GAME JOBS
Contents
Lighting The Ignition: Jumping From Niche to Triple-A?
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Lighting The Ignition: Jumping From Niche to Triple-A?
by Christian Nutt [Business/Marketing, Interview]
7 comments Share on Twitter Share on Facebook RSS
 
 
July 13, 2009 Article Start Previous Page 4 of 5 Next
 

I don't think anyone with a Western focus has made a consistent success in Japan. Obviously, the big emphasis from our end is always seeing how Japanese publishers do in the West. But even names like EA and Ubisoft haven't really made a splash.

SB: You know, it's funny, because I don't really consider Ignition a U.S. publisher and developer -- even though we are.



RS: If you look at the overall Asian cross-culture heritage, from that point of view, I think that works better. Because actually Japan works with its own culture. So, the geographies are all similar, the strategies are the same, but the cultures are a little different, between each territory.

AC: And I think another thing that you need to look at: you look at all the key management at Ignition. We're all gamers, so we understand gaming. That's the biggest difference. We don't go in suits -- except for me, today, because the big boss is here...

RS: Who's dressed in Tommy Bahama!

(laughter)

AC: He tricked me!

I think the key is that we understand. And the core talent that we're bringing into our studios, the key thing is that they look at the management and they think, "You get it." They see that we understand it, that's why they want to work with us. And I think that's very cool.

SB: And that's what I felt. When I first came to Ignition, both Ajay and Vijay are such huge gamers. Such really passionate guys, in the same way that I am -- and that's a rare find. I mean, I've met a lot of game CEOs, game company presidents, and a lot of them don't even play games at all. The fact that they get it, the consumer will ultimately understand: everyone along the way felt passion for this game. That's important.

You announced the new Samurai Shodown game at E3. Is that your only announcement?

AC: Yeah, it's our only announcement, and I think it's probably best it's kept this way, because we've got four very strong games here now. To be announcing or doing anything is not strategically wise for us. I think, you know, we've got Nostalgia; we've got King of Fighters XII, which is looking huge; we've got Samurai Shodown...

SB: And Muramasa.

AC: And Demon Blade -- I mean, that speaks for itself. You've seen the press that's come out already. Even Nintendo Power, we've had a nine or 10 page spread in there. And every word -- the single word is, it's beautiful. And it's not just beautiful and it doesn't play; it's beautiful and it flipping plays. So, you know, we've got such a beautiful array of games, I don't think we really need to do anything.


Ignition Entertainment/SNK Playmore's Samurai Shodown: Edge of Destiny

It does feel like, at least for this year, you're on the cusp. Which is an interesting place to be, I should imagine, and you're observing. I don't think anyone really knew what E3 was going to be like this year, right?

AC: I was standing there thinking to myself that my boss was going to tap me on the shoulder and say, "Where is everyone? It's midday." [Ed. note: The E3 show floor opened at noon on the first day.]

But, since it opened, the stand had been packed. And we underestimated in some way how busy it would be. We could have had, probably, a few more [demo] pods and they would have been packed, and that's great. That's a great feeling.

SB: I think it shows that gaming isn't going away. Despite the recession, despite all the fears, people are still really excited about games. Probably next year will be even bigger for E3 -- and bigger for us.

Something that's interesting for me is Nostalgia. I'm sure at some point this has happened, but I don't remember Tecmo doing a lot of licensing out of their titles, so that's an interesting situation.

AC: I think with Tecmo it was quite interesting, because we met by coincidence in Japan, back in Tokyo, and we were literally sitting at the table next to them. And we started a conversation, and they showed us Nostalgia, which I was surprised about. And we talked about what we would do with it; what we had done before. They'd seen, previously, what we had done on Blue Dragon, and I think they were impressed by what we had done.

So we put some ideas down with them, discussed what we would do with the title, and I think -- like I said to you -- even bigger publishers now are looking. Because, and I think Shane put the nail on the head. Some publishers have so many games that they don't concentrate on all of them, and they only concentrate on one; the rest are going to fall, even if they are very good titles.

