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  The Game Master On Then And Now
by Christian Nutt, Brandon Sheffield [Business/Marketing, Design, Interview]
8 comments Share on Twitter Share on Facebook RSS
 
 
January 15, 2010 Article Start Previous Page 2 of 5 Next
 

Marketplace Musings

BS: I hear that WiiWare games don't sell much.

TT: It'd be nice if they did a bit more.



BS: I don't know anything about Virtual Console sales, but how do Hudson's VC games fare?

TT: Well, speaking in terms of all our downloadable offerings, our top-selling product is the Bomberman that was made over in the U.S. That's because a very large chunk of 360 owners is connected to Xbox Live.

Unfortunately, while Japan has a huge percentage of its population as internet users, only about 40 percent of them connect their game consoles up. It's still not that much. I think that'll gradually go up in the future, and we'll really begin to see the transition starting this year.

Makers will keep putting out neat stuff for WiiWare and DSiWare, and users will begin to notice en masse all the things that're available. When you look at the DS, it sold just okay for a while, but when Brain Age came out, bam! Sales shot through the roof.

If we can get one title with that kind of performance power for WiiWare or DSiWare, then you'll see a similar expansion.


Bomberman Live

BS: So Nintendo needs to come up with something.

TT: Yeah. But there's another problem Nintendo has to work out with the DS platform, and that's the proliferation of piracy. That's a fatal blow to software houses here. Dragon Quest IX's release date was October 15, but it was already all over the net by the 13th.

It's not that Nintendo's been completely lazy with this, and I know it's unavoidable to some extent, but... With the iPhone, everything goes through their own store, and no matter what you're connecting with the home office, so to speak.

BS: A broader question, but what do you think of the Japan game industry at present?

TT: I think it needs to change. Twenty years ago, you had the core group of kids that played Famicom games. As that group's grown up, the game industry's continued to cater to their needs over the years, essentially cutting off anyone older or younger. They're making games without thinking about these other groups. I think that needs to be rethought.

Targeting a particular age range isn't a bad thing in itself, but we need to have more games that target a core of younger users, or else there won't be anything left. You can play games on all kinds of platforms these days, too, like cell phones.

BS: Another rude question here, perhaps. Does Japan really have what you could call core users, or gamers? Lots of people have systems here, yes, but they always seem to be purchasing brain-training stuff or something. I'm not sure how many Famicom users are still interested in games.

TT: Neither do I.

BS: They aren't completely gone, but they're dwindling.

TT: Famicom users from back then are in their 30s or 40s today, after all. They've got families and children of their own, and they haven't got a lot of free money because of the recession. So, yeah, a lot of old Famicom owners have drifted away from games.

I think the 20-something gamers are the current core fanbase for the industry, people that started with the PS1 or PS2 and never touched the Famicom. And then you have the other target base, the young adult ladies who purchase brain-training games and so on. That's another "core," if you will.

BS: A lot of people have nostalgia for games, though, and that group doesn't seem as interested in modern games.

TT: I write in a blog daily, and I always get comments along the lines of "Oh, I played Adventure Island! Wow, that brings me back!" And that's all they say -- they aren't playing anything now. That's what ex-core users are like.

KS: There are too many options to choose from now. You can play games on your cell phone quickly and easily, and it's the same on the net, too. The sort of people who played the Famicom and hung out in arcades can now get a far better experience in the comfort of their own homes -- really, on their cell phones, even. So you have this group that samples a broad range of stuff but never really explores anything deeply.

There are lots of options, but it's tough for an individual title to grab the attention of a great deal of people. Maybe a game's immediately fun once you try it out, but there are fewer opportunities for that connection to be made with modern gamers, I think. Core gamers follow the scene enough that you hardly need to advertise to them, but normal people aren't like that.

TT: They aren't going to do the looking for you. You have to show them on the TV.

 
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Comments

brandon sheffield
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Meijin is awesome. He prepared for the interview, knowing he was gonna get some super nerdy questions!

Carl Chavez
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Haha, I was just telling my girlfriend last week about Bonk's Adventure, which she had never heard of, and how it would NEVER get a remake because I thought most gamers these days don't like platformer mechanics... I guess I was wrong! I guess when developers make what they want, rather than what the market drives them to make, you get all sorts of variety. Go figure.

