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In America, Falcom is probably best known for the Ys series. What are your thoughts about that series and how it has evolved?
TK: Ys is, of course, one of my favorite series as well. When I was in high school, I played Ys I & II on the PC Engine [TurboGrafx-16 in the U.S.] I was shocked at how great of a game it was. For Ys Seven, I produced and directed the title. It's a title that's really strongly connected to me.
In Japan it's very common for people to stop playing games as they grow up and take on jobs and families. In America, people continue to play games longer, it seems. How does that affect the way you think about your audience?
TK: Actually, we have a very strong fan base, and Ys is a very long series. It seems that the fans have kept playing the series. Before we started putting our games out on PSP, the average age of the fans, there were a lot of people in their 30s, and then there were even people in their early 40s.
But after we started releasing our games on PSP, we gained more younger fans. And so the fan base for the PSP games are more like in their mid-20s -- we have our old school fans, and then there was an addition of newer, younger fans with the PSP version.
A lot of PSP games in Japan are very otaku-centric, with moe elements, and it seems you avoid adding that kind of stuff.
TK: Falcom has had a philosophy, right from the beginning, that has been carried on to this day. When we create a game design, the gameplay system has to be interesting, and if the gameplay system is not interesting, the designers get in trouble. There are people within the company who would say, "Okay, let's use the character to attract the audience." Those kinds of game designs would get canned. They would get in trouble.
That's one of our strong, strong philosophies that has been helping us avoid going in the direction of those otaku, moe characters. If the gameplay system is fun and interesting, we value that the most. If the gameplay system is fun, then we probably might not mind adding those things as another factor to the game, but we don't want that to be the main pull of the game.
Especially with the Ys series, we concentrate on how good the action feels, so we create a lot of prototypes in our development process. The first thing we do is have the character walk and run. And so we have prototypes of the character walking and running, and we try the prototype, and if you feel good just walking in the game, and running in the game, then you know that's a go sign for you to move forward. But if it doesn't feel good at that point, then we just go back and recreate the prototype. So that's how we create games.
That's the reason we don't have those elements in our games too much. Yeah, the Kiseki series, it's not like we've totally said "we don't do that" with it. The Kiseki series has some of those factors. But for us, those factors are never going to be the main pull of the game. We always concentrate on the gameplay systems. The main thing is the gameplay system, for us.
 Ys Seven
How long has the company been pursuing that prototyping-driven development process, and have things changed in recent years at all?
TK: When I entered the company, they were already creating games in that way, so I'm not sure how long that culture has been going on. As far as I know, it's been going on the whole time. When we create games at Falcom, usually you would have the design document and the specs, but the game would never turn out to be the exact way that they planned in the documents. How we create the games is that we create it, and we check it, and then we modify it. It's like we're polishing our game up. That's how we create our games, and that's the way it has been since I entered the company.
That philosophy is considered to be the best way by most developers in the West, but you hear so much about Japanese developers sticking to documents and not being flexible with their designs.
TK: Most of the time, there's the publisher and then there's the developer -- these are different companies. And so because you have a schedule, and because you have a budget, you have to stick to them. That might be the reason a lot of people need to stick to the documents.
In our case, we have the artists, the designers, the programmers, the music composers, scenario writers, the movie creators, and the designers for the packages and everything, and the people who do promotion. We have everybody on board inside the company. Every part of that is the fun part of creating a game. We feel like, "Why hand that out to somebody else when it's the fun part to do?" So we've been taking care of all of that ourselves.
And also by doing that, we would not want to put out something that we're not happy about, or that we're not proud of. So to be able to create something that we're proud of, we feel like we should do it ourselves. So that is probably one of the reasons we are able to do this "polish-up" way of creating games.
The founder of Falcom, Masayuki Kato, has taught me to always put out something that you're totally, 100 percent proud of. And of course, that's a huge challenge to do that. And most of the time it's impossible to put out something that you're 100 percent proud of. But after hearing that from the founder of Falcom, I've always been trying to aim for that 100 percent.
Tell me a bit about Kato.
TK: Falcom was originally the official branch of Apple in Japan, so he's been the guy that was there. And after that he produced Xanadu, Dragon Slayer, and all the big Falcom series.
Is he still involved with the company, or is it more of an advisory role?
TK: He has given me most of the responsibilities now, but every now and then he will come and give me some advice. Those words are usually fall very heavily in my heart, but I carry most of the company responsibilities now. He will come to the office every now and then, and he will say, "If you keep on doing real work, creating good stuff, then it's going to be all right in the end."
