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  Inafune: The Hope of the Japanese Industry?
by Christian Nutt [Business/Marketing, Design, Interview]
20 comments Share on Twitter Share on Facebook RSS
 
 
March 23, 2012 Article Start Page 1 of 3 Next
 

2009: "Our game industry is finished."

2010: "...everyone’s making awful games; Japan is at least five years behind."



2011: "... people just aren't hungry enough any longer... there needs to be something that gets that feeling back."

2012: "Time is running out and we should have realized this when I made that bold statement a few years ago."

Keiji Inafune has settled into his role as the doomsayer of the Japanese industry. Since quitting his role as the head of Capcom's R&D in 2010, he's struck out on his own, forming three companies in 2011 alone.

Comcept is devoted to developing new IP; Intercept is more of a traditional game developer, and DiNG -- which is so new that it hasn't yet been reported in the Western press -- is to focus on the goldmine that is social and mobile games. It booted up in mid-December.

But what does Inafune really plan to do? Does he feel comfortable with his role as the main critic of the Japanee industry from within? Can he really run three companies at once? Gamasutra sat down with Inafune at this month's Game Developers Conference to try and get some answers to these questions.

We also wanted to find out what's up with his announced 3DS game King of Pirates (turns out he can't talk about it much at the moment -- beside that "it's starting to shape up to be a really awesome game" -- but he did confirm it has a publishing deal).

In the end, Inafune has to prove himself all over again now that he's cut ties with Capcom. Can he do it? His words suggest, at the least, that he is determined to do so.

Has starting your own company been easier, harder, or about the same as you expected?

Keiji Inafune: So, it was a lot harder than I first imagined, but in the background, there's just been so much fun to be had from starting my own company that even though it was a lot harder than I imagined, it was totally worth doing.

Why is it broken up into two companies? I've read things you've said about it, but can you really explain to me why you have two companies?

KI: [laughs] So, I feel that you don't need to just have one company. You can have many companies, and they can kind of put all their troops onto whatever their focus is.

I've got Intercept, of course, which focuses more on the game production side. And I recently created a third company [DiNG] that focuses more on mobile and social. And I've got Comcept.

There are a lot of different things that I want to do, and I don't feel just focusing all of that energy in one company is going to be enough. I need to put that in different directions, in different companies.

Can you actually manage all three of them effectively as one person?

KI: When I was the head of R&D at Capcom, I was in charge of 900 people. Now with these three companies, all of the staff added up, it's around 30 people, so yes. Easy task.

[laughs] Yeah, but it's tackling very different things. It's not so much the number of people; it's the things you're tackling, particularly moving in new spaces. I know you're working on social and mobile, at the same time you're working on traditional console games. It's a lot to handle.

KI: So, yeah. I only appear that way -- that I'm doing a lot of new things that I've never done before, and that I'm branching out in so many directions that it could be hard to imagine. But that's totally not the case. When I worked at Capcom, I was in charge of arcade, mobile, I was in charge of kids' games and regular console games. What I'm doing hasn't really changed. You know, I was spread just as thin at Capcom, but still I was able to do it very easily. So, it's not too different from what I did at Capcom, what I'm doing right now.

 
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Comments

Glenn Sturgeon
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Great interview Christian!
I think its a good thing that Gamasutra keeps close ties with some of the best in the industry even when no one else is.
Now hopefully Inafune will indeed be able to show the japanese sector a more effective way of how to get things done.

Brian Tsukerman
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I like Inafune's tone, especially in the second to last question. It's the sound of ambition and change, which is refreshing to hear from a veteran. I'm really looking forward to seeing what his companies crank out in the next few years.

Kenan Alpay
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Agreed. The ambition and desire to push a unified vision forward is really great. I admire that he's taking it on himself. I can't say that his currently announced projects float my boat, but if they find an audience, good for him!

Gil Salvado
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At least you can say, that he's pretty sure of himself.

After the metascores of Ninja Gaiden 3, RE:Operation Raccoon City and Armored Core V we've talked about what's wrong with the Japanese game industry, but as well with the one in Germany. Seems it's almost the same. Monetization and copycatting are more important than original game mechanics and prototyping. There seems to be no more space for Innovation and Creativity for the major Developers and Publishers.

