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[Japanese independent developer and .hack creator CyberConnect2 has made an enduring company and franchise, even while adhering to much stricter 'quality of life' than many Japanese developers. In a rare, personal interview, company president Hiroshi Matsuyama explains the firm's founding and how work/life balance became so important to him.]
CyberConnect2 isn't the best-known developer in the world, but
it's a unique company with an unusual history. The company, currently
headquartered in the southern Japanese city of Fukuoka, got its start
in the PlayStation 1 days as CyberConnect.
Its first two projects were PlayStation 1 games: a 3D platformer
known as Tail Concerto, and an action game called Silent Bomber. Bandai
released both of these games prior to its merger with Namco, and neither was
commercially successful anywhere in the world.
CyberConnect2 co-founder and president Hiroshi Matsuyama first spoke to the western press in 2002, when he was at
E3 promoting his upcoming game, .hack -- a serial RPG for the
PlayStation 2 set in a faux 'virtual world' which was released in four chapters with anime discs included in
the package to flesh out the story.
At that time, Matsuyama joked with his
producer from Bandai Games, Daisuke Uchiyama, that this was the developer's
last chance to prove itself with Bandai. It was clear that the joking was
revealing the truth, though.
.hack went on to be successful beyond the expectations of the companies
involved -- and it was also successful in the U.S. market at the time, where
the anime boom was in full swing. The company, which had started with just 10 employees,
had now split into two teams.
One was working on .hack games and the other
working on fighters based on the immensely popular manga and anime series
Naruto. CyberConnect2's latest Naruto game, Naruto: Ultimate Storm, was
released for the PlayStation 3 last fall.
The company has also moved into film production; it produced a
movie based on the .hack property, which debuted in Japanese theaters. Matsuyama sees this as a
core of the company's business going forward.
One element of CyberConnect2 that's particularly unusual is the
company's focus on quality of life; Japanese developers are even more notorious
than Western studios for working their staff hard and burning them out.
Matsuyama here tells the
story of the company's evolution, his own personal path from manga fan to
president of a successful developer, and why his philosophy is so much
different than even other successful independent development companies in Japan:
Obviously, you don't go from nowhere to starting a company, so I
was wondering if you'd tell me about your background before you started
CyberConnect2.
HM: Let's talk about things after college; you're probably not
interested in my childhood.
Sure.
HM: (laughs) As a child, I grew up really interested in anime and
manga, but I graduated from a university in Fukuoka, and through those four
years of going to college -- I think a lot of Americans can relate to joining
some sort of club or extracurricular activity while going to college -- I
joined an organization that had to do with drawing manga.
The official title is, loosely: The Friends of Manga Research
Club. A manga club, essentially. The focus was to draw manga, within the club
that I had joined when I was attending Fukuoka University. So, as can be
expected from a group that would form with such a purpose, everybody there enjoyed
watching anime, reading manga, playing video games, drawing manga; so for four
years, there was a group of people that just enjoyed these things and continued
to pursue these things as a hobby.
The university that I went to is Kyushu Sangyo University -- Kyushu Industrial University, I guess you
could say. Within that context, this university was the only university in all
of Kyushu that had a fine arts department, and
within that department there were a lot of friends that I had, and people that
I knew there that liked manga.
So, since I had grown up as a child liking
manga, my desire was to someday work for a company, drawing manga, or creating
manga, or creating anime, or creating a video game. I had a lot of
upperclassmen and same classmen that I had gone to school with, that would
graduate and then get hired and work for an anime company, or would go to Tokyo... So I had
seen a lot of that happen.
Even though I'd seen that happen with a lot of my upperclassmen --
they would graduate and then begin working for an anime company, or begin
working for a video game company -- for some reason, after three years of being
in Tokyo and working for these companies,
they would quit, and return to Kyushu.
And each person that came back, they all had their individual
reasons, but a lot of these reasons fell into things like they were having a
really hard time living in Tokyo; life was difficult. They just were having a
really hard time there. Or that the company that they were working for was off
their rocker.
