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The Formation And Evolution of CyberConnect2
 
 
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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 3 of 6 Next
 

At that time, what was your role on the original titles? Because obviously it was only 10 people, so I'm sure you had a lot to do, but what did you personally contribute?

HM: Graphic designer -- 90% of Tail Concerto and Silent Bomber's background graphics, as well as the level design, was done by me alone. There were only 10 of us, and I did 90% of the level design and background graphic CGs.



You're well aware that I really liked both of those games, because we've talked many times about them, but at that time the company was struggling a little bit, because they didn't sell particularly well, and that must have been sad -- so if you could talk a bit about the company's early years. I remember way back when .hack was first announced, there was a joke that it was the last chance for the company.

HM: As written [in our brochure], only 150,000 units sold, worldwide, of Tail Concerto. Although you can't really say that that's a high sales figure, it did generate a lot of fandom, and enough fandom to essentially create cries for a sequel at this point. People had been demanding a sequel. So despite the number, it has generated quite a fandom on its own.

At that time, though, CyberConnect, as well as Bandai Games, had figured that they'd be able to sell more than that. So the desire with Silent Bomber was: let's create a game that would be accepted worldwide, would have lots of action, would generate a lot of fans across the world, and would sell well.


Bandai/CyberConnect2's Silent Bomber

So that was the desire that went into the creation of Silent Bomber -- the problem is that it sold even worse than Tail Concerto. And at that time, I knew the reason, you know -- I knew the reason why the game didn't sell. Despite the fact that it was the second title that we were putting out, it did not even reach half the sales figure of our first title.

The problem was with the method of creating the software: with the 10 people that were there, the development was approached from a democratic perspective. The nine people that were from Taito had had a rotten experience with the whole top-down chain of command.

Based on that background, everybody decided, "Alright, well, let's avoid that development approach." Rather than have somebody be the center of focus for proceeding with development, let's all pitch in; let's all have our opinion; let's all have our voices be heard, and we'll all work together cooperatively and create a video game together.

There were 10 people that founded CyberConnect, and more or less all 10 of them operated as equals, on an equal level -- but, in title, my friend from university, from the manga club, who worked at Taito, operated as president of the company, the CEO.

And at that point, I had already had experience with the real world -- I had been an experienced professional for some time, working for a company that has nothing to do with the video game industry -- so I had seen how business is done, and I looked at the business model that we had.

I went up to my friend who is president, and said, "There's something wrong with this model. We can't fight battles that we can win, and win, with this method. There are winnable battles that can't be won because of this method. We need to do something to change this business model, because it's wrong. Nobody is taking responsibility, there is no leadership, there is no direction, so we need to change it."

The problem was, based on everyone's sour experience with Taito, it was very difficult to proceed with changing the direction to anything other than an "everyone is equal" type of approach.

 
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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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