What some small studios could have done with the money that those two titles had cost ... gosh, it aches!

Cary Chichester
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Remember that Operation Raccoon City was developed by Slant Six Games in Canada.

dario silva
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Platinum games, Grasshopper Manufacture, From Software.

Silvio Carrera
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Really amazing. It's nice to see he's going to push the japanese industry, and I do think that Capcom is getting really lost losing all it's brilliant designers.

dario silva
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Why doesn't Inafune acknowledge the contribution of Grasshopper Manufacture & Platinum games? Those two companies have released some of the best games this gen, oh and From Software as well. Things are as they've always been, a handful of Japanese games are the best games of the generation... nothing new.

David Pierre
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His agenda is to address the problem as a whole and what he's doing about to help it. Giving pats on the back to other companies would just be fluffy advertising.

And the problem as a whole is that there's nothing new. Interest in the game industry has been raising tremendously but 'nothing' has changed. To just allow that to remain leads to loss of interest followed by a collapse.

Jonathan Jennings
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Well said David this is more about the Japanese game industry continuing to exist and be able to produce " the best games of a generation " striking the iron while it's hot not letting the opportunities that are out there and situations that can be improved become poisonous .

Joshua Oreskovich
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Eveyone is innovating, improving on.

No one is inventing, and David has nailed it on the head.
This is particularly bad for an industry that is dwarfed exponentially by the constantly reinvented technology it is using.

dario silva
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@ David & Joshua"Everyone is innovating, improving on. No one is inventing"I totally disagree, otherwise we wouldnt have a new cycle of hardware and peripherals to look forward to. The Wii took the lead, and Kinect has tremendous gaming possibilities if the camera and transmission speed is improved. There is lots of invention happening all the time, you just need to know where and when to look. Most games are shit, worthless and not worth a damn, but when a few people get together and create something really innovative it shows (like Demons Souls). Theres gems on the Wii and PS2 which are still more or less unsurpassed as of yet. You can't expect those types of games every year, it doesn't work that way.

David Pierre
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I have to call BS on that.Why can't it work that way? Why can't I have really badass games every single year? Why can't we have more groups of people making really good games? Where are the tremendous gaming experience possibilities of the here and now? Have we really made all we can make with what we've been given? For what reason does a creative field simply suck it up and say "We can't have any more nice things for a while because too many nice things have already been made?" Any answer you can give me to that question is, quite literally, "THE PROBLEM". We should be expecting even more from our industry. If not, things won't get better.

I'm not particularly big on this constant need for "innovation" or "invention", but it does have it's place of importance. Nintendo stepped it up because they knew they had a problem. Continuing to simply compete for the same audience would lead to stagnation and eventual destruction. So they gambled (seriously, they gambled HARD) with a completely untapped market and struck big. HUGE, even. Now, there's a larger focus on a casual market as a whole with Move and Kinect walking into the areas of motion control that the Wii couldn't. But that's only on the tech end. Simply relying on the latest console, graphics engine, or apple product to drive our creativity is terrible. If we keep that up the first successes on the platforms will dictate all the genres and tropes of the market, and we'll be flooded with copycat syndrome again.

But Inafune's level of change is really on the management end of our industry. How do we as developers make games? One of his problems at Capcom is how it took so long just to push an idea out. He's a seasoned developer at Capcom and it takes him MONTHS of approval time. Imagine the new starters of the industry who have less experience. They probably never get heard from for years. By the time you DO have any say, the next wave of hardware might be coming out. Now, you've got to flow with the tide of changes that generation brings whether it's a new level of control, a new method of feedback, or a completely new market that your company wants to focus on. It's a system that can bottleneck creativity.

Inafune is working with a group of people differently than how he did at Capcom: Having staff working at positions that they wouldn't have until they were at least a decade more experienced, more focus on creative development and its directed vision than monetization methods, and an rapid-decision process. The innovation doesn't lie necessarily in the games, but in how they are developed. The kicker is that this isn't even new. It's just the perks and freedoms of indie development! Indie devs are praised consistently for their ability to add new and different ideas quickly as opposed to many of those AAA studios we point to because they have specific markets to target. Inafune wants to push out more creativity into the industry, so it's not a surprise that this is how he's doing it.

