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A 30 Year Fantasy: The Story of Falcom's Resurgence
 
 
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  A 30 Year Fantasy: The Story of Falcom's Resurgence
by Christian Nutt [Business/Marketing, Design, Interview]
20 comments Share on Twitter Share on Facebook RSS
 
 
January 6, 2012 Article Start Previous Page 4 of 4
 

You're also working with GREE on a version of Ys called Ys Nexus.

TK: Yes. A bunch of young people are creating this game. I was surprised -- the fan base is GREE Ys fans; it's not the same as the original Ys fans. Of course there are original Ys fans that are there, too, but there are also GREE Ys fans -- so we're a bit surprised by the different fan base that's playing this game.



Does the social games space, such as GREE operates in, interest you? It's so far removed from the kind of games that you usually make.

TK: Once I played a social game, I was surprised -- it was actually fun. I played a game that's really popular here in Japan, Kaito Royale. [Ed. note: Kaito Royale is one of the most popular social games in Japan and is published by Ngmoco parent DeNA.]

It was so much fun I was able to play it for six months. Online games are a little bit of a pain in the ass, but still, these social games are able to create something that captures your attention, so much that you'll forget about that and just play the game. That's an amazing thing to do.

People who are not game creators came up with these things, so that is another surprise. I feels like we, the people who have been in the game industry for so long, and who were creating games, might have been just lacking a little, maybe have been a little lazy, to have these other people come in and just try something and make a huge success.

I have been seriously thinking about this situation a lot. I also thought about Falcom as a company -- do we need to join this social business as well? But I thought that just because the market is getting big, doesn't mean a company like us joining it would lead to success.

So I was thinking, "Okay, so where should Falcom go? What should we do?" and I realized that what we've always been concentrating on is to create something really good, so the players can pick it up and feel happy that they bought the game, feel happy that they were able to get that experience. That was the thing that we valued the most.

So taking a look at the success of the social games market really gave me an opportunity to think again about our values. And after thinking about all of that again, the conclusion I came to is that I, and Falcom, need to keep on doing we've been doing. And so I was really happy to have another opportunity to think these things over again, and really notice what's going on.

Between what you just said about social games giving you a chance to think, and also what you said about seeing how Ys is received in the U.S., it sounds like you've been doing a lot of thinking about the direction the company should go.

TK: Yes, I've been been thinking about the future a lot. I love games, and I love creating games. The reason I've been thinking about those things is because I want to keep on creating games. I love creating games, and I want to keep on doing that, and so my thinking is like, "Okay, I want to keep on creating games, so what do I need to do to keep being able to do that?"

And that's the motivation in thinking about the social market, and thinking about the Western market. What I want to be able to do is keep creating games, and also increase the size of their fan base. As a person who's heading a company, that might not be the right motivation, but that's my motivation in running the company.


The Legend of Heroes: Trails in the Sky

I think it's a pretty good motivation for running a game company. If you look at some of the most successful game companies in the West, they're really motivated by a desire to keep making games, to keep pushing forward.

TK: So after releasing Zero no Kiseki, we haven't made a huge change in the style of how we create games. We've been evolving the way we create games, but we haven't been changing the company's whole direction. But still, a lot of people are going back to the series, and there are new people that are acknowledging the series, too, and appreciating the games.

So I feel like, throughout the whole time we've been concentrating on creating these games, being a detail-oriented developer, and creating a perfect game. I feel like the game players are also realizing once again that's where a good game exists -- and that might be the reason why they're appreciating Zero no Kiseki.

You can tell when a company is just making a sequel because they have to make a sequel, not because the people who work there want to make a sequel.

TK: Everybody here is creating games because they want to create games and because of that, I feel like nobody in the company feels like they're forced to create something. The marketing side might come up with an idea, saying, "Oh, we need a sequel for this title," but when that happens, everybody has a positive vibe for it. They're like, "Oh, okay. In that case, why don't we do this for the game? Why don't we try this, this time, so as to improve the game?" They always have like a positive attitude about it, and so that's probably why they are able to like create something really good.

Falcom doesn't have any creators with big names in the company, but we have staff who have ability a little higher than average -- everybody has some skill that's a little higher than average. And people like that, when they gather, this is the kind of game that comes out of it.

 
Article Start Previous Page 4 of 4
 
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Comments

Todd Boyd
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Couldn't find a blurrier picture? xD Anyhow... neat article! I remember playing Ys III: Wanderers from Ys back in the day. Fantastic RPG.

Christian Nutt
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Haha, unfortunately I had only my phone. But it's a cool pic! XD

E Zachary Knight
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"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. "



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.

Robert Boyd
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Loved the interview. Also loved the comment that basically confirms Ys Vita for Western release. :)

Bryson Whiteman
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This interview got my Friday off to a good start. Awesome stuff Christian!

Fox English
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I like the little jab at moe-themed PSP games in Japan. Devs realize thay have a terrible game design? No problem, just work on making the characters cute and/or sexy to cover up the fact!



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.

Shawn Covington
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Thanks for this, this was an awesome read! I'll go ahead and echo a "whoohoo! We're getting an official Y's 4 in english finally!" at the Ys Celceta comment.



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.

Leon T
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Doubt it as these games are not system sellers or even high sellers last time I checked.

Damien Garcia
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When did you last check Leon?

Mark Kilborn
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I've been an Ys fan for years, glad to see they're still kicking and getting the games out in the states. Great interview! Thanks for sharing!

Damien Garcia
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This is a fantastic interview.. Great story too. A guy who ran a fansite of Falcom, managed to get an I.T. gig at the company and worked his way up to president from there? That's amazing. Putting a face on this company helps, even if it's blurry.

Peter Hasselstrom
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I've been a big Falcom fan for probably 15+ years now. Their games have always had a unique feel compared to all other Japanese games as if they really didn't care about what other developers were doing and just did their own thing. The Ys series always had fast and skill based gameplay and the sci-fi nerd in me always appreciated how the last dungeon in all their series tend to be some sci-fi environment no matter what the theme of the game was.

Dave Endresak
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Great job, Christian!



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.

Shawn Covington
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The jab is not "Moe is bad", the jab is "Moe to cover up for lack of quality is bad".

Dave Endresak
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@Shawn:



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.

Raun Tweedy
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You hit the nail right on the head about the Rolls analogy. Back in the day, Ys Book I & II for the TGCD was this really cool-looking, interesting, and mysterious game with a entry point way out of reach for me or any of my friends. I forgot all about the elusive game until a couple years back when I heard the Retronauts podcast on Ys/Falcom, and it put the name back in my head. Fast forward to earlier last year and I picked up Ys I & II Chronicles on the PSP sort of on a whim. I instantly loved it, and subsequently picked up The Ark of Napishtim and Oath in Felghana, with plans of picking up Seven in the near future.



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!

Alexander Brandon
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Awesome, awesome interview. I've been a fan of Falcom since the first Ys. Thanks for a great read!

Matt Hackett
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Makes me want to hook up my Turbo Duo and play Ys Books I & II… and to try the newer Ys games! I heard VII was great.

Yeong-Hao Han
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I'd love to hear more about his transition from developer to President of Falcom. That seems like an incredible story in this day and age. There must have been people who were at the company longer than he was. In the future, any insight into that would be great.


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