Capcom's Keiji Inafune
"The Japanese are stuck in a time warp."
All Capcom games exist because Keiji Inafune said yes. As head of global research and development at the Japanese powerhouse, Inafune's the man responsible for approving game ideas from his own producers. A case in point: the recently announced Street Fighter X Tekken is in production because producer Yoshinori Ono convinced Inafune that it would be worthwhile.
Now that Inafune's just about finished his job as producer of Dead Rising 2, the tongue-in-cheek zombie chew-'em-up due out on PlayStation 3, PC and Xbox 360 later this month, you'd think he'd be on top of the world. He is not.
The state of the Japanese game industry is getting him down. Things are not going well in the Land of the Rising Sun, and Inafune refuses, unlike others in his homeland, to ignore the situation. Here, in an interview with Eurogamer, he goes deep into Japan's problems, and reveals his hope that Dead Rising 2 will wake up a few of his compatriots.
Eurogamer: Dead Rising 2: Case Zero has just been released. Are you pleased with the reception?
Keiji Inafune: I haven't checked out everything, but generally speaking it looks like it's well received in Europe and in the US as well.
Having said that, we had a technical glitch with the ratings board in Japan, so the release was delayed to 15th September. Japanese users are bashing me, saying it's my fault and Capcom's fault. It's really nothing to do with us. So I'm a little bit disappointed with that. But apart from that it's been well received.
Eurogamer: Why is it an Xbox 360 exclusive and not out on PS3 as well?
Keiji Inafune: Capcom has a strategy of multiplatform for every game, wherever possible. However, the original Dead Rising was 360-exclusive because the PS3 was not available around that time. It was a new approach and a unique concept for us at that time. However, 360 users supported the original game up until now. So it's a bit like fan service, if you like.
Eurogamer: Will you release this kind of downloadable prequel to a major release again or is Case Zero a one off?
Keiji Inafune: This time around we just didn't want to go down the old boring way of cutting out part of the game and releasing it free of charge. We wanted to do something new. This is an experimental test case, if you like. Naturally, if it's well received, we would like to utilise that sort of business model for future titles as well.
Eurogamer: Moving on to Dead Rising 2, what convinced you to approve development of the game?
Keiji Inafune: It was very much like the case of Street Fighter IV. The Capcom producers went around and all the journalists wished for the sequel for Street Fighter. Dead Rising was the same. We heard that lots of people wanted the second one to come out.
Having said that, because Dead Rising didn't sell well in Japan, we needed to do lots of persuading, especially of the management inside the company. However, it's our obligation to create a game that would be wanted by the fans.
The first 15 minutes of Dead Rising 2: Case Zero.
Eurogamer: The game was developed by Blue Castle, a Western developer. As a Japanese producer, what was the biggest challenge?
Keiji Inafune: The largest challenge was to persuade the management inside of Capcom. Blue Castle created only a baseball game before Dead Rising 2, so they didn't have a track record of creating this type of game. They're in Canada, naturally. So in order to get the investment into the development, that was the hardest.
Eurogamer: What have you learned from this experience that you would carry forward as you create more Western-developed games?
Keiji Inafune: I learned lots of lessons from this experience. Especially, I gained confidence so we can work with any developers around the world, not only Western but Asian later on as well. That means whenever we decide to create a game, we can pick up the resources in a global scale.
Eurogamer: Why was it important to implement multiplayer into the game?
Keiji Inafune: First of all, I wanted to include multiplayer in the original game. However, we didn't have the time and resources to make it happen. But Dead Rising is a single-player game to start with. The multiplayer is an additional bonus for the players. Also the co-op play, we thought that would go well and compliment the single-player. That's how it happened.
Eurogamer: What are your hopes and expectations for Dead Rising 2? Do you expect it to be as big as Lost Planet 2, for example, or Street Fighter IV?
Keiji Inafune: The goal for Dead Rising 2 is to replace the Resident Evil franchise and become the number one IP within Capcom.
Eurogamer: That's quite an ambitious goal. Are you confident Dead Rising will achieve it?
Keiji Inafune: As a creator, the sales and marketing part aside, unless you have a big goal to strive for you can't create a good game. Therefore, if the Dead Rising franchise takes over the Resident Evil franchise, a new game I come up with will obviously strive to go over Dead Rising. That's the goal I set out for any title I decide to create.
Eurogamer: Dead Rising 2 will be released in the next few weeks. What's next for the franchise? Will you do spin-offs or work on a direct sequel?
Keiji Inafune: Until Dead Rising 2 sells we probably can't start talking about spin-offs. If it's received pretty well, yes we would consider a sequel. But at the moment we just don't know.
