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Everyone in the game industry knows the name Tetsuya
Mizuguchi. The celebrated creator of works ranging from classic arcade game Sega
Rally to innovative hits like Rez, he's an outspoken and thoughtful
game creator. But everyone who works in the game industry also knows that no
creator works alone.
Reo Yonaga is one of Mizuguchi's most important
collaborators, and game director of most Q Entertainment projects. Having been with Mizuguchi since his days at Sega, Yonaga moved
to Q Entertainment to work on projects like Lumines, Every Extend
Extra, and Ninety-Nine Nights.
Gamasutra is pleased to present the
only long-form English interview with this up-and-coming game designer
published so far.
Brandon Sheffield: Since when did you start working with Mizuguchi?
Reo Yonaga: I got to know him at UGA. [Ed. Note: United
Game Artists, the Sega development team headed by Mizuguchi, which created the Space
Channel 5 series and Rez.]
BS: That's a while ago. How many years has it been?
RY: I think it's been about five years. Wait a minute, let
me count. I was 23, plus two years is 25, add another three years, that makes
28. I'm 33 now, so yeah, five years approaching six.
BS: What was your last game? Before Every Extend Extra,
from the UGA days.
RY: Actually when I was at UGA, one of the games that I
worked on was cancelled.
BS: Can you talk a little about that game?
RY: Mizuguchi-san might still want to produce that game so
I can't say much, but what's been revealed and is running in the news is that
Mizuguchi-san went to talk to John Woo.
BS: I asked Mizuguchi the same question but he also
couldn't say much.
RY: Well the public knows that Mizuguchi went to talk
to John Woo and Sega was interested in working on a project with John. That
made the news. In terms of content, it's probably still a work in progress for
Mizuguchi so I need to keep quiet.
BS: It may be in progress, even though it's a game from your
UGA days?
RY: That's right, UGA. It's through that job that I got to
know Mizuguchi and got involved with games. Before that I was working on touch
panels, like those you see at yakiniku restaurants. Back then UGA was launching
a project to produce touch panels. I also worked on a mobile phone application
plan.
BS: How about even earlier?
RY: I was at a record company working on Flash games and
fan club member services. When streamed programs came out on the internet, I
would emcee for weird shows, and film and edit video clips. In other words, I
worked in the digital department of a record company right when broadband service
made its debut and ISDN was still the fastest connection available. So even if
recordings were updated daily overseas, taping and editing with the broadband
service took four hours or so. That's the kind of work I did.
Coming back to what we were talking about, Mizuguchi-san
came to me and suggested that we make money by providing SMS services to the
Chinese market. "What do you think?" he asked me. "Do you know
how many times bigger the population in China is
compared to Japan?"
he would say. I was tempted by this opportunity and left Sony Music for UGA.
In the end, while I was at UGA none of the games I worked
on were released. That's when talk about establishing Q Entertainment with five
or six founding members came up. Mizuguchi-san invited both Otsuki and I to
join. Like me, Otsuki started at Sony Music, so when the company was first
established, of the members that became the non-Lumines team, both
Otsuki and I were from the recording industry and games were not our strength.
We only had experience in digital art and some CD-ROM stuff, that's it.
In the end our team went on to create N3 [Ninety-Nine
Nights] and Battle Stadium D.O.N., a Japan-only game that
incorporates characters from Dragon Ball, among others.

Eighting/Bandai Namco's Battle Stadium D.O.N.
BS: Did Q create a Dragon Ball game? I didn't know.
RY: Yes we did. Dragon Ball, One Piece, and Naruto all
appear at once. If I remember right, when you look up that game my name comes
up first (laughs). In Japan that
game did pretty well, selling roughly 250,000 copies, but it did fall short in
many areas. Kids are harsh critics; we got a lot of feedback off of kids' BBS
sites.
Tim Rogers: There are kids' BBS sites?
RY: Oh yeah, kids' BBS sites are no joke in Japan. Every
time a new game like Pokémon is released, related posts flood those
sites. You can tell kids are commenting because everything is written in
hiragana and there's hardly any kanji being used. Also kids don't really think
about the circumstances of others so they would post things like "My
friend's coming at 6 so please tell me before then!" when 6 o'clock is
only 30 minutes away.
Normally on BBS sites, people post questions and wait
patiently for someone kind enough to come along and provide answers. Because
kids are so blunt, for WiFi games that involve rescue missions - you know what
I'm talking about - crazy verbal battles break out.
TR: How old are these kids?
RY: I'd say they range from first graders all the way up
to kids half way through middle school. It's fun to read up on private kids'
pages created by Nintendo DS users.
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I'm gonna' look out for this guy in the future.