Jonathan Jennings
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@ Dairio I don't feel like we have new console generations purely because we run out of gameplay possibilities for the curroent ones i feel like we have new console generations because Sony nintendo, and microsoft are always trying to get the edge on eachother .I still feel like the Ps2/ xbox era was cut short for the sake of competition it seemed like in the final years of that console cycle developers were truly reaching the peak of their creative awareness and getting very in tune with the hardware. Not attacking the Wii or Kinect but there ideas aren't that revolutionary it's their execution that has been the difference. The eyetoy was doing basic kinect games 6 or 7 years ago . whether similar technology would be imitatable on previous generation consoles is beyond me . however I do recall a young programmer who became a major early kinect developer on the basis of some experimental work he did with the wii which is definitely not the basis for technical power .

innovation is more than having a new fancier machine that does the same exact thing as its predecessor and I believe that's where the japanese game industry and what inafune is attacking . Not the machines or hardware but the mindset and development process of japanese games. As David Asksys why can't we have several badass games a year? why do we have to be subjected to a large number of uninteresting and cliche titles before the occasional demon souls comes out which is both uncompromising in its design and a new model as far as gameplay mechanics and implementation are concerned ?

dario silva
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David and Jonathan, i hear you both. The approval process is painfully imbalanced, and games are worked on for so long that by the time they come out they're bloated and dull. I heard someone refer to the phrase 'design by commity' in describing the AAA game industry. If the AAA industry becomes liberated and game devs can push out shorter experimental AAA games without being chastised, it would probably help to bring a lot of experimentation to the field.

I'm not convinced there'd be an increase in masterworks though, because even in the days of 1 year dev time, 5 man teams there were very few really good games. I'll take Mortal Kombat (1992) as an example. It was a game who's style (digitized sprites) that lots of other developers tried to copy, but just couldn't nail. By the time MK3 came out they were waaay ahead of anyone else in the field. Metroid was just as innovative, and by the time Super Metroid came out, many developers were making simple run and gun shooters with different weapons. What I'm saying is that the best games of each generation are really difficult to make, even in small teams.

Jonathan Jennings
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well I can certainly agree with that Dario I think the issue with mortal kombat copy cats is that they were copy cats but you make a great point much like any truly great project simply having great and talented people and an amazing design is never a sure sign or indication of success . I do think faster and smaller development cycles could yield better games but then again I guess better is a relative term . A great AAA game has far different expectations than a great indie game even if both are based on the vision of fun . However you make a very good argument Dario truly great games are appreciated as that because they are ahead of the pack because they achieve something a way other games don't quite they become trend setters and establish the comparison point for games after and I guess in that way you are correct Jpana has provided us with some amazing games that will be the crowns of this console generation Demon's souls being a prime example.

Jason Hu
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While I can admire the ambition KI is taking upon himself, it comes off as an extreme approach to radically changing the industry. Thankfully the interviewer asked the last question which clarified what he really meant to say. If not him, somebody will have to do it and it just so happens that KI is in a good position to be that somebody.

Jason Carter
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I really like Inafune's drive and tone, it's much different from the current Japanese school of thought. Hell it's different from the current American school of thought to some degree. I think (at a professional level) some of what he says has been lost here in the states.

I love how he wants to make a game that is just his pure idea. Not for the customers, not for the money, simply out of a love and passion for making games. Bravo, Inafune-san, Bravo

Joe Wreschnig
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On another of Inafune's rant reports from GDC, I posted "Someone needs to ask how he squares these remarks with Comcept's first public development effort being part of a crossover self-referential charage sequel with bog-standard JRPG mechanics."

Unfortunately that question was not asked. But it's still true. The only public effort he's got so far is the basest form of the thing he is railing against.

"The big difference is those companies don't have Keiji Inafune working for them... Right now, all of these concepts, basically, they come from me."

That comes off as egotistical and frankly crass. It sets him up as apparently the only way Japanese games can not "suck." It's also totally at odds with his complaint that the "young guys" aren't getting chances. Combined they make a really straightforward complaint of "young guys aren't thinking like me!" which is the most stereotypical "conservative old man" complaint imaginable.

Jonathan George
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Inafune definitely has some interesting ideas. They sound great on paper, I only hope that he can manage to pull them off. I remember the transition from Japan having far superior games to the West taking over the market. I'm looking forward to what his companies roll out.


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