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  The Man In Charge Of Reshaping Square Enix's U.S. Division
by Christian Nutt [Business/Marketing, Interview]
4 comments Share on Twitter Share on Facebook RSS
 
 
July 22, 2011 Article Start Previous Page 2 of 4 Next
 

You were building a studio organization in Los Angeles internally but rumors suggest the studio is not around anymore.

MF: Well, "studio" is a pretty big name for what we were doing. We had a small internal team that was working on a project, and I read a lot of those news sources that are that are really focusing more on external projects -- but we're still going to need a lot of internal resources to support that.



So what kind of resources do you want to have in Los Angeles?

MF: I mean, obviously, we're looking for producers, creative directors -- that type of work -- in addition to a strong sales and marketing team.

And that's mostly people who are going to be interfacing with external teams who will be working on projects?

MF: That's my thinking right now. The advantage that we have -- again, because we have such strong lineup and strong IP -- it helps us attract first tier partners, so that brings a big advantage, and I'm also lucky because we do have an organization really, from top to bottom, that's passionate about games, and that includes myself.

I grew up a gamer, my entire career is in the games industry, so even though right now things like social gaming is already hot, and it's attracting a lot of VC attention, I'm not confident that a lot of that interest will still be there in a number of years as some other category becomes hot down the road.

We've got an organization here whose passion really is built around that. That gives me confidence in a long term success as well as just the fact that the trends that right now happen to be hot in the gaming area.

You'd like to build around games for gamers, primarily, is what you're saying?

MF: No. How you define the gamer is very subjective. And I think that obviously we have the core Final Fantasy fans, as well as the action and adventure fans that have come to us through the acquisition of Eidos' studios. But I think that the definition of gamer as "official hardcore gamer" is a very artificial definition and I've just seen all kinds of interesting ways people try to force industry definitions on the consumer.

So, for example, in the industry we make a hard definition between say an RPG and an action-adventure, but if you talk to consumers, they may see things in terms of fantasy or science fiction. They're a completely different blend, so I think sometimes we force artificial definitions, and "gamer" is one of them.

Now, the fact of the matter is, right now television networks are canceling soap operas because so many of the official soap opera audiences are playing games. If they're playing more games an hour than a college student, who is the gamer?

I also think you're seeing the maturation of the gaming audience. So someone who played Final Fantasy VII back in 1997, they're still playing our games, but they're in a very different part of their lives and they may be playing some games in a different way.


Heroes of Ruin

You know you signed a deal with n-Space for Heroes of Ruin. I cannot remember the last externally Western-produced Square Enix game.

MF: Well, Front Mission was built by Double Helix here, and I'm trying to think. Obviously Dungeon Siege III was a completely made in the U.S.A. game. We did that through Obsidian Studios, we managed that internally, and again that's another example I should go back to, in terms of using U.S. resources.

We have an internal producer, our biz dev team delivers the opportunity, we acquired the IP from Gas Powered Games, we hired an internal producer who managed the game through Obsidian, and it's launching in a couple of weeks. So that's a type of model that, I think, is going to be easy for us to manage. We have the resources, we have the assets. It's not necessary for us to hire the internal studio to make these projects happen.

So Heroes of Ruin follows along a similar path. That, in fact, is being managed through the Square Enix Studios out of the UK. So there's a lot of cross-pollination that you see. Dead Island, that we're helping to sell and distribute here in the U.S., is obviously developed in Poland from a German studio. That introduction was made to us by our sister company, so there's a lot of cross-pollination that's happening right now.

It seems like your opportunities are to shift into a publisher that doesn't rely just on its own studios.

MF: Well, but understand -- yeah, this is all being done from the context of, I have these fantastic internal studios now, Square Enix Europe or Square Enix Japan, that are providing that for me. So my goal for Square Enix in America is not to replicate what we already have, but to do some things that we're not. And that's why I'm looking at these things, like external partners, or licensing and publishing agreements the way that we are, because I already have world-class traditional games coming at me from both organizations.

If you look around, I don't know that there's any publisher right now that has that kind of globally-balanced product the way that we do. And there have been Japanese companies that have made big investments in Western publishers, or Western developers, but I don't think anyone has ever delivered a lineup the likes of what you see here on the show floor. So because I have that, I can take advantage of the opportunity to do some of these smaller, more agile projects.

 
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Comments

Jorge Ramos
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I was able to attend this month's local chapter IGDA meeting, and the speaker there had some pretty good insight, as it was focusing on the ability of a game to tell a story. Now, as a player... I would say that it feels like Square has lost the ability to tell a coherent story with its core Final Fantasy franchise. Far too often the game is trying to tell us that one character is the protagonist ("This is my story", anyone?), when it really seems more like it should be focused on another. Or where the story was actually integrated with the gameplay with relative cohesion. I know some plots in earlier role playing games might not have made sense reading it, but they made a lot more sense when playing it, simply because the story as it unfolded helped explain the game mechanics in turn. And gameplay drove the story forward, vice versa.



As one reviewer put it, it's almost now as if Square Enix is actively trying to tell its audience it would rather make movies than be a game company anymore.... ironic considering that it was by creating one particularly good, solid game that saved the company from certain bankruptcy.

Chris Lewin
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I feel like Squeenix lost their way when voice acting became standard in their games. That may sound like a fairly trivial change, but voice acting is probably the greatest hurdle in localisation, especially japanese to english localisation. The lack of voice in games like FF7 allowed the music to shine, and more subtly it allowed the reader of a conversation to put his/her own gloss on the words spoken by characters, leaving some room in the characterisation that the player fills in on their own. It's a terrible tragedy that voice acting has become so prevalent in modern games (not least because producers cut corners on the budget, or expect that hiring one celebrity to phone it in will actually add any value to the product).

Mike Engle
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Don't quite agree with that. Personally I think text boxes kind of grate against this otherwise-completely-immersive game world that RPGs create (and it seems particularly apparent in MMORPGs where, big surprise, people often don't bother reading the text.)



There's something to be said for imagination, but once you've visually rendered a game text can no longer leverage imagination in the same way.



The better solution is that if you're going to make story-driven games (aka RPGs) you better bring your A-game when it comes to writing and presenting the story. Because players are going to spot illogical characters, bad dialog, or poor presentation.

Kamruz Moslemi
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I never particularly cared for story or storytelling in games, least of all RPGs, these have always seemed to me as overrated formalities that should be the focus of other mediums who specialize solely in their delivery.



As such the only complaint I could lash at Square in their game making approach since the SNES era is the increase in volume of narrative elements in their games which in turn balloon gameplay length. It all started with FMV cut scenes in the CD era and we all know how Square has loved lavish CG scenes ever since.



But from what I've seen of FFXIII-2 and have heard spoken by the developers I think Square is well on their way to cut back on those practices and focus on what they do best, gameplay.


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