An Englishman in New Tokyo
The Westerners saving the Japanese games industry from within.
James Kay decided at a young age to turn his hobby into a vocation and design games instead of merely consuming them. It was a dream he realised quickly, working at a clutch of British developers in the late nineties. But despite succeeding where many others have failed, Kay wasn't satisfied with his lot. Mario, Sonic and all of the other icons of his childhood were Japanese, their prominence in gaming's canon matching Japan's seemingly inextinguishable dominance of the global games industry.
What could be better for Kay than working at a Japanese studio, making the best videogames in the world under the leadership of the medium's best-known auteurs? In 2001 he emigrated to Tokyo, landing a job at a prestigious Japanese developer, working alongside his idols. Kay had made it big in Japan.
But the reality fell some way short of the dream. As one of only a few foreign game developers in Tokyo, work was lonely. Moreover, he found the salaryman studio culture that demanded employees work long hours into the night wearying and infuriating, perceiving the practice to be merely for show and not endeavor. Partly to vent his frustrations, and partly to expose the grim realities of life at a Japanese games developer, Kay assumed the penname JC Barnett and started blogging his experiences at Japanmanship.
"I hope my writing didn't come across as disillusioned so much as unapologetic," he says today. "Too many people were still enamoured by Japanese games and would hear no wrong about the system that produced them. People dreamed of working in Japan without really understanding what that entailed. I hoped that I could offer a realistic view of the situation, and I was always sure to encourage people to make the move, so long as they were fully informed."

Akihabara is Tokyo's electronics nerve centre.
The site fast became the go-to place for young men who, like Kay, dreamed of working abroad on the sort of games that had enriched their childhoods. But the timing of the site's popularity ensured Japanmanship became far more than just a travel guide-cum-careers advice column. As the industry collapsed around him Kay became a reporter on the frontline, offering a window into a secretive industry in decline. With the keen, raw insight of an insider, Kay offered a glimpse of how and, perhaps more crucially, why the Japanese games industry was coming apart at the seams.
"I do not, as they say, have what it takes [to work at large Japanese games company]," he wrote in December 2008, soon after leaving to set up his own Tokyo-based company, Score Studios. "I blame my low bull**** threshold and my desire to have professional, rational work practices... I still care deeply about my work and the final product, which is why I let things get to me so easily.
"It's not that I always know best, but I can recognise disaster... Japan has been getting away with too much for too long. Because Japanese games enjoy a certain amount of adoration, people have been too ready to forgive the many little issues that have been growing over the recent generations, and now things have come to a head. With even big-name Japanese products being technical disasters, [we have] to come to terms with the idea that, well, Japan isn't the Mecca of video games... not any more."
While the rest of the world watched, Kay's posts charted the last days of an empire.
The End of the World As We Know It
"Japan is over. We're done. Our game industry is finished." The now infamous proclamation, spoken by Capcom's Keiji Inafune at the 2009 Tokyo Game Show, was punctuated by a thumbs-down gesture, mimicking the plunge the Japanese games industry has undergone in recent years.
The figures back him up. Inafune's comment came after a 25 per cent drop in Japanese hardware and software sales in the first half of 2009, at an event which had seen a 5 per cent drop in attendance over the previous year. Even if that spark of world-beating Japanese design inspiration can still be found in contemporary titles such as Super Mario Galaxy, The Last Guardian and Demon's Souls, the grim financial realities of the situation are far more evident.
But how did Japan get here? What does it need to do to fix itself? Is it too late to hope that the world's greatest exporter of games can rise again to compete with the West?
"The golden days of Japanese games in the eighties and nineties were based on strength in technology and creative ideas. But nowadays entertainment is much more about culture, and global appeal." At 29 Dewi Tanner, director of development at NanaOn-Sha, holds one of the most senior positions a foreigner enjoys in Japanese development.
The quietly spoken Welshman sees Japan's problem as one of creative introversion, which has led to a failure to stay abreast of Western advances. "Japan has a very strong domestic creative economy - movies and music made here are seldom expected to sell abroad, and they don't need to because there is such high demand domestically.

Kenjii Inafune proclaimed the death of the Japanese games industry.
"This success has proved to be a double-edged sword. For starters, people aren't motivated to learn English. A direct consequence of this is that Japanese programmers cannot participate so well in software forums, where cutting edge techniques are shared. Waiting for badly translated, reduced-content 'help' files puts them way behind the curve.