So they decided to return for a variety of reasons, but these
would be some of the reasons. So, observing all of the things that had been
happening, I realized that a lot of the people that were coming back from Tokyo
were naive about the real world, or inexperienced.
So even though they
would say, "Well this company is really screwed up!" in my mind, my
question was, "What are you using as a foundation for coming up with such
a decision? You're inexperienced. Have you worked for other companies? Do you
even know what you're talking about, as far as what goes on in the real world,
within society?"
So I had figured that if I were to leave, most likely something
similar would happen to me. So I decided that I wanted to take the long way
around, instead of take a detour.
In order to discover what it's like to work in society, I became a
regular employee for a concrete company; a cement company. So, I figured that
in life, while I was out there, I would discover what sort of things can be
done with my strength, and what sort of things cannot be done no matter how
hard you try... So I worked there with the hopes of discovering what realities
in life were like.
Matsuyama used his three
years at the company to understand the structure of doing business in Japan. "I
learned that everything flows downstream, from the top down. That there is a
vertical framework within this industry, and that at the very bottom, you can
climb your way up to the top," he says. While he was still working there,
one of his old friends from his university days contacted him.
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"The reality is that the consumer is going to end up buying what they like, and at the point where the company is making excuses for itself, saying, "Well, for 10 people, this video game is pretty good..." -- at that point, the company is making excuses for itself. There is something wrong with that. "
And I'm gonna add, it's not just companies making excuses for that. It's reviewers, and game media in general, and even some "core gamers". There's quite a few downloadable games (that shall not be named) in the last couple of years that would never have gotten the scores they got, if it wasn't for the fact that they were made by 1, 2 or 5 guys instead of a big team.
Kudos to HM for his no-nonsense thinking!
Looking at this from a different angle, we cannot say that something is excellent simply because it is popular and sells well with consumers. McDonald's is popular and sells well, but it certainly is not excellent food (nor is it excellent settings, etc). The pet rock was popular at one time.
In addition, I don't think it's a good idea to simply follow whatever sells because that undermines innovation and creativity. In fact, historically speaking, the people and products that become popular and set trends tend to be the stuff that goes against whatever is popular at any particular time, even if the person or product is controversial when it first appears.
I'm a perfectionist and workaholic so my problem is going home. Not good when the boss phones you and says he's sick of the security company phoning him. "Go home, I don't to have another call from them, okay".
I see work in this environment as a three fold process;
Firstly you need a group (2 or more) that can bounce ideas and get workflow happening.
Two, people dedicated to seeing the production through the grind and making sure that all that needs to be done, gets done.
Thirdly, being flexible in the fact that you can make better use of your time by applying yourself when and where needed. ie. If you have no work, find someone that could use the help and learn something from it while you both get it done.
@ Dave: I agree that you shouldn't follow a subject or product because everyone else is making one. Yet I disagree with the assumption that there are fewer options/avenues today. I'd say there are way more oportunities now than ever before!
Eveyone follows the same patterns until you break those molds, try something new. Hence why I believe there is no such thing as a bad idea because eventually you'll stumble onto one that everyone says, "Now why didn't I think of that?"
Trial and error is the only things not seen enough in the industry and holding things back. Just like hollywood, how many remakes are coming out at the moment? I tend to only go and watch a movie when I can, so rocking up and having only blockbuster hits available is a turn off, just as it is when I look for a new game.
Everyone tries to tell me what is really good to play and I should join in. Once in a while someone asks me what I'm playing and it's nice to see from time to time someone come back with. I would never have guessed that was a fun game, I usually don't play that type of game. I just grin sheepishly back.
Secondly, Japan is all about bureaucracy and paperwork. It would be really hard to do the endless meetings if you can't read/write/speak Japanese. If you are perceived as a hotshot, you might get to live "outside the law", but the problem is that then it might be hard for you to effect anything meaningfully because you're not part of the in-group. Office politics are pretty brutal in Japan.