Eurogamer: What will you work on next?
Keiji Inafune: I'm already working on numerous titles. So watch this space for announcements. I will carry on creating new titles.
Eurogamer: You've been outspoken in your views about the Japanese games industry in the last year or so. Now this year's E3 and gamescom are over, do you still feel as sceptical about the industry as you were last year?
Keiji Inafune: I still stand by my comment I made last year. I haven't seen any change whatsoever in Japan. Therefore I'm very pessimistic about the games industry in Japan. The Japanese game creators have to admit we're behind the Western games at this moment and try to be humble and learn why. Otherwise, we're not going to be able to start all over again.
I have a question for you, actually. Since that comment, every single Western journalist I encounter asks the same question. However, none of the Japanese journalists ask why I made that comment. I want to know why. Is it apathy, or are the Japanese not particularly interested or not taking it seriously? Why are you interested in asking me that question?
Eurogamer: Perhaps it's because Western gamers have a history with Japanese games from their childhood, and their view is that it is a magical place that creates brilliant games. Perhaps to bear witness to its decline is a little sad. Maybe Japanese gamers hope if they ignore the problem it will go away.
Keiji Inafune: Does that mean in the West you guys actually agree with my comment from last year at the Tokyo Game Show that the Japanese game industry is in decline?
Eurogamer: Yes. Perhaps the main disparity is in graphical quality. Maybe Western developers have been better able to get used to the current generation of consoles, the PlayStation 3 and Xbox 360, than Japanese developers. What do you think?
Keiji Inafune: Yes, I completely agree with your analysis of what's happening in the Japanese market and the Western market. I see it inside Japan as, traditionally, not many people play Western games to start with. Now, they are starting to release some of the games.
However, still, the centre of the market is Japanese games. They're just looking at Japanese games. They don't even compare with Western games because Western games are seen in a completely different category.
Eurogamer: Perhaps Dead Rising 2 will help to redress the balance?
Keiji Inafune: Yeah. It would be great if we can wake up some of the journalists and creators in Japan. Especially Dead Rising 2, this is a complete core development. It's developed in Canada, but this is a Japanese game. I came up with the original concept. It happened to be in Canada for the development, but it's almost like a made in Japan game. We take it in that way. If Dead Rising wakes up some of the people that would be great.
Eurogamer: Has the lack of success of the Xbox 360 in Japan prevented Western games from gaining popularity?
Keiji Inafune: Possibly. But on the other hand, Japan being a small island, especially in the videogame industry, we had the golden age of eighties and nineties, and people are still living in that glorious time. They're trapped in a time warp.
Also people are very conservative. They admit that the 360 is a great console, the functionality and everything, but it's made in America. Therefore they're suspicious. They're not really jumping on foreign merchandise in comparison to Sony. That attitude applies to Western games as well, I think.
More on Dead Rising 2
-
Face-off: Face-Off: Dead Rising 2
Undead reckoning.
Review: Dead Rising 2
Dusk of the dead.
Hands On: Dead Rising 2
Apocalypse new.
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Screenshots: Dead Rising 2
Eurogamer: Your role as head of global research and development means you're in charge of saying yes or no to new game ideas. What must a game have before you say yes?
Keiji Inafune: It's interesting. Lots of ideas are coming out just picking on an interesting point - this will be interesting in a game, this will be entertaining in a game. But if you think why and how that is interesting, and you pursue the questions: who would be the target audience, when is it going to come out, how will it be realised in the game, not many people can back up their own ideas.
You have to think about all these little puzzles. Say, Red Dead Redemption was a huge hit. Probably, we could do the same thing in different circumstances, in a different universe. But if that game comes out three years later, would that be still interesting? Would the users be engaged with it?
Especially in Japan, lots of Japanese people have the impression of Western games where you can do lots of things. There is no restriction on the gameplay. You can walk down the street and hit the people. They think there is violence and gore - that's a Western-looking game.
Unless you understand why it's interesting because you can hit passers-by, it's not really interesting, is it? Most of the ideas are very shallow. I suppose it's like a Hollywood film pitch, isn't it? People come in with all sorts of ideas, but haven't got any background information to back it up.
Eurogamer: Finally, at gamescom Yoshinori Ono told me that you told him it would take a million requests before you'll say yes to a new Darkstalkers game.
Keiji Inafune: We're asked this question quite a bit. Ono-san understands lots of people are waiting for Darkstalkers. However, the difficulty about fighting games is we had a boom and it went down. So most of the developers went out of the business or moved on to some other types of games.
Apparently creating a fighting game is not so easy. You really need the talent and skill and balancing ability to sort the games out. So at the moment there aren't the resources to create another fighting game. However, I recommend you ask the same question again and again and again whenever you meet Ono-san.