"On top of this, Japanese developers aren't really participating in global trends such as Facebook or Twitter, so they aren't a part of the global mindset. If anything, lately the marketplace here has become even more introverted. Nobody here has heard of Twilight, let alone the latest internet meme (although bizarrely Susan Boyle is making an impact). Any games 'targeted' at the West will have a hard time because usually they are being targeted at what Japanese perceive the West to be; more often than not the subtleties of nuance are missed.
"A third problem is scale of quality - what domestically here would be deemed to be a decent product may not cut the mustard abroad. The greater this gap becomes, the harder and more intimidating it is to make the jump."
Crossing borders
Many Japanese game companies have publicly expressed the need to be more globally minded in recent years, with Capcom and Square Enix in particular aggressively pursuing relationships with Western developers. But Kay has noted another trend: that of Japanese developers bringing in staff from abroad to work domestically.
"When I first arrived in Tokyo foreigners were quite a rarity at development studios, and I was often the sole foreigner at any given studio. I knew a handful of other foreign developers here, but that group has grown significantly over the past few years. It's becoming easier and easier to get a job here, if you have the experience.
"I guess the idea is that foreign developers bring with them foreign development methods that will make a Japanese company successful in the West. It doesn't quite work that way, of course, and companies must be truly willing to make efforts to change and think more globally, rather than viewing hiring foreigners as a panacea."
Tanner agrees: "Employing more foreign staff and sending their own staff abroad is a start for developers here. But is this the ideal way for Japanese games to find a global audience? I hope a way can be found for Japanese titles to enjoy universal appeal and still be uniquely Japanese at the same time. But it would be arrogant to assume that ours are naturally superior, or more fun than the game styles of other, newer territories in the arena.
"If we look at things from a purely comparative, statistical perspective of how many global developers are now working today then it's only natural that the Japanese market will dwindle in influence."
For Kay, it's more than just a problem with statistics. Rather, there are fundamental problems with the Japanese studio system that are hampering success. "Japan's primary failings revolve around the inefficiency of development practices," he argues. "Japan still works with an 'auteur' system, where a single person, or a select few at the top, decide on every little aspect of the game, and don't think twice about demanding changes that could easily derail the schedule. This has, of course, lead to some amazing games in the past, but with next-gen development, this approach is dangerous and frustrating."

The unholy matrimony. Gamers of a certain age will never get used to this.
For Dylan Cuthbert, president of Kyoto-based Q-Games and another Brit, competition from rival industries has drained the talent pool in Japan, while simultaneously cooling off consumer excitement about videogames in general. "A lot of programmers who would have naturally progressed into the videogames industry now go into the mobile phone industry which admittedly tends to pay better for entry-level and even mediocre programmers.
"Making full games is harder and needs a better grade of programmer. Combined with this, we have uninterested consumers and a lack of risk-taking from the big publishers, whose conservatism influences one another in a depressing downward spiral. Many good games just fall flat here these days simply because the consumer just isn't all that interested in them. They'd prefer to be playing a sub-par game so long as everyone else is playing it, so they can talk about it with them."
"I'd describe the Japanese games industry as confused right now," says Kay. "The fact Japanese companies need to consider a global market, as opposed to simply making Japanese games for the Japanese market and then exporting them, is by now clear to most, but how to successfully go about it is still very much up in the air.
"The financial meltdown has had its effect in Japan too. Nobody really has the money or impetus to make an effort any more and in hard times Japanese companies would rather stick with what they know and are good at. It's a natural reaction, of course, but it's not what the industry needs right now. Rather they need to open up, learn from Western practices and learn to communicate better with Western publishers, developers and audiences."
Finding Fortune on the Horizon
When Jason Kapalka, creative director and co-founder of PopCap, was approached by Square Enix to collaborate on the development of a puzzle game, he had no idea what to expect. "It was super weird. We'd been talking to Square about publishing some of our games in Japan and, during these talks I mentioned as a joke, an idea to combine Final Fantasy and Bejeweled. I didn't expect it to go anywhere. But the idea somehow took on a life of its own.
"Gyromancer went through a lot of discussions and changes over the next year or two, and I think came close to being cancelled several times. Up to the day it was released I still found it hard to believe it was actually happening..."
While many Japanese publishers have worked with Western developers to create products in recent years, from Capcom with Bionic Commando: Rearmed to Konami with Rock Revolution, Gyromancer was a true and rare collaborative effort between East and West. "The majority of the development was carried out by Square, including all the art, the story, the RPG metagame, and so on," explains Kapalka.
"Our involvement was strictly in the puzzle battle engine. As for the stylistic differences, we certainly knew Square would go in a different direction than we would have if we'd tried such a project, but that was part of the appeal; there are lots of Square fans at PopCap. There were a couple of early passes at the storyline that made us nervous but Square eventually went with a considerably less dark narrative."
