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[Legendary game creator Yu Suzuki, soon to leave Sega, sits down with Gamasutra to take a look at the past and onward into the future -- taking in everything from '80s assembly programming to the possibilities he sees for new mobile and social platforms.]
Yu Suzuki has been on the forefront of game design and technology since he entered the industry. It seemed as though with every game he made, he was not only pushing game technology to new levels, he was inventing a new genre. From After Burner II, to Out Run, to Virtua Fighter, to Shenmue, Suzuki has constantly blazed trails.
Unfortunately, following the commercial underperformance of the groundbreaking Shenmue series, which remains incomplete to this day, Suzuki has operated below the radar.
The last major project he announced for Sega was a new fighting game, Psy-Phi, which though tested in arcades in 2006 was never released for any platform.
Have his contributions to Sega been dialed back because of the fate of Shenmue, like many Japanese developers who preside over unsuccessful projects? Or has he, like many Japanese creators who rise through the ranks, been relegated to a purely managerial role?
Gamasutra recently sat down with him to find out what he's been up to recently, to reminisce about the past, and discover his plans for the future.
Let’s start with the obvious mystery. What have you been up to for the past 10 years or so?
Yu Suzuki: Well, in 2008 I established YS NET, my current company. I'll be leaving my current job at Sega this September, and after that point I'll remain on as an advisor. So I've formally been with both companies from 2008 until September 2011. With the new company, I've been doing pretty much what I personally want to do myself.
Do you want to talk at all about before that -- between Shenmue II and the formation of YS NET?
YS: Well, in 2004 I was... what was the name of the group? The names changed a lot, but as far as the games are concerned, I was involved with STV [Sega Race TV], and also with Psy-Phi, a game that was announced but ultimately wound up not getting released. With STV I was just the producer, not doing any director stuff with it. On Psy-Phi, I was director until the point it was cancelled.
There was one other title as well, and that one also got stopped by Sega midway. But maybe that was for the better, because the Sega of the time was not in all that good shape, and they were shrinking down a lot of projects... maybe that part of it doesn't need to get written down. [laughs] I don't want to impact Sega's image.
I don’t think that was a secret to anyone. With the new social game Shenmue Town, why go with Yahoo! Appli instead of Android or iPhone or something like that?
YS: Well, in Japan, there's an outfit called DeNA that's launched the Mobage Town network service. That, along with Gree, occupies most of the market share in Japan right now. So we went with that platform to start out with, but it's been our intention from the start for this to be a multiplatform project, so we're thinking about smartphone support now.
iPhone seems to have really picked up in Japan; obviously it's doing well in the West, so it seems like the direction to go to make Western fans happy.
YS: And Android will pick up as well, too, won't it?
Yeah. I have Android.
YS: I don't think the exact platform will be much of a problem either way. Certainly there are changes that would need to be made.
For most of your career, you were at the forefront of technology, pushing things forward in the arcades or consoles. I assume that was a conscious choice back then -- are you consciously not moving in that direction now, or is that something you're not really thinking about?
YS: I do still want to challenge frontiers along those lines.
What do you think is the direction that kind of technology is going now? Where do you see it going -- like, cloud computing or scaling down into smaller devices?
YS: I see a lot of possibilities in all of it -- networking, cloud computing, portable devices. Apple has a technology called AirPlay that lets you stream music wirelessly, and I think that's where it's going to go -- you'll be streaming video and all sorts of other digital media from handhelds to large screens and playing games with lots of other people from your portable devices.
As long as someone can figure out a good direct play interface on the iPhone. It's not very good as a solo controller.
YS: Perhaps, but there's still a lot that can be done with that interface, too.
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Sega showed us that skateboards could actually be used to play games. It gave us glimpses into the future, where our controllers interacted with us as much as we with them. Now their only 'innovative' arcade game in the last few years is a generic on rails shooter with a glasses free 3d screen.
Suzuki used to care, Sega used to care. Nintendo even cared (surprising enough), addressing the massive controller-software evolution discrepancy with the Wii. Noone speaks about controllers, but
Gaming companies dont care about pushing innovation at the risk of financial ruin, even though their expensive marketing and subpar products might bring about just as much financial ruin. They should have pushed into video eyewear and head trackers a long time ago, and our motion controls should be intertial.
But ours is a fashion industry, not a video game industry. Its an industry that idolizes film and literature at the expensive of hard science and engineering. Who will take the mantle next generation, or should we all be making games for Kinect and Razer?
a gaming vest with haptic feedback for only $139.... yet no compatibility with gaming consoles as of yet (launched Nov 2007).
Why is Hollywood Cinema still considered the "Master Medium" when in so many ways games are a superior art form? Don't get me wrong, film is an amazing medium and has it's own special charm and storytelling capabilities native to it's format, just like novels, comic books, music, live theater etc.
I just feel it's a bit foolish, and really shows a lack of faith in the medium that here we are 30 years later and we're still locked in this mindset of making chintzy action movies that can be controlled with a gamepad.
It's like Alan Moore said about comics that try to emulate film; at best they end up being movies that do not move... and I think this observation can apply to games in a lateral manner. As long as we hero-worship and emulate films in development of interactive entertainment, at best they will be movies that move at the pace of the player...
So instead this generation the needed growth had to come from elsewhere which was the large pool of people who do not play games. Because movies are such a universal part of modern culture everyone can get behind the concept of not only watching a movie, but controlling one too, being in the middle of it deciding how things progress.
That is the motivation at the heart of the movement really, and it is also at a heart of a lot of movement in the medium which has moved away from its core competency toward trying to ape the alien and incompatible functions of other mediums, such as cinema.
The cinematography/graphics have become a big part of gaming and the mechanics have taken a back seat or we would have first person shooters with mechanics better then UT2004. UT2004 is pretty much near the pinnacle of first person shooter game mechanics.
Id see the "better mechanics" in mw as a way to act a bit more realistic within its "army" setting, but also a way to slow the pace of the game to an unrealistic level so its more accessible to average gamers.
The UT series is based on things that are concepts from the future.
We wont likely need any guns with iron sights in 50-100 years in the future so its appropriate thinking of future science, not a lack of "better mechanics".
WW2 fps games have shittier mechanics by trying to tie their games to realism, so that naturally constrains the possibilities. The iron sights is not a step forward but a giant step back by catering to gun nut culture of the US.
The reason why FPS games are so popular is because get get those gun luvvin murricans. Most WW2 fanatics wouldn't know a good FPS if it hit them in the face given how much they sheepishly buy military shooters.
As much as i admire the imagination of science fiction, when a video game doesn't make its control scheme sci fi, then its just lost in translation. Thats why i regard Vanquish as more of a Sci Fi game than Halo. You're looking at the surface details, but i'm looking at the actual mechanics. Sting would have us all firing from the hip, but i'd rather the dynamic option of either thank you very much.
Thats the most intresting sentence in the interview to me. Wisdom, it's a good thing.
My question ends up being a bit rhetorical I suppose ;)