Dead Rising 2 will be released on PlayStation 3 and Xbox 360 on 24th September. The PC version will be released on 28th September.
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Comments (47) Latest comment 1 year ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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the interview really seemed to open up much more after Wesley asked him about the Japanese game industry decline comments, then Keiji Inafune turned the question back on him!
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the interview really seemed to open up much more after Wesley asked him about the Japanese game industry decline comments, then Keiji Inafune turned the question back on him!
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Me: "I'd like the Cream Of Some Young Guy Please"
Mr Ho: "Very well! Good Choice!"
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I agreed with his comments last year, I agree with them now.
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But lately, the Monster Hunter series excluded, Capcom seem to have lost it big time.
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Huh? What? NO! What? What a blatant miss from a games journalist!
Japanese games are fine graphics wise, the Resident Evils, Final Fantasys and such, all great looking. I would even say that that's exactly the problem with Japanese games.
The main (growing) disparity between Western and Japanese games lies in in the design paradigm and is linked to company culture. Western game developers develop games with their focus group in mind--what do people like, what happens in the mind of the player at this point in the game/level. Western development is much more group work, discussions, focus groups, user testing, redesigning. This has made Western games better the last couple of years, because there's this growing grasp of how games engage the player and in which ways you're able to tinker with the game structure.
Conversely, Japanese game devs have this one designer god that basically tells what they're going to do. That works fine if your designer god is Miyamoto, not so well in all other cases. Who is the Inafune of Infinity Ward, or Rockstar? I must confess I'm going slightly on a limb here, but I have the feeling this hierarchical thinking, the reason Inafune is wondering why Japanese games are losing and how he's going to turn the tide, is the real culprit here. It's the reason why Final Fantasy still thinks the best way to reward the player after they overcame a difficult challenge is by showing them a 5-min FMV video, while the Western game devs, through critical introspection, group discussions and usertesting, discovered that it's much better to make the challenge rewarding in the first place. Japanese games are turning stale, because the same guys are making the design documents as ten years ago, and nobody's constructively criticising them.
And that's why I called the lack of graphical disparity a problem: Japanese devs are making the same games with nicer graphics, but that just doesn't cut it anymore.
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Resident Evil 5 springs to mind, I think they tried to appeal to the to Gears/CoD crowd and maybe succeeded to some people but I thought it was by far the weakest in the series.
All is not lost though with fantastic games like Demon's Souls and the forthcoming The Last Guardian.
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Unless you understand why it's interesting because you can hit passers-by, it's not really interesting, is it? Most of the ideas are very shallow.
Peter Molyneux is an interesting counterexample, because in many ways he's this Japanese-style designer god that champions user studies, with his focus on reducing cognitive load in user interfaces. Not sure what to make of that in my argument. Kind of like a vocal Miyamoto (who's a hidden genius in this, I noticed again playing SMG2), sans perhaps the excellence.
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Nintendo of course are going along the way they always have; no real change with them, and they're still brining out some brilliant stuff. Metal Gear Solid still doesn't feel much different than the way it always has and is all the better for it. And then there's Atlus, pumping out some fantastic JRPGs (like the brilliant SMT series) that are consistently better than Square's efforts. Then you look at games like Resident Evil 5 and Lost Planet 2 and wonder where it all went wrong.
Maybe it's just me though, as I'm one of those people that always liked Japanese games the way they were and never wanted them to become more like western games. In comparison western devs seem too afraid to make something a bit wacky and against the grain.
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Spekkeh is bang on, I've gotta say!
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I kind of feel the same. A lot of western game design really fails to captivate me anyway.
Though much of the situation probably falls down to the unusual situation in this generation's hardware market. Historically most Japanese developers have developed for the domestic market first. That's their bread and butter, everything else is a bonus. The best thing to do is to target the dominant console - previously the Famicom, Super Famicom, PlayStation and PlayStation 2. What now? The DS has the largest user-base by a comfortable margin. Makes sense to develop for it. The PSP isn't in a bad shape at home either. As for the home consoles, it's Wii or PS3. As we all know by now developing for the Wii is more about the control scheme than anything else, and the PS3 isn't doing the same business as its earlier siblings.
Bottom line: for a Japanese developer without the international profile of Capcom or Square-Enix the domestic market still needs to be king. In that case it makes sense to put development resources into handheld titles rather than the current generation of home consoles.
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Unfortunately this means console players have been given the false viewpoint that Japanese games are, in any way, on the decline. This is entirely untrue, they’ve just gone elsewhere. If anything the bigger companies seem to have only exacerbated this with their frequent high-profile disappointments. Final Fantasy XIII comes to mind.