Initial plans to bring Gyromancer under the Final Fantasy or Bejeweled brands faltered, and eventually the decision was made to make the game an independent IP. It's telling that the main barriers to smooth development weren't caused by language but intellectual property.

Flock! Command a shepherd.
"We built prototypes of the puzzle engine, using Bejeweled Twist as the base, and sent them to Square. Once we had a fairly solid idea of how it worked, Square took over and started making their own changes to the engine to support the RPG model they had in mind. Initially we sent builds over to Japan on a regular basis, and then, when Square took over development, they would send us builds for review. In both cases, feedback would be written up and translated if necessary, then sent back to the appropriate people."
For Kapalka the collaboration was a success, demonstrating how Japanese and Western companies can work together to create globally-appealing properties. "The project made it clear that Square was ready and willing to try some radically different and unusual collaborations to expand their focus. They clearly don't want to just keep milking Final Fantasy over and over; they've been trying a lot of really experimental titles over the last couple of years, starting with stuff like Kingdom Hearts.
"It's a challenge, but handled intelligently, it can pay dividends. The distance, time zone, and language issues make it hard to collaborate in real time, so I think that something like what was done with Gyromancer actually works pretty well: make sure the teams have clear distinctions in their work projects, and when necessary, make sure the hand-off between the teams is clean and well understood."
Land of the Rising Fun?
For Capcom, one of the Japanese companies most vocal about working alongside Western developers in recent years, the gamble hasn't paid off in quite the same way as it has for Square-Enix. Bionic Commando performed poorly at retail, leading to the closure of the GRIN studio that made it. Indeed, in Capcom's 2010 forecast, director Haruhiro Tsujimoto pledged to shareholders his intention to bring development of new IP back to Japan. (Capcom also declined to be interviewed for this feature.)
"I thought Capcom was aiming in the right direction," says Kay, "but sadly it seems they have got cold feet. I hope they'll reconsider their strategy. It's partly cultural; things are always slow to change in Japan. The way Japanese studios work has been perfectly fine for the last few decades, right up to this new generation of consoles. Only recently have studios and publishers been forced to consider the necessity for change, and that is always a difficult thing.
"There very well might also be an element of hubris involved. Japanese games in the past have made quite a splash worldwide and even today a lot of Westerners will defend and praise Japanese games simply for being Japanese. You have to admit that it must be hard for a designer who has made several million-selling, critically acclaimed titles to consider things need to change. It will take a few major studios closing down and some major financially disastrous titles before we will see some real change."
Q-Games, NanOn-Sha and Score Studios are all smaller Japanese developers eager to grasp change ahead of disaster. "At Q-Games we only do work that we find interesting and fun," says Cuthbert. "It's a very simple moral to abide by. To be brutally honest, I think many of Japan's current issues stem from the fact that many companies do the opposite of that, and are motivated by money. That said, there are a lot of small startups focusing on iPhone or Facebook games in Japan right now working with two or three staff, and some of these could develop into fully-fledged games companies."

Bionic Commando was Western developed, but failed to perform well at retail.
Kay's Score Studios, developer of the iPhone's Flock It!, fits Cuthbert's vision of hope. "Currently there are only two of us working here, with the occasional outsourced third or fourth, working on iPhone initially. We have worked hard on our own technology for our multi-platform strategy so we plan to expand to other platforms soon.
"My business partner and I are foreigners with long years of experience both in Japan and abroad. This places us uniquely right in between the two powerbases, with solid understanding of both. Once we start to expand we will certainly pitch ourselves as a bridge between the West and Japan that has so long been missing, as Capcom's recent troubles can attest to.
"You know, I don't want to overplay the death of Japanese game making. The industry is going through some changes right now, for better or worse. Some Japanese companies are still making games that are successful globally. I think it is more a fact that Western game development has grown and matured to a point it can easily compete. While younger generations grew up with Sonic and Mario, current generations are growing up with Halo and World of Warcraft.
"Japan will never again be a pinnacle of game development simply because competition is too stiff. I'm sure once the dust has settled and Japanese companies have become more global-minded, in more than just sound-bite platitudes, it will once again be seen as a powerful player. Just not the only one any more."
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Comments (85) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I'd still go back in a heartbeat though if the chance arose.
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There are now so many publishers/developers in the west that the eastern ones are not needed as much as they were. Remember how many games for 16bit era were from eastern devs? How many on your shelves now are from the west? The vast majority of my games are western.
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i hope those japanese games companies remain bullish and stick to their principles.
