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I've
been left with the impression -- and obviously it's hard to get statistics --
that the console download services in Japan are not as successful as they have
been in the Western markets, where the uptake on particularly Xbox Live has
been very, very strong.
RI: I think there are some challenges in Japan,
because traditional retail is so powerful -- and we respect them, and obviously
work with them closely. So, there are waters that we have to navigate here.
But, absolutely, when basically 100% of the homes here have T1 equivalents
going in, when I can go a half mile deep into a train station and have five bar
3G, as well as two Wi-Fi networks to choose from... The connectivity in Japan
is tremendous. And I think that it's inevitable that consumers will want some
choice, some convenience. Not all consumers will, but to those that want it, we
should be offering games for download.
I
think it's more of a surprise, almost, that the Japanese market actually hasn't
taken off as much with download product as I think it could.
RI: Sure. I don't think that all the
publishers have been willing to make a 100% effort to provide download options
on all their games to the mass market consumers. That's a fact. I mean, I know
that.
I
don't know if you're familiar with the game series Disgaea.
RI: Yeah.
They
released a lot of downloadable content for Disgaea
3 on PSN, but then they recently put out a Blu-ray disc that contains that
PSN downloadable content, that you can buy at retail. That's got to say
something about the Japanese market, but I'm not sure what exactly.
RI: It's a very unique marketplace...
Intellectually, emotionally, there's just some fundamental differences. The
Japanese -- I'm going to somewhat contradict what I just said about downloads
business, because Japanese love physical media as well. There's no piracy here.
So, there's a number of things that add up, in a way that downloads doesn't
become a means to the end for piracy, if there is no piracy. Even on DS...
There
has been some piracy with the R4 card, though.
RI: Yeah. A little bit. But a very, very
small market. Very, very small -- very little activity, and certainly not very
measurable relative to the huge successes that we're seeing on DS and PSP
games.
When
you look at Japanese movie theaters, a large portion of the movies will be Western,
and a lot of them will be really big hits. The Dark Knight was, when it came
out, it was the best selling Blu-ray ever, at that point, in the Japanese
market. Do you ever look at that and say, "How come we can only sell in
five percent of the games?"
RI: Absolutely. Well, you know, it's a
couple things -- and I'll speak in both directions. It's not all rosy; it's not
all perfect in terms of setting us up to be 20 percent of the market here in Japan.
I'll give you some data. The music data is
really hard to glean because there is some music piracy here in Japan,
but if you look at movie box office here in Japan,
in 2002, 75 percent of box office revenue here in Japan
was from Western content. Today it's about 35 percent. So, it's a double-edged
sword.
One is, we know based on production values,
we know based on a number of different things, including, in a 75 percent scenario,
heavy marketing from the studios, that Western content is appealing, and can do
well in Japan,
even with the impact of the internet. And more and more viral buzz.
Even with the emergence of a very healthy
and vibrant studio system for movie making here in Japan, that is not just
cranking out our perceptions of Japanese content, like Godzilla and whatever
that might be in history, but great movies. Even with that, Western content is
still at a healthy 35 percent.
So, on the one hand, the internet, viral,
the healthy Japanese film industry that has grown, has caused 75 percent to
become 35 percent, but, whether 75% in this day and age is unachievable?
Certainly for Western games market, in this marketplace. But if I'm getting
anywhere close to 35 percent, I'm much happier than I am at 5 percent.
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I do think it's naive for Ishibashi-san to claim "there's no piracy in Japan." Of course there is. However, there are also various mitigating factors that are not in other markets or not as strong. However, perhaps he was specifically meaning "game piracy" or more specifically, "console game piracy." That's a bit different than simply "piracy" or "game piracy" (including, of course, PC gaming). Not to mention other media, which he does allude to a bit when talking about music.
Perhaps more importantly, I'm surprised that the PC gaming scene is largely ignored in the interview. That's one of the largest parts of the Japanese market, after all. CERO is certainly the ESRB of Japan now, but they are relatively new and do not cover PC gaming. If we're talking Akihabara, Comiket, etc, it's the PC gaming scene that has all the innovation in content and freedom to experiment through doujinsoft and other avenues.
I would also say that there is a cyclical nature to change.
Finally, I think the overall intent seems to miss the mark and will probably fail because it seems like the intent is still the old "exclude/include certain content, etc based on perceptions of what a specific market wants." NCSoft realized this is an outdated notion when the continued to add content and mechanics that cater to different markets in their new release, "Aion" (unfortunately making it pay to play excludes the majority of any market but that's another issue). Yes, different markets have different cultures internally or natively, but that's irrelevant when the global exchange of information is considered. If you really want to open a market, you have to offer what anyone, anyplace in the world, might want, and that means offering content, etc that is not necessarily the major draw in a specific locale at the specific time you are developing a product. Restricting what you offer is a perfect support for piracy as well as legitimate import companies in various locales. People have their own interests and preferences, and these are not dictated by their locale when they can gain information from almost anywhere in the world. Therefore, it's not surprising that there are game consumers in Japan, Korea, etc who are interested in and want Western content, mechanics, etc, nor is it surprising that there are consumers in Western markets who prefer Japanese content, etc. Attempting to cater to limited preferences only limits the potential market for any product. I guess as long as companies are willing to live with that, it's ok, but it certainly won't allow for maximum expansion or potential for any market product. I think there needs to be a better effort to think global, not local.