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You said earlier that you produced and directed Ys Seven. It's pretty rare for the president of the company to be involved so directly in game development. What effect does that have on Falcom as a company?
TK: When I first joined the company, I was in charge of maintaining Falcom's servers and their network systems, and then from my second year I was involved in development. I've been a dev guy for the whole time. Mostly in different game companies, they have the PR, marketing, and sales side, and then they have the dev side of the company. And usually they don't get along well, because marketing might say, "We need to show more boobs!" And then the dev people are like, "No, we're creating a game. We're not creating a flashy boob movie. We want to sell a game!"
They might have conflicts because of that -- but I understand development. I feel that that's probably the reason the company wanted me to become the president.
Since I understand the development side, I can be a cushion between like the sales side and the creative side, and I can understand both sides. I'm able to pass along the message from the sales side in words that the dev people will not react badly to, and also understand what the players want.
I can also tell the developers, "Okay, I think you guys are going a little too far. The players don't want that. This is what the players want." They listen to me because I understand what development is about. I can be hands-on, too. Because of that, I'm probably a good influence on the company.
If Falcom is like the shinise-style shop that's been there for 200 years, do you see yourself as a craftsman in that traditional Japanese sense of someone who's furthering a specific technique, or a specific ideology?
TK: I would say half and half. I'm half the craftsman, but I also understand management, I also understand marketing and promotion, and all of that. I'm in a very tough situation, because since I understand both, I have pressure from both sides, and understand the concerns of both sides.
I understand those things two times more than a normal person would, but when both of them come together, when they line up, the satisfaction is two times more, too. When that happens, I feel really good. That's why I like what I'm doing, what my position is right now. Me, personally, as an individual, I'm 90 percent a craftsman type. But because of my position, I'm toned down to fifty-fifty, to be able to carry on this role.
Have you given much thought to your Western audience? Recently, you've been working with XSEED to get your games out in America. But do you think about the audience who plays those games, or is it just a bonus for Falcom beyond the domestic Japanese audience you concentrate on?
TK: Up to a couple of years ago when we put our titles out in the West, it was always just licensed to other companies, so we weren't actually putting them out ourselves. But in the past couple of years, we've been working with XSEED, and I've been directly working with XSEED to put the games out. And by doing that I, and Falcom as a company, are starting to think about that.
With our games up to this point, we've been concentrating on the Japanese market when we created them. But when we put those games out in the West, we've noticed that a lot of people in the West are enjoying the titles that we've created, even when we're just concentrating on the Japanese market. But we are starting to understand, and starting to process, what the Western market has liked about Falcom's games.
We are starting to realize that Ys is a popular series in the West. Up to this point, we were concentrating on the Japanese market, but now we're starting to understand the West a little bit. We are really happy that we are able to get the Ys series out in America, because by doing that, to be honest, we've begun to realize what parts of the games are lacking in effort. It was a good opportunity for us to notice that. We're hoping the Western audiences will really enjoy our new PlayStation Vita Ys game, Celceta no Jukai, and we're putting a lot of effort into it.
You've been concentrating on the PSP and now you're moving onto the Vita. Have you given any thought to any other platforms? What about Xbox Live Arcade or PlayStation Network, even Steam or other PC platforms? Or mobile?
TK: I can't give you the details, but we have been buying dev equipment from other platform holders, and we are analyzing these platforms right now. First, as you know, we were concentrating on PC games, and now we've moved onto the PSP. We don't want to skip around; we want to concentrate on one thing and do it well. And so we've been doing that with PSP, and now we feel like we could look into other platforms, so we are in the process of doing that right now.
You don't need to go through a publisher in the iOS or Android markets, globally.
TK: Right, you can release it by pushing one button. The iPhone Android markets are easy to join, and there are a lot of people who enjoy games on those platforms. I view them as a kind of similar market to the PC market, so I'm interested in that market, but Falcom is not a huge company. We can't make a huge jump towards a different platform like that, but we are like considering teaming up with different companies, using our original IPs.
We're working on Sorcerian for the iPhone and Android platforms. The development is done by another company, but we're overseeing the project; we're watching over it, so it will keep the Falcomism. It should be interesting.
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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!