Contents
Yoshiki Okamoto: Japan's Game Maverick Speaks
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk [1]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Yoshiki Okamoto: Japan's Game Maverick Speaks
by Yukiko Miyajima Grové, Christian Nutt
4 comments
Share RSS
 
 
May 2, 2008 Article Start Previous Page 2 of 8 Next
 

CN: You worked on the title Dark Mist for the PlayStation Network. Do you think downloadable games are a good place to work, or do you want to continue working on high-level boxed games? How do you view the market for the two different formats?

YO: Well, the number of downloadable games being made fluctuates based on what publishers want. We really received a lot of help from SCE when our company was getting on its feet. We might feel a game like Dark Mist won't be the most profitable choice for downloadable content, or even all that necessary due to the slow PS3 hardware sales. We're happy to make it for them though, because of what they've done for us.

Advertisement
CN: It's an interesting title because it combines aspects of shooting games as well as dungeon RPGs. Those types of shooters seem to have gotten very popular for downloadable games. What are your thoughts on the genre?

YO: From my own personal perspective as a gamer, I'm not all that interested in them.

CN: Obviously, it's good to make games that satisfy the market. Is that what you try to do when creating games for your company? Do you make games that inspire you, or games you think will become popular?

YO: Honestly, it's a bit of both. This is actually sort of difficult to express. The companies that hire us tell us what sort of game they'd like us to make, but it might not be something that's in high demand from a market standpoint. So no, we don't necessarily take on work based on what might be popular.

However, publishers like Sony may ask us to make a shooting game, another company to make them a racing game, and a third company to make an action game. The money spent on all those games in total is Sony's way of trying to meet the demands of the market. The games we make may not meet the demands of the market on their own, but they may still be necessary. Sony might feel they need to come out with a certain kind of game only because they know the competitor has plans to do the same.

On the whole, those sorts of things don't have much to do with us. We understand that as a developer, we're sort of one cog in a larger machine. So we don't usually tell the companies who hire us that we want to make a different sort of game than they'd planned. We're glad to have their business, after all, and in many cases they've helped us out in the past. I don't feel we've properly paid these people back yet, but I hope we become able to someday.

Game Republic's Every Party

CN: You also had some work from Microsoft at the beginning of the Xbox 360 lifespan with Every Party. How do you feel about that relationship now?

YO: Actually, we're not involved in any projects with Microsoft at the moment. For Microsoft Japan, I think the market has been even a bit worse than they were hoping, so their strategy now is to sell as many consoles as possible. It's also assumed that RPGs are what's needed to expand the Japanese 360 market. That genre isn't really my specialty, so we've put things on hold with them for the time being.

 
Article Start Previous Page 2 of 8 Next
 
Comments

Fernando Angelico
profile image
Absolute awesome interview.
Japanese developers are rarely this open.
Cheers

Steve Watkins
profile image
Agree. Fantastic. Very refreshing. Great job all around.

Robert Zamber
profile image
Yes... great interview! But why all the animosity towards SF? You should be proud of such a remarkable achievement as a developer! Its probably one of the best franchises ever (one of my favs anyway).

.

Haig James Toutikian
profile image
powerful ending ;)


none
 
Comment:
 


Submit Comment