So, I think the option is, let some other people handle these products, and they'll put the concentration on them that we can't afford to, and they'll make them successful. So this is why you're seeing some partnerships that Ignition are taking.

People are looking at us like that. Seeing the company, and seeing what we're doing. Even the actual logo [of the game], we changed the direction, and the way people look at it. And they [Tecmo] have been really impressed. And I think they respect the way we look after the IP -- the way we're looking after the licensor -- and how transparent we are as a company to work with. I think that is really a breath of fresh air for these guys. There's transparency that Ignition offer.

SB: Yeah. Personally, I would love to take on more Japanese games from other publishers and developers you wouldn't expect to license games out. I think that the climate there has changed a lot. And, same as here: the whole rules of who publishes what, and how it gets handled, are changing.

 
Article Start Previous Page 4 of 5 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

ray G
profile image
Sounds like they have a couple of tigers by the tail.

Justin Leeper
profile image
While Ignition is a company on the rise, it hasn't really sold anything yet. I'm also not convinced SNK fighting games and 2D Japanese Wii titles will push numbers -- as much as I may like and pull for them. Did OdinSphere do anything? I know it was sweet. How about SNK Playmore's KoF titles? Of course, King of Fighters XII is new.



I think Ignition has to be wary not to get too big too fast, especially with no income coming in. Atlus stays small by design, because that's how they make a profit off of their somewhat niche library. Look at what happened to Majesco when they tried to go big-time -- licensing Taxi Driver, Jaws, Aeon Flux, and putting big bucks behind Advent Rising. That all bit them in the butt pretty quick. Ignition is a company I want to see succeed, but it has to crawl before it can run.

Hayden Dawson
profile image
Odin Sphere did more than well enough -- it even saw a Greatest Hits edition. The numbers niche games sell total are never going to compare to the mainstream, but what is important for such publishers is they find enough sales in a few titles to pay the bills while they keep their core fan base happy. KOF should benefit from the strong word attached to BlazBlue and the Odin Sphere crowd certainly knows about Muramasa.....you know thats gonna be a Play magazine cover in the next month or two.



Lux Pain was not the strongest localization (it appears it used an existing European translation), but it did release with the goodies its audience has come to expect from the likes of an Atlus or NIS. Muramasa is coming with the amazing scroll JP got and they've got a few other bullets in their hobbyist audience gun still coming.

Christopher Corbett
profile image
Majesco is an interesting comparison, while I don't recall the history leading up to their growth I don't think it was like Ignition. Ignition has some money already. They're first pursuing credibility with the gaming/development communities before making some larger moves. I think Majesco just tried to buy their way to more money? Not only that but with a largely irrelevant idea of what would get them there?

Hayden Dawson
profile image
@ Chris



Yes, Ignition does seem to have a better grasp on connecting with segments of the game buying community. Majesco I put more along the lines (even though they have been around SO much longer) of companies like Zoo, Destineer, Valcon or 505 whose catalogs are so full of shovelware crap that when they somehow get access to a title with some interest or quality not only do they not know how to market it, no one is bothering to look in their direction for product.

Christian Nutt
profile image
Majesco now and Majesco then are quite different entities. It's an interesting comparison. I think that the main difference is going to be in the titles. While Psychonauts was an amazing game, Majesco had no idea how to market it (it was a challenge, to be sure) and Advent Rising, again, a challenge, and a not particularly great game on top of it.



I'm going to guess from what the guys said, and what I know of the Chadha brothers (and Shane!) that the games they have under development hew closer to the kind of stuff Ignition is becoming known for (e.g. Muramasa) but with a stab at broader appeal. It'll be interesting to see if they can spin that into broader commercial success, though.



I have very little doubt in Muramasa's likelihood to be a commercial success in the US.

Tom Newman
profile image
I like the way these guys think. looking forward to their original IP's for sure!


none
 
Comment:
 




UBM Tech