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I hope that we'll have "japanese games" for a long future as I grew up with them on both PS1 and Dreamcast.
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The PC has never been a very popular platform in Japan, yet the PS3 and Xbox 360 are very much like the PC - and now we see PC devs from the 90s and early-2000s becoming the big stars of the current console generation (e.g. Epic, Infinity Ward).
Occasionally you get a title like Demon's Souls that uses online gaming in innovative and exciting ways, but that's the exception that proves the rule...
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i think adopting a western approach to development will inevitably have a knock on effect of the content of titles.
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You can still do the fanboy baiting ones if you need to keep the traffic up though. I'll forgive you.
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I tend to differ. Many Japanese games will stick to the same things that have worked before and do not risk a new route. Compare the likes of Bioshock, Mass Effect, Diablo and Fallout to many japanese products. So many of the Japanese products do not leave Japan due to nobody caring about them, whereas western have North America, Europe, Australia, Middle East and so on.
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What i mainly mean with this is settings/worlds made for games.. there's no denying for me at least that i prefer the settings/worlds made in japanese games far more than those used in western games, they usualy feel bland or recycle same settings over and over again, for example modern/medieval settings, while japanese or asian games usualy have compleatly unique worlds created for them.
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Over the past decade though there has been a huge upsurge on quality Eastern movies which are using local settings and story-writing but with a more Western production ethic and a mixed directing style. Compare Jackie Chan's, Jet Li's, Chow Yun Fat's and John Woo's offering before their time in America and their return back to China. There isn't just an increase in production values but they feel more like blockbusters, a mindset that was missing from previous decades.
The game industry needs to head down this road, that directing and production are too different areas and production has no bearing on the regional identity of the end product. You can still have a distinctly Japanese game using American or British production methods.
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Of course this isn't true in every company and industry, I also believe that it is slowly changing.
I work in advertising and trying to get anything from Japanese clients is like getting blood from a stone, there still seems to be a distinct lack of trust that their property will be treated properly by foreigners.
I hope that they continue to become more open because I am a huge fan of Japanese media in all forms and believe that it should be more easily available to westerners.
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So I could definitely identify with the article. Japanese gaming culture seems distant and uninteresting. It's just my point of view, of course, but westerners 'westernizing' them would be a good thing for me. Less diversity, sure, but if it results in more games that are also high quality and fun, I won't care.
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For me though, I am not convinced that the Japanese industry is in fact on the brink of collapse. Maybe they are too locally minded and maybe their industry is in a decline, but Japan has a huge pool of IP's that have massive western appeal. Is the same true for western IP's in Japan?
Put simply, Japan has a far larger games industry then the size of it's populace would suggest (correct me if I'm wrong there). Something which was ultimately not sustainable. And even though it's in a decline right now, one should never forget that in this industry things change at lightning pace.
Which is why I find the article to be slightly exaggerated in its outlook of the Japanese industry.
But I absolutely loved the article. More please!
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And also, just look at the rude health of the Western development scene. Companies thriving, no layoffs or studio closures at all, whereas not a week goes by without news of Japanese codeshops going tits up.... Err... ummm
But wait, its all true about Japanese developers struggling technologically. I mean look at Last Remnant, because no western developers ever ran into problems using UE3 (aka the Gears engine) for titles that aren't broadly similar, look at the huge successes of Hei$t (canned) and Too Human... Same deal with the ridiculously elongated development schedules of Japanese AAA product, no Western games *ever* get massively delayed like GT and FF, we have models of timeliness like Alan Wake and SC: Conviction...
But seriously folks
Western development/publishing and the media that covers them should get their own fucking houses in order before making asinine back-slapping statements about how well they are doing.
Newsflash: Hideous perma-crunch is not specific to Japanese salaryman culture, or did I just dream the whole EA spouse debacle, or the recent echo of it at R* San Diego.
And honestly, no offence to James Kay but the fact that he's running a mobile development studio in Japan doesn't strike me as being a convincing point of observation. If you're a couple of guys building iPhone apps I couldn't give a crap if you're doing it in a back-bedroom in Bolton or in Kathmandu, the process is more or less the same and you are still operating on the low-end pro / hobbyist fringe.
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Games where they're designed by committee seems to lead to a game that is better user experience overall but this comes at the expense of anything different or unique. This is essentially the way most games in the west are made, the design by committee leads to games that are all very similar but are more user friendly as a result.
Both ways of making a game have advantages and disadvantages. Japanese devs shouldn't throw away the way they used to make games because that was what made them unique and made them stand out in a market that is filled to the brim of devs all making very similar games.