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Swing and a miss! It is very, very well known and documented that japanese gamers actually refer to western games by a different name. It has very little to do with reliability. After all, they all bought the PSP and the launch PSP was awful!
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Why is it that us western gamers think that the 5min fmv sequence is soo much worse after compleating some task, than the western (instert glorifying here) forced 5-10min dialogue sequence (and in some cases fmv sequences also) with continous button bashing to get rid of it ?
in all honesty, i rather enjoy watching that 5mins of an intteresting fmv sequence than break my finger on the controllers button thanks to the ridiculously long dialogues.
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example1:res evil 5-this game has lovely looking graphics and music but the control mechanism is disastrous and the story is a bit weak,tired and sterile. look at res evil 4. the story in that was new, fresh and original with the ganados but in res evil 5 it was a rehash of the other 4 games instead of making a new story with original ideas and the control mech needs to be dropped for a new one which allows you to shoot while running and look for another way to make tension that dosent involve paralysing the player.look at vanquish or gears of war.
example 2
example 3:multi player- the lack of multiplayer in japanesse games can be seen as a major problem but they are starting to address this but they must not sacrifice the single player experience for the multiplayer. this is a personal opinion but the multiplayer is a bonus not a game.multiplayer is to prolong the life of a game and to make more money on map packs and so on but it has no story and no beginning/end that can be injoyed from a story point of view but the western programmers are investing heavely in multi and forgetting about the single player experience and that will be there downfall.
these are but three ideas but you can nit pick for as long as you like but this is what i feel/think about the japanesse situation in video games.
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Your post reminds me of an early episode of Red Dwarf.
Rimmer: After intensive investigation, comma, of the markings on the alien pod, comma, it has become clear, comma, to me, comma, that we are dealing, comma, with a species of awesome intellect, colon.
Holly: Good. Perhaps they might be able to give you a hand with your punctuation.
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Wow, either I've missed something, or this site is full of 360 fanboys.
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Capcom, in their efforts of "Westernization" have turned RE into a dumbass Third Person Shooting affair (4 and 5), turned Dante into a complete moron (3 and 4), crashed Onimusha by introducing a ridiculous blonde beach boy (4) and are now turning Dead Rising - a mindless and pointless zombie killing fest of boredom - into their flagship.
I just hope the rest of Japan stays as far away from that as possible.
P.S.:
"example1:res evil 5-this game has lovely looking graphics and music but the control mechanism is disastrous and the story is a bit weak,tired and sterile. look at res evil 4. the story in that was new, fresh and original with the ganados"
American secret agent safes president's daughter from terrorists. Terrific.
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Personally, I'd rather the japanese made games they way they want, same for the europeans, english and the americas and not try to appeal to other markets, do marketers think stuff like Mario, Final fantasy or Street fighter would be as popular in the west if it was aimed squarly at them? I doubt it.
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So, all Japanese developers should stick to Sugoi Moéblob games that barely constitute as eroge?
Ok then.
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I think JPN publishers are reluctant to push boundaries because the market leader dictates trends. The Wii is great by itself, but with its outdated tech, it limited the scope of the games. That combined with the increase in the portable market share left publishers looking at MS and Sony, and since those two did better in the west, they naturally try to develop content to appeal to the overseas market too. Problem is that the home market still matters to them, so aside from a handful of staple franchises like FF and whatnot, they're not trying to take any chances with big budgets. Sad really... and funny that GT aside, Sony is essentially a "western" company first part game library wise this gen.
Inafune's approach over the past year hasn't worked out that well. BC, Dark Void, and the JPN developed Lost Planet 2 were commercial bombs. Even during DR2's development, he kept saying that the first game was "too Japanese" and he's trying to westernize the sequel (not sure how that has worked out). I guess what I'm saying is that I think emulating western games isn't the way to go. RE5 had a shoehorned co-op mode for example, and LP2 focused on co-op and not much else.
That said, from a development standpoint, Inafune has really done a great job taking cues from the west. He initiated the development of the re-usable multiplatform engine (MT Framework) which made simultaneous big budget releases possible and kept costs lower. Outsourcing is also good to shorten development cycles (art, audio design etc.), so they have been on the right track.
I think DR2's performance will be the ultimate test of the collaboration model. Previously, all work was done by western studios with BC and DV, but DR2 was developed with a lot of Japanese support. Hope it works for the best.
On a last note, though he's optimistic and focused, there really isn't a chance that DR will surpass RE as Capcom's premier IP. Hope it does well though because unlike Lost Planet, the first game had a certain charm and will remain a classic in a way.
