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BS: Do you still play fan-made indie games?
RY: Ahh, for example I'm really interested in ABA Games. I
like indie games, or more like free games available on the PC.
BS: Some games are only released and available at [fan
convention] Comiket or at places like [fan-oriented Tokyo game
shop] Messe Sanoh.
RY: In the end, I think our weapon or selling point is in
music compatibility. If not for that, I think it would be extremely rude for us
to tell everyone who works on the team to "work on the project and we'll
pay you" or "it's pretty so we're releasing it".
There's no
merit for either party in this scenario, don't you think? So the first thing is
how the overall compatibility with music is. Yeah, as long as compatibility exists
with the audio...
As for the game that's most likely to be announced in the
near future, we hope, well, we talked about online stores and Live Arcade
earlier, it's not an indie game but a so-called "package game", which
includes games retailed on the PS3, PSP, and the DS.
Live Arcade and
online stores still allow for shorter development cycles and less staff
allocation. On the other hand, don't you think the great thing about indie
games is if you have an idea you can make and release the game immediately? It
would be great if a similar movement develops for Live Arcade.
BS: When we talked last year, I remember back then you never
heard of ABA Games.
RY: Oh, I knew of ABA Games. Timing wise, the last time
you came there was a lot of content I couldn't talk about, so... (laughs).
BS: I found out that in fact many indie game creators don't work in the actual
game industry - like Kenta Cho from ABA Games works at
Toshiba. Have you found that to be true with other indie game makers as well?
RY: Probably? Well, maybe not... Now that there's Live Arcade, online stores
and the DS, developers in game companies don't have to go indie to create the games
they want to create.
Do you know the game Archime-DS? There's (Skip's) Kenichi Nishi,
right? The company behind Chibi-Robo? They recently came out with a DS
game called Archime-DS that's selling for about 2000 yen. I don't know
how many months it took them, but the staff created that game by getting
together every Saturday like you would for any extracurricular activity.
They
created and released the game entirely apart from their job. Ahhh, didn't Geometry
Wars start out the same way?
BS: Yeah, yeah, yeah. You're right!
RY: I would say games like Archime-DS and Geometry Wars are
products of indie activity initiated by existing industry members, don't you
think? Right now I'm writing up a couple of games.
For my job, I'm working on
that big undisclosed project I talked about earlier. Our usual staff team is on
it and I'm constantly working on the scenario on top of other things for the
game. With that alone, I get bored and drained, so as an indie activity I work
on different projects on the side, and if those side projects become available
on Live Arcade then it becomes indie in a way. They're alike.
BS: I think otaku and fan games, games made by people outside the game
industry, define indie, though.
RY: People often take [free tools] and make shooting games. Several people
have made those shooting games with single mother ships, and their methods are
quite interesting. Yeah, that path is possible too.
We had a guy on our staff that
did physics; he's a product manager, not a game creator, but he was interested.
So he would play around using his mathematic skills. In other words, nowadays
there's always the option of partnering up with someone who can draw or has
some other skill set to create a game.
BS: Maybe you can't talk about Q's new game, but is it your idea?
RY: Yeah, I came up with the idea for both the undisclosed project we're
working on right now and the other one.
BS: So they're Yonaga games.
RY: If we start moving into online stores and Live Arcade then the scale of
each individual project would be small, so to bring out more personal style,
for example, when I'm to show a game as "Reo Yonaga's game," I'd want
to put more effort into introducing and presenting the game in a way that's
different from what's been done so far.
Moving forward I'll do my best to bring
out myself in games or create games that only I can create. I'm trying my best.
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I'm gonna' look out for this guy in the future.