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  From Ninja To Viking: Tomonobu Itagaki Speaks
by Christian Nutt [Business/Marketing, Design, Interview]
10 comments Share on Twitter Share on Facebook RSS
 
 
July 25, 2011 Article Start Previous Page 2 of 3 Next
 

We've been seeing so many of the top Japanese creators flee from Japanese publishers. At this point only Kojima is really at a company. We recently saw Inafune leave Capcom. What do you think of that situation, and why is it happening?

TI: They have their own situations, so I can't really say. Kojima-san's thoughts are Kojima-san's own. Mikami-san, Inafune-san, and a lot of other guys are going independent. Maybe it has to do with the fact that Japanese game development companies have the problems that I described earlier. Maybe they're saying, "Well, I can't deal with this anymore." Those who have confidence in themselves, they can go out and explore their own world.



But I'm not badmouthing the companies that they left. I'm not saying that. I'm just saying that might be what they experienced.

This is an important point I want to add. Mikami-san left Capcom, but he's still on very good terms with the owner of that company. They're friends still.

And I'm also still on good terms with the Tecmo owner, as well, so it's not that we just left. It's just that they tried to stop me as well, but they understood that it had to happen -- well, I wanted to do something. There's always something you want to do, and then you go. That's what happened.

Inafune said the same thing that you said about management, that they just don't understand games.

TI: There tends to be many of those people. I like Capcom's management. Tsujimoto-san is wonderful.

If you look at any Japanese publisher, I think they're the one who have done the best lately in terms of technology, finding an audience globally, that kind of thing.

TI: Maybe so.

You talked about how in America you can find people who understand more about games in management positions. Is that what you look for in the company that you want to partner with? Is it a person who you can relate to, speak to? Who understands what you're working on?

TI: First of all, yes. Of course. If that's not the case, who is going to eat it? The gamers. They're the ones who suffer.

Absolutely, and when decisions are made strictly from a business perspective, in a creative medium, you end up with stuff that doesn't push any boundaries.

TI: Right, exactly. In Japan, in this industry, they are lacking not just in technology, but the important thing is the creativity and ingenuity. They're lacking in that. So they complain a lot, they say a lot, but then they don't take action. So before they say anything bad or complain -- "Do something!" is what I want to say.


Devil's Third

With Dead or Alive you wanted to challenge the best fighting games, with Ninja Gaiden, challenge the best action games. I can only assume your philosophy is the same this time around.

TI: You already know the answer.

Yes, I do.

TI: That's how it is.

Your games always have a real sense of physicality in the way the characters react to each other, and to the enemies. I can see that you want to bring that to Devil's Third in a way that we don't see in these kinds of action games so much.

TI: Of course that's how it's going to be. That's my raison d'être.

To answer your earlier question, yeah, I told you that you already know the answer, right? Well, I will do everything I can to achieve that, okay? And to make the best fighting game, it took a long time to do that, but I think I made it. So to make the best game in this genre now, I might take a long time, but I know I'm going to do it.

So you have a single focus. You know that's your goal. You have one goal that you aim at and that's how you approach game development?

TI: Yes. I'll be the first one to go and attack. We're a military force.

 
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Comments

Lech Lozny
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If Itagaki is tackling one genre at a time to perfect, I wonder when he'll get around to the perfect RPG. I'd love to play that one.

Elizabeth Boylan
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It's great to see the creators and the artists of great games starting their own studios like Itagaki, instead of MBA/ Maagement types who lack imagination.

dario silva
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Itagaki talks big, but theres no mention of money anywhere. With the high cost of AAA development, there have been lots of studios getting burned by pursuing the noble path, incl Platinum Games, Ninja Theory and Volition inc.



The market don't deserve new games anymore, at least not through this kind of publishing model. Itagaki will probably get burned, i just hope it doesn't fuck up his life too bad if he does.

Tony Capri
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True enough, but as a gamer, I'm plenty thankful there are still a few ballsy cats in the industry ready to bet it all. Would you rather he play it safe and offer us the status quo? I mean, come on...

Ramon Carroll
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Thats a really good point. Perhaps its his personality that speaks so loud that its sometimes a bit too hard to hear what he's actually trying to say. He just doesn't appear to be that good at saying it himself. -shrugs-



The more developers we have that are willing to take risks, especially the more talented ones, like Itagaki, the better for the gamers, I say.

Ramon Carroll
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Wow. That was some real big talk. I mean, I know the guy has a some decent games on his belt, but he really appears to like himself alot. He's also not very articulate, it seems. Luckily, Gamasutra was there to help him out by expanding on some of his comments. I think I enjoyed hearing the interviewer speak more than the actual interviewee.



Having said that, I understand what he is saying, and while what he is doing sounds pretty risky, I hope things work out for him.

Ali Mottaghinejad
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Good interview.

I'm from Asia and I think our developers have best ideas, but they can't do it right.

Ramon Carroll
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So, are things really that bad in Japan? I mean generally?

David Paris
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Ok that video is pretty darn funny. Seems like a pretty classy way to say they need a couple more months before its demo-ready. Kudos for the ingenuity and chutzpah.


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