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Yeah, language is a barrier that's not often spoken of. To mention an example related to Capcom, MT Framework is used internally at their Osaka HQ only because all the docs and support are Japanese only. DR2 uses Blue Castle's own engine and everything else developed outside of Japan has used other engines.
Incidentally, even product development surveys were made only in Japan, even with said products had bigger markets in the west. Luckily, things are changing, but not fast enough.
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Japanese games haven't changed, they still focus heavily on skill based gameplay. The problem is that games need to sell outside of their home markets in order to make a profit, so Japanese developers need to cater more towards Western consumers.
You need to have strong sales in at least 2 of the major markets (Japan, Europe, US) to become profitable, being successful only in Japan isn't enough anymore due to the huge game development costs today.
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So how is it that Capcom have found the resources to saturate the market with two SFIV games, MvC3, Capcom vs. Tatsunoko and now two Capcom vs. Tekken games?
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I think a company profits a lot from local subsidiaries across the world, for two reasons: First, they can translate the market's needs to the parent company and adapt marketing to suit the local market (and marketing is way more than advertisement, it's also identifying the market's needs, e.g.). Second, it allows the parent company to send expats to the local subisidiaries (and receive expats from them) to foster both language skills but first and foremost cultural skills. It's not surprising that a Japanese company does market surveys in Japan first. The problem if they do it in other markets is not the least: Would they understand the results and draw the correct conclusions from it? Without a lot of intercultural skills, I have my doubts. In any questionnaire, you have to somehow fit thoughts and desires into words - and have a limited space for these. Plus a lot of what you actually would like to see is subconscious. Without understanding how people in the cultural group adressed "tick", it is hard to make heads or tails from what they state they want from a product.
However, in the gaming industry, instead of local subsidiaries, you often have distributors. Especially when these are software companies in their own rights, this sets limits to permeability - you don't want to show them your next big thing, you want them to sell your current product. And vice versa. Plus they don't necessarily want to let you in on all the ins and outs of their market lest you don't need them anymore one fine day.
There really is no alternative to getting out and about and knowing the world. For western companies, experience abroad is often a significant plus on hiring. I am not sure it is in Japan.
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Also this comment - "Also people are very conservative. They admit that the 360 is a great console, the functionality and everything, but it's made in America. Therefore they're suspicious. They're not really jumping on foreign merchandise in comparison to Sony. That attitude applies to Western games as well, I think."
They're jumping on "Wapanese" men though. Conservative, yeah right.
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"So, all Japanese developers should stick to Sugoi Moéblob games that barely constitute as eroge?
Ok then."
Sure, as long as that shuts you up. Personally, I was thinking more along the lines of Lufia, FF VII, Parasite Eve, Terranigma, Metal Gear Solid, Atelier Iris, Fatal Frame, Ico, Shadow of the Colossus, the classic REs (up until 4, especially Remake and Zero) etc., but hey. I appreciate diversity, uniqueness and style.
Inafune goes to state that the Japanese videogame culture (except Capcom, with their design philosphy and resulting "excellent" sales numbers) is doomed. Yet he skips any and all reasoning for this claim. - Oh well, maybe he's just complaining about the Japanese reception of his Westernized games. How dare they not give his games the incredible success they deserve.
P.S.:
"Eurogamer: Yes. Perhaps the main disparity is in graphical quality. Maybe Western developers have been better able to get used to the current generation of consoles, the PlayStation 3 and Xbox 360, than Japanese developers. What do you think?
Keiji Inafune: Yes, I completely agree with your analysis of what's happening in the Japanese market and the Western market."
Hehe, what a thorough analysis. Bad graphics, oh boy.
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"2Sevens: Many of your points are arguable at least, but criticizing DMC3+4? What the hell? DMC3 is such a wonderful piece of work. You don't like young Dante? Well, most of us do, that's just your problem probably.
A friendly response. Well, I prefer the first game's Dante, who was more balanced and serious(and also had a better voice actor).
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What Japanese developers need an improvement is definitely true,
but here in Japan, almost people and video game fans ABSOLUTELY NOT admit that the 360 is a great console, and Inafune's this mention is quite a lie and there is no fact like that in Japan.
Recently, his words have been made Japanese video game fans super sad and upset.
As well as you, We only want to be excited and enjoy at many kinds of great unique games on each console.
Do you want to play a game which is created with Japanese is pretending American and European.
We have a great different culture each other.
Because of that, we can enjoy unique games today, even in the past.
He is not a representative of Japanese developers, and just only one of them.
All his words about Japan is not always true.
I hope you don't get confused by his words, and keep your great sight.
I am sorry for my poor English.