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  The Evolution Of Grasshopper: Suda Balances Social, Core, And Growth
by Brandon Sheffield [Design]
6 comments Share on Twitter Share on Facebook RSS
 
 
December 16, 2011 Article Start Page 1 of 3 Next
 

[Iconoclastic developer Goichi Suda talks Gamasutra about how his studio Grasshopper Manufacture hopes to rebound from the commercial flop Shadows of the Damned with social game development and the upcoming Lollipop Chainsaw.]

A little while ago, Grasshopper Manufacture seemed like it might end up being Japan's best hope, as far as independent studios went. It had created engaging, creative games like No More Heroes and made a name for itself before leaping into a partnership with EA for Shadows of the Damned, a PlayStation 3 and Xbox 360 game developed by a multinational team.



Shadows of the Damned couldn't find a major audience, and Grasshopper has turned to the social games space -- which, while sensible, isn't exactly what we expected from this group of iconoclasts.

Here, Goichi "SUDA 51" Suda discusses the failure of Shadows of the Damned, the studio's need to evolve its direction in the market to stay afloat, and just how well the company has been doing at integrating Western developers into the workflow and creative process at the company.

A while ago you said you planned to be the biggest game developer in Japan. How are you tracking on that goal?

Goichi Suda: Wow, how many years ago was that? (laughs)

Probably a couple years ago.

GS: Well, we are bigger, at least, but we still need to think about where we want to go, looking at what kind of era we're in. At the moment, we're faced with two choices: the consumer market, and the social game market.

As you scale up for all of this stuff, what has been your approach to hiring people? You've had to grow quickly over a short period of time.

GS: Certainly. Well, in Japan, it's really become the norm as of late to hire on a contractor basis. That's quickly becoming the general practice in the game development community, especially.

For a while, you were also gathering big names from other companies in Japan and elsewhere. How do you decide who will fit within your culture?

GS: Well, Grasshopper is essentially a very well-mixed culture already, so it's a matter of finding people who can work well within that, who can get used to our style. We work on a great deal of different projects, so in that respect, every project tends to develop its own culture. As far as big names go, too, some of those are gone at this point, so...

I was going to ask about that. What about [Little King's Story creator Yoshiro] Kimura?

GS: Indeed, he and [Harvest Moon creator Yasuhiro] Wada are not here any longer. In a way, they didn't fit into the culture after about a year of working there. It's taught us that publishing companies really are different from developers.

Each have their own position in the business, and it usually works out well then they work within those positions, but if you put someone from the publishing side into a developer position, you realize how different the two entities really are.

Somehow I didn't think that Kimura, especially, would fit, given his strong personality.

GS: (laughs) Really? Well, he did try really hard during that year-long period. It's a hard job, after all, trying to manage this huge mix of Japanese and foreign developers. He really did his best, and we're very grateful for that.

What do you think about the management approach to having a successful game business in Japan? A lot of companies have become very salaryman-oriented, making it hard for them to adjust to this rapidly-changing market.

GS: Well, it really depends on each individual team. I think we're at the end of the era where you have a team with every person working completely full-time on the project at all times -- in Japan, at least, if not the rest of the world. In Japan, at the very least, employment laws have become stricter and that's extended into the game industry as well.

So when talking about overtime and all, I think it's difficult these days in Japan to create a group where the point is to make a game in a way that goes beyond a simple job. I think the staff behind making movies or TV shows gets more preferential [treatment from regulators]. Well, is that the best way to put it?

They have more history behind them so ... [breaking] the regulations which [Grasshopper] has to follow in terms of overtime and so forth is forgiven more [in film and TV], but that isn't the case yet with games. It's more the case that the government sort of turns a blind eye to it [in film and TV]. It has a history behind it, after all. There is overtime, but that gets ignored since it's seen as part of the system, and in Hollywood that's how it works.

At the same time, though, we have staff from overseas who work well within the more regular hours, and get settled and comfortable with that culture, even as we have people who just want to keep on working until it's done. It's not a matter of which approach is better, I don't think, since we have a bit of both within the company.

