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People
in the West are well aware that Japan has its own pop culture, but I don't
think until you come here, you really experience how vibrant and pervasive it
is. Everyone knows, "Oh yeah, people in Japan watch our sitcoms, or our movies,
or whatever." But you come here and you see just a wide, wide variety of
domestic content, and you realize...
RI: It's something that the head of our EA
Sports label, Peter Moore said -- who used to work with Sega, used to work with
Microsoft, of course, has done plenty of business in Japan.
It's so true. The good and bad about Japan
is: when the Japanese move to the other side of the boat, they all move to the
other side of the boat.
So what's incredibly interesting to me, and
to your point about vibrancy, is the reinvention that Japan
continues to go through. The fashion that, literally, I was seeing at the
beginning of the year -- and again, seasons aside -- the fashion that I was
seeing at the beginning of the year is no longer relevant.
The long lines that I was seeing outside of
H&M, for example, as young girls and boys in Tokyo
were learning about H&M, and the coolness of the fashion, those lines are
gone, and those lines are all in front of Forever 21 now. And so, it's
amazingly vibrant, and reinvents itself; it's not afraid to change.
I was running into a few of the EPs, and I
didn't know their experience in Japan, and they said, "Oh, yeah, I was
here three years ago, and I kind of understand what goes on at Akihabara, and
what to expect at Shinjuku," and I'd say, "No you don't." I
mean, it'll look familiar, but at the same time, fundamentally, it has changed
dramatically.
No different from the fact that, calendar
year to date, the Japanese games industry is 70% handheld. You know, when I say
that, people at EA say, "But that wasn't true two years ago," and
it's... Of course not!
So, to your point: pop culture, just the
overall attitude of the Japanese, is one of newness, freshness, willingness to
change. No problem with throwing those old pair of jeans away and buying a new
pair that I feel I should be wearing.
And I think, from a content perspective --
save for of course the great loyalty of franchises like Dragon Quest; frankly, Need
for Speed has done very well here; our belief that we have all the pieces
in place to get FIFA back on its feet
here, relative to Winning 11 -- the
Japanese are willing to change, and we need to know that, from both taking
advantage of it, as well as making sure that we're developing the best games on
franchises that have historically done well here in Japan.
Speaking
of the fact that 70% of the market is handheld based: is that a strong focus
for you? Obviously the first title you've announced under is, but...
RI: Yeah. It is. You know, we're realizing,
too, that there's a lot of attention, and a lot of debrief and education that I
provide in some of the market information to the executives at Electronic Arts worldwide.
As I like to say, "gaming on the
go" -- the combination of mobile, and the fact that there's 135 million
people in Japan,
and 115 internet enabled handsets. The fact that there's 45 million DSes; so
basically a third of the population has a DS. The fact that there's 16 million
plus PSPs here -- relative to home console, which is: 10 million Wii, 4 million
PS3, and 1 million Xboxes.
Is gaming on the go a trend that we're
going to continue seeing spread to the West, and how deep will it really go
here in Japan?
I know, culturally, why gaming on the go is popular here: long train rides to
work, long train rides to school, public transport is very efficient and
reliable, the internet-enabled subway stations.
It's market trends that I think EA has to
react to -- to be successful in the marketplace, but also that EA is monitoring
closely as potential harbingers of what the rest of the world might start
doing.
I
don't know if you can speak to this, but obviously the PlayStation brand has
always been very, very strong in Japan. There has been a downswing on the
PS2, but not yet a reuptake to the PS3. But it's been strong, and it's hard to
say how much of that was based on the fact of content, pricing, and
availability and stuff like that, and how much of that was actually just a
cultural shift away from TV gaming.
RI: I think it's a combination of factors.
I think the most complicated is time and place. History doesn't necessarily
repeat itself here in Japan, because, again, the mentality, the willingness to
change, the willingness to adopt new ways of playing games -- handheld versus
home, for example, you know, might be much more active than we're seeing in the
rest of the world.
If you look at overall interactive
entertainment revenues in Japan,
including mobile, including online, the industry is growing. So, PS2 certainly
got up to, I believe, what, 22, 25 million? Something like that, here in Japan.
Relative to the 4 million or so [for PS3], based on Famitsu data. So, there's
some catching up to do.
Price has a lot to do with it. There's just
a number of factors that have to be considered. It's a very long conversation
around Blu-ray; it's a very long conversation around DVD
players, which the PS2 was, of course. There's a number of factors, I think,
that play into the dynamism of the Japanese industry, and why we're not seeing
25 million PS3s in this marketplace right now.
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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.