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One of the main reasons why I would think Western RPG fans love the Ys series so much is because they focus on the Japanese audience. Too many games are become Americanized and real fans would rather play the games the designers want to make, not what some marketing person thinks gamers want to play.
So continue on the design path you currently follow and don't waiver from it.
It's nice to see a confirmation that they're working hard on getting Ys Celceta over here, even if it hasn't been officially announced yet. Aside from that, this was one of my favorite and most motivational interviews to read in years here.
I think little things like Ys Celceta, and other classical style games are going to make the handheld race, well, a race, this time around. It's exciting news.
I have always told people that Falcom is the "Rolls Royce" of RPG makers with their original Ys games from the 1980s. Ys 1&2 was the reason people spent $300 on a CDROM addon for the PCEngine (TurboGrafx-16 in America). Likewise, the original Phantasy Star was the reason people bought a Sega Master System even though the game cost $70 due to being the first game cartridge with a battery for saves. These games sold their systems. I hope that Kondo-san remembers all of us longtime supporters and promoters of Falcom. Love of Falcom in Western markets isn't a new thing. ^_^
I agree with Mr. Knight's reply above. Falcom needs to keep doing what they are doing because that's what the Western fans want. Some Japanese companies have made the mistake of thinking they need to adopt Western styles, but this approach ignores the fact that many Western gamers do not like Western styles (and vice versa for some East Asian gamers, of course). Diversity means supporting different styles rather than everyone trying to do the same thing.
I'd like to offer a comment about moe characters. I think that Kondo-san's response might be a bit indirect. After all, Falcom has always had moe characters, including the twin goddesses of Ys (Leah and Feena) and Lilia, one of the greatest heroines as a supporting character in all of gaming. Not to mention that moe can encompass other characters and is not limited to females, plus it is only one of many styles and many of the most popular moe character designers are women. According to Tadashi Ozawa, author of "How to Draw Anime & Game Characters: Bishoujo Game Characters," this last fact is why the characters have such a broad appeal across many demographics. Unlike what Fox English implies with his response, moe characters sell because they create an empathy with the audience. This is exactly what Western designers like Bethesda fail at with their character aesthetics. This is what East Asian game modder EomanV points out with the reason why s/he created the Shojo Race mod for Fallout 3 and Fallout New Vegas. I agree with Kondo-san that you do not adopt moe style simply to sell a game. However, the same is true for any style, not just moe. For example, you should not adopt a so-called "realistic" style simply to try to sell your game. Personally, I find the moe characters more realistic because I empathize with them, but I cannot empathize with the perceived "realistic" style so common in Western games. My sister is five years older than me and is the same; she won't even touch Western games. I think that any company needs to keep this perspective in mind when considering why their products appeal (or do not appeal) to their fans, especially if they are interested in expanding their market.
As I stated, the problem with the original post claiming that "moe to cover for lack of quality is bad" is that it singles out moe style as though that is the common culprit used to cover for lack of quality when the fact is that it is not, or at least not any more than choosing "realistic" to cover for lack of quality or any other style.
In other words, it is not true that using moe style to cover for lack of quality is bad. In fact, using moe may make up for lack of quality because at least moe allows for empathy with characters whereas so-called "realistic" (whatever that mean since such a view is subjective to each individual) not only covers lack of quality but also removes any potential for empathic connection with and caring about characters. In addition, the entire concept of "quality" is very subjective, anyway, aside perhaps from technical sophistication in animation or other technical aspects. However, technical quality does not mean that the overall work is actually any good aside from said technical elements. I'm sure that everyone can think of many films, novels, plays, music, and games where the technical elements are top notch but the entire work fails miserably.
I always find it interesting that people will point at moe as a problem but ignore Western art styles such as Pixar or Disney works where the exact same problem exists except using a different style. I am pointing out the need to be as unbiased as possible when pointing out a problem. The problem isn't moe style specifically, but lack of an entire work having all its elements come together as a whole and having overall quality. Gears of War might be a good example where the technical quality is a great tech demo, but the entire game is quite boring and I couldn't connect emotionally with any character or the events taking place.
I wonder if some kind of meta-nostalgia for a game I never got a chance to play as a kid is making me less objective, but I think from the love I've seen across the internets, I'm not alone.
Kudos to Mr. Nutt for this great article!