|
Grasshopper is taking a different approach to the West than others have, trying to make games that appeal to Westerners without pandering to them. How do you think your approach to the Western market differs from those with less success in that field?
GS: I wonder, actually. There are few things that I keep in mind. One is that, from the very start, we think about a worldwide audience -- not just the West, but Japan as well. Something that anyone can get into, that common language. Maybe it doesn't all come across to every region, but that language is still there. That's a sort of training process, because it's something you have to think about constantly, for every idea you come up with, until it becomes your baseline. You can't compartmentalize projects for Japan or the U.S. in your mind, and that's harder than it sounds.
Do you think having a multicultural staff helps with that, bringing their different viewpoints to the table?
GS: I think that certainly helps, yes. We have foreign people right up to the concept staff, not just Japanese people, and that goes for the art and level design departments too. It adds a fresh perspective that I think has helped us, just as the Japanese influence has probably helped the Westerners in our staff. I think there are a lot of cases where the two sides have helped each other to improve.
I think one mistake that's often made in these discussions is to presume that the Western ideas are the only good ones. Japanese game companies also make this mistake, forgetting about the great stuff within their own culture already that should be preserved and mixed in with Western ideologies.
GS: I agree with that, definitely. Every country has its own culture, and the games each one makes might be different, but perhaps nations don't play as much of a role in this as people think. This industry is about more than two-billion-yen ($25 million dollar) projects, and it's not a two-horse field between huge projects and everything else, like social network games.
It's about choosing the right ideas for the right project instead of choosing a direction and sticking with it, like a train on the rails. So why do you think Shadows of the Damned didn't have the success that everyone expected? I don't understand why, because there's nothing especially wrong with it -- there's no reason it shouldn't sell more.
GS: I think there are several conditions a new IP has to meet in order to succeed, and we just didn't meet them. You really need a lot of power, a big push on your side, in order to make a new IP succeed these days. I can certainly understand why it's more important for a title like Battlefield 3 to be successful, too.
Working with Digital Reality; how has that collaboration been, being in the supervisor role? Will you do more of that in the future?
GS: It's on a title-by-title basis. Work on Sine Mora is being handled over there, with the visuals and sound being done by Grasshopper. That sort of structure. For Black Knight Sword, meanwhile, we're the developers. So it depends on the collaboration.
 Lollipop Chainsaw
Lollipop Chainsaw is a collaboration with a Hollywood writer. A lot of those haven't been successful, since they often don't know much about games, which makes them difficult to work with. Why did you go with that approach, and how has it been working out?
GS: Well, it was Warner's suggestion to start out with, and James Gunn... He's a director who came from some really interesting roots. He really knows his stuff when it comes to the zombie genre, and I think it's been going really well. He's been really proactive to work with us throughout the process. We've been holding lots of videoconferences and so forth.
I'm not writing the script in this game, because I thought that we both collaborated on it, the things that make our writing unique would clash with each other. He has the final judgment in story matters, and the system is set up clearly in that way, which I think is an important step toward making this really work.
Hopefully that will go well. When I see Hollywood writers involved and I see the final product, well, it doesn't take a Hollywood writer to come up with "girl fighting zombies." We already have Oneechanbara.
GS: I agree, and I think this will turn out a lot more interesting than that. We haven't announced it yet, but there's a well-known Japanese director handling a lot of the cutscene work in the game. That's something we need to keep secret for the time being. So there's two directors from these two different countries, which I think is another neat thing about the project.
I've never seen anyone collaborate with Takashi Miike yet. Someone should do that sometime.
GS: Ah, well Miike is pretty busy, so... He has a cameo in No More Heroes 2, though, did you know that?
I didn't.
GS: Well, he's in there, although it didn't get reported on much. He does the voiceover as well. Nobody's asked about that apart from you. It's surprising how few people know about that.
His Gozu is one of my favorite movies.
GS: I had Miike sign my copy of Gozu.
Well, I'm a little jealous.
|
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.
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.
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.