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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 Previous Page 2 of 3 Next
 

It's been interesting to see how that's shifting. You have a lot of Western people in the studio so they may not have that mentality of, for example, not leaving before the boss does, since that may make you look bad.

GS: That's true. I do think we've got room for improvement when it comes to our office environment. I get tours of Western game studios now and again, and a lot of them seem like really incredible places.



How long do you think the package retail business will remain successful or viable in the market? Some people say the social scene is going to explode, for example.

GS: You're asking me? (laughs)

Grasshopper is making more original packaged games that are intended to really appeal to Western markets than other Japanese outfits.

GS: Well, retail is definitely still strong overseas, isn't it? It's the same case in Japan as well, and I think any big change related to that in the industry is going to inherently take time to unfold. However, this is the kind of industry that can also change instantly whenever some new giant trend hits.

We've seen that already with social networking services, and you see it with the music industry very well these days, the changes it's been forced to go through. It's an industry driven by hits, and when the next giant comes along, it'll change things.

We want to be in a position where we can work with that, where we can look ahead and take action rather than stay on the tried-and-true paths of console or social or whatever. So while we can't take action on this immediately, I would like Grasshopper to be able to provide an idea of what video games are going to be like in the future, beyond packaged software and beyond social -- something that gamers haven't imagined yet. I think it'd be neat if Grasshopper could act as dynamically as that, and I hope people are willing to expect that from us.


Frog Minutes

Speaking of the music industry's evolution, the closest analog seems to be free-to-play titles. In the past, you had to buy a whole CD if you wanted the one hit song, but now you can just buy that song. While they aren't selling a lot of CDs, they're selling a lot of that one song. In games, it seems like titles where you pay for the certain parts you want are the closest thing we have, and that seems to be an area that's taking off. Have you looked at that arena?

GS: I think that as we get into social games, or start to build the basic development structure for them, we'll start to look into experimentation like that. I think that Valve has given the industry a good example of the way to go with that. They really care about their customers, they have a unique and successful distribution system, and I get the impression they always have the player's perspective in mind as they make their games. Although maybe there's nothing inherently unique to Japan in this idea, I think it'd be great if that sort of marketplace made its way over here. Team Fortress is free, right?

That, and League of Legends. That game is very popular and profitable right now. In your mind, what kind of shape would a Grasshopper social game take -- how does the studio esthetic apply to this space, which usually doesn't accept core developers much?

GS: It's a label-by-label process. Frog Minutes on iOS, even though it's a pretty small project, is the start of the approach we're taking, a sort of entrance into the space for us. It's a new kind of title for us, one with an educational aspect to it, and it'd be nice if it could turn into a new label or franchise for us. We have our core titles, and we have more family-oriented titles like Frog Minutes, and if we can build these labels, then that's a good way to go for us.

 
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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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