully this proves to be a successful partnership.



Personally, I can't wait to see how they balance stealth gameplay with the Bahamut summon in the next Thief game. (I kid, I kid)


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