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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 4 of 4
 

Is that why you decided to dive into Wakfu?

MF: Oh, absolutely. Absolutely, and another nice thing about it is it is, it takes some of the strengths that we have, in terms of knowledge of our audience and the RPG world, but it's also helping us leverage it into a whole new place, and with a partner that is very well entrenched there already. So that's the type of one plus one equals three synergy that I'm looking for in the projects that we either pick up or we drive.



Is that a free-to-play game, or is it a subscription game?

MF: It's kind of a hybrid free-to-play. So there's a subscription component to it, but there's also a free-to-play microtransaction component of it as well.

Are microtransactions something that interest you particularly from a Square Enix perspective?

MF: It does, but I don't believe that there's going to be any one single dominant model in the years ahead. I think if there's one thing that I see now, it's a diversification, and we're a big enough company so that we can't put all of our bets all on one business model if we wanted to, anyway.

And for us, it's not about picking winners in the different platforms, it's about having great IP and fitting that to the best platform for it. We want all of the platforms to succeed.

It's funny. I remember people saying "I'm not sure if the industry can support three consoles. It's always been two consoles, two consoles, two consoles, I'm not sure if we can support three." And now, I hear people get worried that we might not have three big console platforms at one point.

So it's kind of funny. When it looks like the number of platforms is going grow, people are going to worry. If there's speculation the number of consoles might shrink, you've got everybody worried. The fact of the matter is, it's not the number of platforms that's important, it's the health of those platforms, and the growth of the market. I don't see what's happening in the browser based or free-to-play, or social market cannibalizing overall industry sales. What I see is it adding to it.


Wakfu

You've got now a situation where we have three consoles, two handhelds, smartphones, Facebook, web downloadable, web browser-based. There's a tremendous variety of things going on.

MF: I think that, to some degree, there's a fallacy that some people are applying to the future of our industry, based on what happened say, for example, to music. Where -- I'm not an expert on the music business -- but there's a perception that the shift towards digital music downloads has hurt the overall growth of the recording industry.

And let's just say for the sake of argument it has. I don't think that applies to games, because the switch to digital downloads for music didn't bring any more people into the listening to music market. Everybody was listening to music, everyone is still listening to music. But in the case of games, what this transition is bringing, is a whole new audience, and more ways to play.

So in the past if you had to sit down in front of your TV, now you can do it in front of your TV, your computer, your iPad in bed, your smartphone while you're outdoors, your work PC while you're in the office and your boss isn't looking. So I think the same trends that have threatened the other media are actually strengthening us.

Yeah, we're at a very tumultuous -- I would even go so far as to use that word, it might be a little melodramatic -- time in the industry. Where not only do we have trends in opportunities, like this year is the year where suddenly Android is viable. It was predictable, but I don't think people were, all the same, prepared for it. Probably because they were too busy trying to get on iPhone by the time Android started to take off.

MF: People panicked when Super Nintendo took over from NES. Our short memory is really remarkable, and I see this. Certainly this is a tumultuous time, but unlike some of the other console transitions that we've had in the past, some of the changes in our industry, this is the first time I can recall where we're talking about our audience significantly growing.

It's growing on a regional basis as more parts of the world open up to gaming, and it's opening up on a generational level basis, both as the gaming audience is growing older and gaming, and new audiences are coming in. So I mean yes, there's a tumultuousness in the sense that every change brings in new winners and losers, but I'm probably more optimistic now than I have been in my last twenty years in the games business.

 
Article Start Previous Page 4 of 4
 
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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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