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Having a "director" can be counterproductive as their word is final.
There is good and bad to the idea of one person to rule them all. The bad being that if they have a bad idea but like it, nobody can argue it. They simply have to accept it. Working by committee works well in that it can help filter out the bad ideas that people come up with, same reason some of the best TV shows have been written by small teams rather than one person.
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As you suggest though tea fiend, once this vision holder decides that no other opinions matter... Well, their vision better be pretty damn impeccable if the game is going to succeed
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This has been the case for years. Surely there are some of you who'd buy games magazines that would review import games and scorn at the inability to play it. (probably because you were to young to really consider importing.)
Fact is, now where western developers (and Nintendo) have finally caught on to what western gamers want, Japan's market overseas have fallen short.
The occassional sub-par JRPG just doesn't cut it anymore I'm afraid.
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for surreal, see Bioshock.
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I do respect and love numbers of Japanese titles, but even so we always just got exposed to the cream at the top, we don't really have a lot of exposures to everyday games inc all the dating sims, train sims and horse racings.
If the publishers are struggling to stay competitive and where more of gamers in the West and East get jaded, then their sales would fall behind those who innovates and adapts the best to new gens of hardwares. Japanese gamers also aren't as exposed to Western games but Western publishers managed without them pretty much.
Interesting to see what would changes and how we will look back to 00s and 10s for Western and Japanese eras in gaming.
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That is what surreal is, elements of the real that have dreamlike elements. Bioshock is very surreal.
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though I wonder if anyone has ever made a decent game using the Surreal engine \0/
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The point I was making is that all the complaints levelled in the article against the Japanese industry are equally applicable to the rest of the world too.
It infuriates me intensely that on one hand I'm forever reading about the rise in stature of Western development when the actual community (particularly in the UK) is actually shrinking year after year. The areas seeing massive growth are places like Montreal where the government underwrites 40% of salaries as part of a tax initiative. Which is great now, but you really have to wonder how long those subsidies will last, and what would happen if they were to be removed...
What annoys me most though is the complacent assumption that the state of the Japanese industry is purely down to quality and creative issues. This is utter horseshit - the single most radical innovation this gen has been the Wii's motion controller, something that has been rewarded by massive global sales.
The thing is this huge win for the Japanese gets fobbed off because, basically the Wii isn't for the cool kids. But whan all's said and done that's a distinction based more on fashion than function.
Look at it this way, in the heyday of the Beatles and the British "invasion" of the US charts, the hottest place in the world for pop music was the UK. But like everything else, fashions change with the times and a few years later British acts had a hard time getting airplay in America. But that's not to say British music was "dying" or in need of saving at that point, it was just that fashion favoured homegrown acts more than foreign artists at that point in time.
PS. Thanks for expressing your disagreement. I wish more people would speak up rather than immediately resorting to the rate-down button.
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Just looked it up - "Dictionary: Surrealism, n. Pure psychic automatism, by which one proposes to express, either verbally, in writing, or by any other manner, the real functioning of thought. Dictation of thought in the absence of all control exercised by reason, outside of all aesthetic and moral preoccupation"
Now it's time for YOU to explain how bioshock having "foundations in the real world" means it isn't surreal?
surrealism is an artistic expression of 'superior' forms of reality (such as dreams). When you have found the time to look it up, I'd love to hear your thoughts.
Being Odd or wacky doesn't make a game surreal, it just makes it Odd or Wacky. If it doesn't have foundations in reality then it isn't surreal.
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"Very good article. A similar, and more successful trend occured in the eastern movie industry. The quality of Japanese movies in the 50s, 60s and 70s in particular was greater than the majority of what the West was producing (mainly due to Kurosawa). If you were to look at a top ten most iconic movies developed in the West a third to half of the directors would state there was significant Eastern influence another third won't mention it but would be clearly visable in their work. In the 80s and 90s Eastern movies weren't progressing as quickly as Western movies and from a budget and technical standpoint were often onpar with our bargain bucket offerings."
The thing is there, Kurosawa was very heavily influenced by Western film, due to his brother and father taking him to see lots of silent films in the 20s, old westerns and chaplin films and such, he was so heavily influenced that in fact, his films were very much shunned in Japan.
He also said John Ford was a big influence, you can this in Yojimbo and Seven Samurai, which is pretty much a Japanese Western (ironically remade into an American Western). It was only after he gained success (Oscars and the like) in the West that he started to become accepted in his homeland and things began to change.
Its probably something to do with the culture, proud and independant.