I think it's also a difference between Westerners and Easterners. Japan has always had this culture of artisanship and a whole ideology revolving around that, as well. All these approaches go into game development, and it's not my position to say whether one is better than the other.

 
Article Start Page 1 of 3 Next
 
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Comments

R. Hunter Gough
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Oh! I didn't realize until reading this interview that Lollipop Chainsaw is being written by the writer of Tromeo & Juliet... Troma and Grasshopper, together at last!

warren blyth
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interesting that he didn't have more ideas as to why Shadows of the Damned tanked. He seemed to be saying new IPs just need a money hose (to spread awareness? or is he saying the marketing team made the game sound generic because they weren't paid enough to care?)



I'd argue that if they'd done something ELSE with the budget they had, it would have had a better shot. Verrrrry curious who made all these bad marketing decisions. Like: did he pick the english title (does it have a different one in Japan)? Does EA's marketing think they did a good job?



Some specific criticisms spring to my mind:

- It had a muddled marketing message from the start. It is described as some "demon hunter" shooting zombies? (well, those are generic words). it's "violent, gruesome and fast paced" (uh, how is that interesting?)? The action points on the box make sense AFTER you've played the game, not before.



- I think it was hurt by playing the "dirty jokes" card alongside Bulletproof and DukeNukemForever (all of which basically tanked?). I think Shadows had the best dialogue of the three, but I definitely wasn't excited when I heard the foul mouth in the adverts.



- I had no idea it was really some sort of a spanish biker road trip through foreign city hell. No idea it had heavy nods to Evil Dead (entire levels which seemed to directly ape scenes from the movie). And no idea it had arty inside nods to donkey kong.

I can see EvilDead being off limits from a legal perspective, and the donkeykong angle being too arty to try and explain. but I can't understand why they hid the whole spanish flavor.

Like, I know the game has speed metal, but i would have promoted it with calm sexy Spanish music. The speed metal music in the trailers just made me associate it with Splatterhouse (a brainless gore fest).



- The title itself is a string of vague unfocused words. Doesn't cement any sort of memorable image. Why not name it after the protagonist "Garcia F***ing Hotspur!" Isn't American game advertising all about focusing on the protagonist?

... Why not go with something more grindhousey and/or spanish.

Maybe they thought they were being grindhousey? (people seem to misunderstand the goal of grindhouse cinema was to be so extreme that it stuck in your head. A title like "She spits on Your Grave" doesn't need a marketing budget).



I think they would have done well to realize they were the only latin game of the year, and then tried to capitalize on that. Try to make people think of Antonio Banderas, with something like "The Damned Desperado."

(or: "Diablo Mi Amor" or "Death Groove" - "El Evil" or "Hell Yeah!" - "El Dios de los Muertos" or "The Daze of the Dead" - "Demon Kong")

even "Shades of The Evil Dead" or "The City of Dead" sound more interesting... whyyyyy did they settle on that name?



Blah blah. It's easy to criticize in hindsight. But I feel like everyone's pretending they did a good job promoting it, and the audience failed to notice. find it baffling.



aside: by the time I reached to the end, it was one of my favorite games of the year! And everyone I've shown it to has said basically "wow, i had no idea it was like this".

So i'm dying to know more about why it was mishandled.

brandon sheffield
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good thoughts. I would caution that this is not a latin game though, except in some very vague themes.



I doubt there would ever be an article about the marketing of the game... but there are certainly articles about how traditional marketing does not do justice to the current shape of what games are.

Joe Wreschnig
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The title is supposed to be a reference to the light/dark mechanic - the working Japanese title was Kurayami (Darkness), and the switch between light and dark played a much bigger role. So I imagine yeah, Suda was the one who named it.



I agree it ended up being terrible to market the game. Actually I felt like it had weak localization all around. I groaned when I saw literal "Great Demon World Village" etc. as level names - someone totally dropped the ball there.

Carl Chavez
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Oh, geez, Gozu is one of my least favorite movies... it hurt to read that! I'd rather watch Yentl again than watch Gozu again. And NOBODY should ever watch Gozu if it's their first Miike movie. It's like getting hit in the face with a suitcase full of bricks.

brandon sheffield
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taste is entirely subjective, so your "nobody" assertion does not sit well.


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