Anatoly Ropotov
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The last 5 games I've played on Wii from Hudson would score 3/10 in early 2000s.

So much low-end budget crap nowadays, built on milking popular trends and genres.



Can't wait for Bonk, though. Hope it will become Sonic of XBLA.

Oliver Snyders
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Thanks for another awesome interview!

Dave Endresak
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Nice interview. I have a few comments from my own experiences of being a gamer since the original Pong, Spacewar, and AD&D pencil and paper systems, and I was always a Sega/NEC/Hudson electronic gamer (and PC of course) rather than Nintendo (which I never cared for too much, myself, due to some of the content and features from other companies).



I think that the cell phone systems in Japan are a bit different than America and many other countries, so the capabilities and offerings there are perhaps a bit more varied and robust, not to mention the ease of access, etc. I was surprised that there wasn't a bit more stress on portable systems like the DS and PSP rather than cell phone gaming because I think that the Japanese market for portable gaming tends to use those systems even more than cell phones, at least for gaming. It might depend on what one considers a game, too, but that's semantics.



I feel that the original Hudson games are far superior to other offerings from other companies at the time, particularly on CD-ROM. Audio makes a huge difference to me. Even great games like Phantasy Star really suffered compared to something like Ys or Valis on the PC-Engine due to the audio (the music, not just the speaking characters). The first track being data for the game never bothered me; I still used the game CDs as audio CDs by just skipping the first track because the music is some of the best ever created. I still have the systems and games, and I still play them from time to time.



That brings up my next point: many of those games are far more enjoyable than the latest offerings with fancy graphics. Graphics are merely a visual lure, but they won't matter unless 1) they are aesthetically appealing (and the focus on "realism" today, especially for Western games, really kills the appeal for me and other gamers) and 2) the actual game is enjoyable to play. I'm really not where the comment about older works such as classic Disney films comes from because many classic works of various media are still enormously popular even with mainstream audiences, and not just with collectors. This is why you have constant re-releases of classic works, for example. In fact, many people find that newer works that rely on a lot of CG to be inferior in many ways. There are limitations to CG, after all, just as there are with older techniques. An analogy might be to other crafts such as carpentry - a mass produced chair might be convenient and cheap to buy, but a hand-carved chair made by a craftsperson trained in classic techniques is often far superior in overall quality and comfort.



Aside from these considerations, many of Hudon's older games were far superior in design than current offerings. For example, strategy games such as Military Madness and Vasteel are still some of the best strategy games ever created. Why? Because these products featured elements such as hexagonal map grids and environmental aspects (weather damage/impairment of functions, alien life forms in certain environments that could ruin your plans, etc). This is where modern offerings fall short by focusing on fancy graphics but ignoring the actual game design elements that need to be included for a well-rounded, sophisticated, enjoyable game experience. There's also far too much focus today on the idea of "challenge" as though it is necessary for a game to be difficult or challenging in order for it to be enjoyable. Nothing could be further from the truth.



Of course, a primary obstacle to achieving game content that is appealing is the sales and marketing departments. I think perhaps companies need to take their staff from these departments and force them to play many of the classic games for a couple of weeks in order for them to learn why those games are fun whereas the newer stuff often simply is not, regardless of how many fancy images you put into the game and on the cover in order to lure people to buy the product. In other words, look at releases as a long term sales project rather than look to garner sales within the first three months. You'd get much better games with a long term vision.

Jeremy Reaban
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It's interesting that he complains about DS piracy, then mentions the iPhone favorably in that regard. I guess he must have missed that rash of iPhone piracy stories from a few months ago.



Plus, publishers can get away charging 3-4x the price of games on the DS or PSP, Chinatown Wars - DS/PSP $40 initial price. iPhone, same game, $9.99.



I think that sort of thing will take its toll on publishers more than piracy. Why pay $30 more for a game?

Roberto Alfonso
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I will be buying The Calling because I am a fan of horror movies. However, it is easy to predict how bad the game will sell because the audience in itself is niche (Fatal Frame 4 was the best selling entry from the series in Japan, yet it sold much less than half a million units).

Yannick Boucher
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Why am I reading this so late ?! This was one of the better interviews I read in a while!


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