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I grew up playing Western games - if I'd started a bit sooner then my first console would have been an N64 rather than a PS2, and I probably would have a better appreciation of stereotypically Japanese titles, but as it stands I only ever hear about Japan from the previous generation of gamers, or one of my friends who also happens to be a Japanamaniac. As a result, I don't really care what happens to the Japanese industry - nothing I play comes from Japan, and if the current trend in JRPGs is anything to go by, nothing I would want to play comes from Japan. The West seems more than happy to compete with itself and better itself - the steady stream of progressively more awesome RPGs over the past decade has been encouraging.
However, diversity only ever enriches life. It would be a shame if the Japanese VG industry just went completely tits up.
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The arcades provided huge amounts of revenue for Sega, Konami and Capcom. Successful titles could then be sold on home machines. This revenue stream is now much smaller.
Also network gaming is something Japanese studios seem to have trouble with. The single player experiences that the Japanese were brilliant at producing now seems dated in an age of Modern warfare and Halo. I remember playing Midnight Club 2 online on PS2 when PD where still promising online racing in GT4.
Of course none of this applies to Nintendo who do their own thing and rake in the cash.
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Blue hedgehog that can run at supersonic speeds in his battle against a weird paedophile-like fat animal stealing creep.
And there you have examples of reality (I am pretty sure plumbers exist, please correct me otherwise) mixed with dream like states. Both Mario and Sonic have real world roots. Pipes, gold, people.
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Can't seem to find one now for love nor money
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You might want to spoiler tag some of that in case some unlucky bugger hasn't played Bioshock yet. You never know, there may be a few playing the first now as the second game has only just come out...
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is not underwater
does not have people in diving suits, they cost money that could be used on drugs
As for the rest of the people being on drugs, well yeah. Only heroin does not allow me to shoot lighting from my left hand.
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You are looking at surrealism through beer glasses.
Bioshock is indeed a good example of surrealism. Why, because it a FPS action game (which are largely never about story), set in a imagined location, built from the idealism of one mans dream. Ryan's rapture is the surreal world setting, a living breathing character in its own right.
Perhaps we should dump the surreal word, for something better, like abstract.
If it was to be taken as realism, don't you think the big nations of the world would have noticed Ryan's building it, yet its a big secret to the outside world, in an age where submarines would have easily found it, not to mention where he bagged such resources from to build it? Go figure.
The real parts of Bioshock come from its ideas, namely Andrew Ryan's objectivism, (based on Ayn Rand's objectivist works, wiki if you must) and in Bioshock 2, Sophia Lam's altruism. If you go wiki these, you'll see where Levine was going with Bioshock, in creating a game, that makes the gamer think once they walk away, about the world in general we live in, and why it is the way it is, whether it could be better etc.
NOTE: No game before Bioshock had bothered, to weave these concepts into a game so perfectly, until it came out. I'd love to see this kind of game come out of japan, but I sthink the nearest they have got to it is MGS series, which touches on war, geo politics etc. Bioshock trumps it though.
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The Ayn Rand thing is likely why Atlas is called Atlas. I was hoping for a joke somewhere about him shrugging.
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Let's not forget the grounbreaking research undertaken by Jacques-Yves Cousteau ( Jacques = Jack, any reference here do you think?)
Clearly a HEAVY influence on the bioshock concept
“Man has only to sink beneath the surface and he is free,” Costeau once explained about the allure of sea. “Buoyed by water, he can fly.”
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I always thought the game was based on the works of Steve Zissou?
"I'm going to find it and I'm going to destroy it. I don't know how yet. Possibly with dynamite. "
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But then EVERYTHING would be better with Bill Murray in it
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Unless Bill Murray is god... Hmmmm, maybe he is.
I've certainly never seen them both in the same room as each other. It would explain why he is so awesome!
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Have you actually seen either in person? I am not sure of God's existance, which if Bill Murray is God would mean he is not real. What sort of sick mind would create a world without God?
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I totally agree with the blog, Japan has neglected learning new tricks many western devs train in regularly. It was always going to come to a head.
Sure, many will talk about Wii and DS, but those are hardware for casuals games.
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Whoever said that the next gen are very similar to pcs was spot on.
@SHARXTREME
What you are saying is highly xenophobic and can easily be born out if you look at how many foreign cars (or even foreigners checkout the demographics) there are in japan?
I do not like the oversimplification of east and west of lot of modern games developers could be considered in the east.
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What you said was xenophobic because you have implied that what he said was wrong or invalild because he was a lonely foreigner.
Is it Kay that mentions Facebook or Twitter?
He does say at the end that if they want to compete globally they could look outwards, mostly he is talking about inefficiencies.
