Gamasutra: The Art & Business of Making Gamesspacer
Killer & Dragons: The GungHo and Grasshopper Interview
View All     RSS
October 25, 2014
arrowPress Releases
October 25, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Killer & Dragons: The GungHo and Grasshopper Interview

May 17, 2013 Article Start Previous Page 3 of 3

Do you have ambitions to grow into a big publisher in the U.S., and would you consider releasing games from other companies that are not under the GungHo umbrella in Japan?

KM: In terms of GungHo U.S., definitely. One of the biggest reasons that GungHo America needed to happen is because GungHo's development style makes scheduling nonexistent, when we come up with new ideas and new concepts. We do not go by a strict schedule. In terms of just running the business ourselves, we are going to need cash flow.

In terms of how we do schedule things on the development phase -- we do have a schedule. It's just that there could be feature changes, or whatnot, and in my head, I have a guesstimate of how long it'll take. It's not that we don't have a schedule -- we do have a basic schedule, it's just not set in stone, exactly.

I think that Japanese games need a booster right now in the West -- someone needs to put them forward more and give them the attention they deserve. But over the course of this generation, Japanese developers' reputations suffered with gamers.

KM: Let's say that Japanese games are in their darkest times right now. There's no way to go but up, if that's the case. In terms of making games, I think Japanese developers need to go back to basics about why they make games in the first place, which is to make good games. At GungHo, that's what we do. We think about games and come up with good ideas and do our best to make it as best as possible, and all we'll do is keep doing that. Sooner or later, that'll pay off.

We also take on outsourcing as well, and awhile back we worked on a Nintendo title, Super Smash Bros. Brawl. Which as you know sold 10 million worldwide, and it was a big hit. When we were able to work with Nintendo, that's when we realized what Nintendo does best is make good games as well, and that's something we'd like to do as well, with GungHo's titles.

A lot of companies in the social or mobile space, if they had a hit like Puzzle & Dragons, they'd be dropping everything and chasing the next hit, and you can see the effect this has on companies, where they just stumble repeatedly.

I know you must have in mind that you could do this again, but it doesn't seem like you're going to just chase that single-mindedly. Can you tell me why? It doesn't seem like it's your top priority to make the next Puzzle & Dragons.

KM: I don't want to make the same thing twice. If an idea popped into somebody's head that could be Puzzle & Dragons 2, well, definitely we'd work with it if it were a good concept. But until then, it doesn't make sense to just pursue that brand name because it's a big hit, if we don't have any good ideas.

In terms of the game itself, we always try to be innovative, and come up with something new. So Puzzle & Dragons has already been released and people know about it, so it doesn't make any sense to make something that's only slightly different. I'd like to make a game that a lot of people haven't seen before, a new concept with new ideas.

Exactly as I mentioned, if an idea does come for Puzzle & Dragons 2, and we love it, and we all think it's a good idea, and that people will enjoy it, then we'll work on that too.

The producer, Daisuke Yamamoto, actually already mentioned, "I'm sick of Puzzle & Dragons. I want to work on something new." I said, "Yeah, sure, if you want."

Article Start Previous Page 3 of 3

Related Jobs

Digital Extremes
Digital Extremes — London, Ontario, Canada

Sound Designer
Disruptor Beam, Inc.
Disruptor Beam, Inc. — Framingham, Massachusetts, United States

Lead 3D Artist
Red 5 Studios
Red 5 Studios — Orange County, California, United States

Graphics Programmer
Red 5 Studios
Red 5 Studios — Orange County, California, United States

Gameplay Programmer


Jack Nilssen
profile image
This guy could fund all the indies, ever, forever.

Jeremy Reaban
profile image
I haven't played it, but it doesn't look so original, it looks like a dungeon crawling version of PuzzleQuest.

James Yee
profile image
Sounds fun and a natural evolution of the genre.

Hillwins Lee
profile image
While there are quite some similarities, the game itself is a lot different than PQ. It uses a "Gem Trail Swapping" mechanics instead of the common gem switching. If you are interested, perhaps check out a game call "Tower of Savior" on iOS/GooglePlay. This game is almost a complete rip off of P&D, sadly.

Kevin Fishburne
profile image
Just glad to hear that Game Arts is still kicking in one form or another. Silpheed, Sorcerian, Thexder, all that jazz.

Christian Nutt
profile image
Ragnarok Odyssey (Vita) is quite a decent, recent Game Arts game that nobody much has talked about. It's good fun.

Zack Wood
profile image
Neato, glad to hear about these guys, thanks!

Brian Tsukerman
profile image
GungHo seems to have a lot of good developers in it, and I'm thrilled to hear they have Suda on board now with his own unique style. Judging my Yamamoto's responses, they care about making interesting games, and although match 3 games are a dime a dozen, it is original to add RPG systems to it that tie into the match 3 game. Plus, if there's a chance Suda will be trying his hand at social or mobile games, I definitely want to see what the result is. His games are always so delightfully ridiculous.

Bryson Whiteman
profile image
Another great interview Christian!

Robert Lever
profile image
How about releasing it on the Canadian Appstore!!!

Zach Zebrowski
profile image
Sounds like a great dude and makes me want to work with him. Seems like I could learn a lot as a person and a developer.