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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 5 of 6 Next
 

The Japanese Developer with Quality of Life

You talked about, earlier, how Japanese developers have a reputation of being very hard to work at. Obviously America has struggled with this too. You have a policy of quality of life, which has been a major issue, globally, for game developers.

I don't know if you were at the awards last night, but when they accepted the award for Fallout 3, the developer told the story that his wife went on vacation without him, with his kids, and said, "This had better be a really good game," when she left. So, it's the same everywhere. And it was a sad story.



I want you to talk about how that happened; what caused you to launch into this new philosophy?

HM: The reason is, I experienced back when I was CyberConnect 1, for three years I basically lived at work. I paid rent on an apartment that was empty; that I never lived at.

Because of the fact that I was an amateur entering into a world where there were other professionals working, I had to work three times as hard as everybody else -- and that was a reality that I couldn't escape: no matter how hard I pushed myself, there just wasn't enough time, because I didn't know the industry.

And so, I had to stay at work three times as long as everybody else. And so, I had that same reality, where I had no life -- no quality of life -- because of having to stay at work all the time. So I am very well acquainted with that whole idea of being enslaved by your company and not being able to go home.

So, true to the whole "living at work", literally: there was a kitchenette at work, and in the evening I would do as much as I could, and everybody would be working, and then they would go home, and then there would be nobody at work, just completely empty, and I was alone, by myself, working on things, because by the time evening came, there wasn't enough time during the day to finish what I wanted to finish.

So, I hadn't quite finished yet, and I was looking at what I had made, and wasn't satisfied, so I'm having to fix what I had done during the day. And I was looking at other people's stuff, and wasn't satisfied with what they had done either! So I was messing around and fixing the things that they had been making during the day. So I was there all night long.

But, what I would do is, I would stick my head under the warm water spout, and wash my hair in the kitchenette, and strip down and take a towel and take a sponge bath. And since there's nobody there, I can completely just take it all off. But that's just how I lived, day after day! And I lost a lot of weight.

Basically, I was able to take catnaps in a chair, right around when daybreak would start coming, and there's a little time to take a nap for a few hours, in a chair, at work -- and then work would start again. At the time, pulling all-nighters wasn't a big deal, because I was 26, but as the years and days progressed, I realized that the effectiveness of my work got lower, and lower, and lower.

Which is to be expected: as you're pulling all-nighter after all-nighter after all-nighter, you're going to end up not being able to work very well. And so, literally, my heart and my body was in ruins. I had worked my heart and my body to ruins.

And it's then that I realized, full well, that this is not healthy. And on top of that, my work is not efficient. And so I was forced to come to that realization because of my predicament.


Namco Bandai/CyberConnect2's .hack//G.U. vol. 1//Rebirth

And that's what changed your philosophy.

HM: So, the first reason for why I have such a philosophy is that staying up late every night, pulling all-nighters, reduces the effectiveness of one's work. I've realized that all too well myself.

The second reason is, these other nine people who have been working for Taito, when they started working at the company, they were working with the same rules that everyone else in the industry works: no one comes in in the morning. And so, I'm there, but no one else comes in in the morning.

There would be people who'd come in midday, people who would come in mid afternoon, and other people who would not come in until evening. People were working at different hours; they would come and they would go at different hours, and all day long there would just be kind-of a sluggish, slackish pace of work with everybody, because they just kind-of worked whenever they wanted.

And my thought was: why aren't people working when they're working? Why is there no rule? Why is there no direction? Why is there no establishment of 'outside hours are outside hours; work hours are work hours'? You work during work hours, and you're supposed to do your job.

There was no guidance, no rule, no establishment that basically forced people to have to sit down and say, "OK, it's work time, so let's work, and really get down to it." And so I realized, this isn't right; this isn't good; it's not effective for a company to operate under these circumstances.

There needs to be rules; there need to be guidelines on when people can be expected to show up at work, and when you're at work, do your work. So, do what you're there to do, and don't just drag it out all day and be sloppy or lazy with your work hours.

It also happened that the timing was really bad for that company, in that there was a super popular title that was popular worldwide, called Diablo, and people would just totally lose themselves in this game. They would roll into the office, you know, late morning, and they would play Diablo from morning to evening. Some of them would do some work, in the early part of the day when they came in, in the late morning, and then they would start lunch.

So they'd be eating lunch while they're playing Diablo, during their break -- but then the lunch break would progress, and they would still keep playing, and then the end of the break would approach, but they would still keep playing, and it's like there's no end!

They can't figure out where to put the game down. And so, before they know it, it's evening, and so now they're saying, "Oh, now I'm tired, so I'm gonna go home." So that kind of situation occurred more often than not.

 
Article Start Previous Page 5 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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