As for cars and people, I am saying that the japanese are reluctanct to absorb external influences.
Diversity I hope is not just a japanese trait.
But I definately give you that there are a lot of generalisations.
p.s. the subtitle is appalling I thought you were joking.
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Nobody remembers arcades anymore. But they are where a lot of video gaming trends and innovation came from, both for Japan in the '90s and late '80s, and the US in the early '80s. Arcades are not just a valid video game market in their own right, but also used to represent the high-end which filtered down into the more profitable home releases.
This article was an interesting read, but to ignore the importance of arcades to Japan's position in the global video game market is like talking about DVD/BR releases and pretending cinema doesn't exist.
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That's what happened to videogames and Japan. Home technology caught up and arcades are reduced to being only an occasional social or niche activity. Now we might think of an arcade with its broken joysticks and unclear sound as being like a cinema with horrible seats and noisy kids; not preferable to staying at home. Arcades aren't pioneering new genres and technologies, so Japanese developers don't get to try the most advanced titles out first before they influence the rest of the world, aren't inspired by them, and can't cross-promote their home products with them. American movies without the cinema.
What killed arcades though? Online gaming didn't even start to be thought of as mainstream until after the decline started. Maybe it became harder to make cutting-edge arcade boards, when after about a million polygons per second any additional detail would go unnoticed by the average person. There was a Sega Model 3 game at EAG Expo which still looked pretty good after about 12 years; low-res but uncompromisingly 60fps (where's the EAG report by the way? It practically shares its name with this site!). Or perhaps the decline happened because Yu Suzuki was locked in a basement.
Edited:
Hmm, does nobody else see this, really? What's this surreal argument about anyway? I'm pretty sure European developers have the edge there...
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The examples of Mario and Sonic are closer to unreal than surreal.
Cause and effect are not qualities that over rule something being surreal. Surreal is often best compared to the logic held in dreams. If I fall out a tree I hit the ground. That is understandable. If I fell out a tree and became jelly that was floating through space, that would be unreal.
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I think some on here misunderstand the blog chap. Changing development practices and such, for the betterment of the japanese industry survival, doesn't mean that japanese games will loose their indentity or culture, as I'm sure no one wants that, (while there are certain aspects of japanese culture that don't mix well with global product, this isn't really about that though). Its about how much money they want back for their product, at the end of the day, and how much they are prepared to compromise the vision of a game to get it.
EG: Okami is great concept and game, but like Dynasty Warrior, is heavily based in eastern cultural roots. The reason Dynasty Warriors game sell is because they are about kicking arse, something any nation can connect with. Okami on the other hand, treads deeply into japanese folklore, and with its unique japanese wood block print graphics, is aimed at the japanese market first, so much that its entrenched there. On a better note, Okamiden on DS, IMO will hit the spot, as it was better suited to stylus play (a shame Clover Stdios, didn't have the vision to see that from day one).
The biggest barrier to the japanese, is them not continuing to learning english enough, and thus expand their creative horizons on all fronts. Many nations, even still expanding ones like those in eastern europe make this effort, and thus reap the rewards. As a result, we all know about The Witcher, Stalker and Metro 2033. I'm sure if they can make an effort, the japanese can too.
Perhaps exchange programs should be influenced more in the games industry, so new japanese graduates can travel to the west and learn new tricks, as is done in many other professions, like healthcare, law etc. This way when they are forced to use english daily at work, it will become second nature. Even two weeks to a month elsewhere, would be great work experience for them, to take back and teach if needed.
Hey, how on earth do you people think, Japan got such a good navy early on? They came to England and learned from the best, then improved the formula. Then they done the same with the consumer electronics and car industries. The games industry was reborn via them, but as a fast changing tech based business, but they are largely failing to keep abreast with the ingredients of what can make a game great. Its not all about the gameplay alone, as much as we would like games to be (we can't all be Nintendo). Sod Nintendo's myopic lofty crap, graphics etc matter a lot, if you aren't them, to sell your game, against an ever growing competitive market. If you think otherwise, you are blind to the truth.
The most laughable thing last year, than Duke Nukem being cancelled, after being in the development pipe for a decade, is Gran Turismo 5 still not being on sale yet, after five years. Nice series, but its a driving game, and they have taken far to long on it. The main reason for this, IMO, is the graphics (and AI). Anyone else with decent 3D artists etc, would have taken far less time, to push this game out. I think its Polyphony's weird ass japanese practices, that has them building game engine from scratch, which isn't always necessary for every game. This needs to stop, asap.
Lastly, no way is perfect, be it east or western. but everyone should strive to make the working environemt with good conditions, fair hours of work, and chances for creative progression. Gamers stand to benefit from positive japanese change.
