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  The Formation And Evolution of CyberConnect2
by Christian Nutt [Business/Marketing, Design, Interview]
9 comments Share on Twitter Share on Facebook RSS
 
 
July 3, 2009 Article Start Previous Page 2 of 6 Next
 

Rejoining the Circle

And so we come full circle, all the way back around to the starting point: there was a classmate of mine that used to be part of my manga club back in university, and he had managed to get hired by a video game company in Tokyo, named Taito. And Taito was notorious for being very rigid, top-down; that it was a company that didn't let people creatively pursue the projects that they wanted to pursue.

There was a movement within that company, within one of the creative departments, to branch out independently, and form their own branch of their own company -- and the central person involved in that movement was my friend. And so, one day, I got a call to Osaka, saying, "Let's do this!" -- from my friend who was working for Taito in Tokyo.



At that time I hadn't decided that I wanted to settle working for the video game industry while I was still working for this concrete company, and I was at that time mulling over the possibilities of working for a video game company, working for an anime company, working for a manga company, working for a movie company... I wasn't sure what I wanted to do. But this invitation came from this friend of mine, and so I didn't want to let that go to waste.

At this point, Matsuyama used his free time to understand the video game medium -- doing research in libraries to learn about its history, and realizing that his perspective as a gamer growing up in small-town Japan hadn't prepared him for the role he was about to take on.

It is at that time that I realized, you know what, I could battle my way through life with this type of medium; that I could create things in this medium and succeed. It was at this time that I decided, "Alright! I'm going to get into this video game industry."

So I moved from Osaka back to Fukuoka, along with my friend who was working for Taito, and nine other people. So I moved from Osaka, and then nine from Tokyo, and we all gathered in Fukuoka, and we started a company called CyberConnect.

And so, I was an illustrator -- because I used to be part of this manga club -- and within the video game industry there are four things that are necessary: there is planning, there is graphics, there's sound, and then programming. These four things become the cornerstones of a video game.

And I figured that with my background, the fastest way forward would be to study graphics, as well as things unique to the video game industry -- the industry as a whole. So I focused on those two elements of the industry, and began to learn about the video game industry, and started the company with that in mind.

At that time, the nine people who had come from Taito had worked previously on Psychic Force and another title called RayStorm -- action type games. And so from those people, I learned what it is to make a console video game -- what is involved with the creation of a video game -- as well as how to operate a computer.

Up until that point I had never laid hands, really, on a personal computer, because I had worked for a concrete company, so there was no need for that. So I had no experience on working with personal computers, and it was at that time that I learned how to do that, along with what I had been learning from the video game industry.


Atlus/CyberConnect2's Tail Concerto

I feel like I understand something now, just because Psychic Force and RayStorm were two of the best Taito games for the PlayStation, and I can see the roots going toward Silent Bomber, almost.

HM: Yes, yes, yes, yes!

And so, while learning a lot of things from these nine people together, the ten of us worked on the Tail Concerto title and Silent Bomber. You could say that I had learned while I was working in this environment -- learning as I went, with these nine other people from Taito.

But these nine other people from Taito had made, you know, RayStorm, and Psychic Force, and so they were already at a professional level, whereas I started as a complete amateur, having absolutely no idea of what is all involved.

And so, I had to work three times harder than the rest of the other guys, because no matter how much I worked, there was just no way that my work could achieve the same level of the work that was being done by these pros who had been in the industry for a while. So I was at work basically 24/7. All the time, I was at work.

 
Article Start Previous Page 2 of 6 Next
 
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Comments

Yannick Boucher
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I love this part :



"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!

Dave Endresak
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Yes, but I think we also have to keep a certain perspective in mind that there are games that are made that are excellent but simply fail to sell well for whatever reason. In recent years, titles such as Okami spring to mind. There are also numerous games that are excellent overall but never make it outside their native markets. Therefore, I can't agree that it is always just making excuses.



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.

Dave Endresak
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I'll add that the startup I was with during 2001-02 had many problems including an unwillingness (or basic lack of financial resources) to acknowledge what consumers wanted and take the steps necessary to provide the means to answer those desires. From that perspective, I think he hit the nail on the head, at least for that time period, but then again, we're coming back around full circle with small teams and indie development being successful and even preferred, in some cases. But the environment and tools have changed; it's not quite the same avenues as existed about ten years ago for either companies or consumers.

David Reeves
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It's finally good to see someone out there works the way I prefer. You do your job while at work and not pussy footing around.



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.

David Reeves
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Going back over the article again, maybe I should head to Asia instead of Europe. I think the industry there fits my style of workplace. Hmmm, wonder if they take no asian speaking workers?

Yannick Boucher
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sometimes they do (I somewhat count in the lot... :P )

Christian Nutt
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@David, Not sure if you're serious, but first up, it's worth noting that Matsuyama said that he runs his studio in direct contrast to the way other developers are run. While he's referring to the working practices of the '90s, there's still weirdness going on over there.



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.

Luis Alis Ferrer
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I work at Bandai Namco Games as localization producer and Japanese proficiency is essential because all communications, meetings and mails are in Japanese. Any foreigner serious enough about working in Japan must put Japanese language as their main priority.

Toure Grantham
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This is good to know, I personally love Matsuyama's work ethic. Besides, does something qualify as work if you love to do it? I think his employees are in the wrong field if they don't like their jobs. I'm seriously considering going for an internship with this developer if at all possible. My Japanese level is lower-intermediate(through self-study at that) now and I haven't even entered college yet. So with a few years of that under my belt, I think my chances could be high.


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