And if you guys don't like what this blogger is saying, you should also check out James Mielke's musings about it. He used to be one of the 1up.com crew, and moved to Japan to work at Q-Entertainment. What he says about the japanese development process and pratices is just the same as, if not very similar, to what this blog dude says. There's a recent episode of 4 Guys 1 Up, where James returns and says what its like to work there, so by all means check it out. Other than that, check his 1Up page for other info. Interesting stuff.
Guess I'll be bookmarking that j-bloggers page, now.
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"I'd describe the Japanese games industry as confused right now," says Kay. "The fact Japanese companies need to consider a global market, as opposed to simply making Japanese games for the Japanese market and then exporting them, is by now clear to most, but how to successfully go about it is still very much up in the air.
"Japan will never again be a pinnacle of game development simply because competition is too stiff. I'm sure once the dust has settled and Japanese companies have become more global-minded, in more than just sound-bite platitudes, it will once again be seen as a powerful player. Just not the only one any more."
Agree with this last part 100%... though it will take a long time imo. At the moment, the sale of video games and their consoles in Japan are falling to quite low numbers, I hope that Japanese and other games companies around the world just accept that it's not the early 1990s any more and just move to a world-wide audience type focus when developing their games...
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If you are going to quote me, then quote me. You can't take half of one of my posts in a quote and draw a conclusion.
I went on to say "has anyone made a decent Surreal engine game?"
If you missed that joke, maybe you need to pull your head out of your ass and stop taking things so damn seriously.
It is funny, because Matt Damon said "I'm really struggling to understand"
See how this works?
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On my travels, I have seen him sniffing around Uranus on more than 1 occasion.
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If I'm wrong or mistaken, then feel free to correct me. I feel no shame in being wrong sometimes as the main point of my last post got acrosss, so please, go ahead and correct me if I was wrong. Which part is wrong, all of it or a certain part?
Explain and correct me, Shark, please.
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I would agree with what someone else said though, I hope Japanese companies don't think that to be popular they need to make the games more 'American'. It is quite sad that we have so few games that I would recognize as 'British'. Don't get me wrong, I love a good slice of American culture as much as the next person who grew up with it being mostly the only thing on TV that I watched but I would just like more games I could relate to on geographical and social level.
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Next, let's move on to the claims that have been made about long work hours - the article might fool someone into thinking it's endemic to Japan or something, but is it now really? The recent expositions from Rockstar San Diego and some other related game studios showcase that long work hours are a staple for any top game development company and game studios in the West, and perhaps those conditions at San Diego might even be worse. Developing a high quality game under a reasonable amount of time would indeed require long work hours, but how would these casual developers know, right? The entire premise for this article is therefore entirely misleading.
Third, since this is entirely based on a Westerner's point of view, it has completely failed to acknowledge that Japan is an entirely different market and country. There have been plenty of excellent Japanese games that have been released in the past few years, but which have not necessarily been released or widely published in the West. Many of these great games haven't received the same sort of coverage certain sci-fi Western games have gotten in the Western media (a la BioShock), so they are often glossed over by generalized and absurd articles like these. Also, as someone else had mentioned, arcade gaming is very popular in Japan, with several great games released in the past two years, and this article has also failed to mention it as well; quite telling, I believe. Simply because someone has not played these does not mean that it supposedly is in decline.
The more "Westerners" like these stop being arrogant and thinking that the games industry needs "saving" the better it'll be for the industry. Learn to accept diversity, not force your asserted values onto a completely different culture.
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Anyway, please, more articles like this. Extremely interesting and thought provoking. /prefers article
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I could give loads of examples, and if anybody's genuinely interested I'd be happy to, but basically, Japan is pretty insular, and needs to learn, not from the West, but from everybody in the World, wherever the fuck they may be. It cannot survive in isolation IMO.
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Basically, the man works, and the woman handles all of his money. He's unhappy, because he's working like a slave all the time, while she chills out in the house and does fuck all (in his opinion), and she's unhappy because he goes to the red light district after work and she's essentially his slave when he's in the house.
Now, this is a pretty stereotyped marriage-type I'm describing, and it's never exactly like this, but there are a LOT of them very much like this, which I know for a fact.
Long story short, I said that those marriages were fucked up, and I hoped that that shit never happened to me. My co-worker said that it was because I was from a religious country and that I wasn't open-minded enough. I told her that I wasn't religious at all, and then she told me it was in my DNA, and I just didn't understand Japanese culture. Meanwhile the other co-worker cheered her on.
I told them both that they had no idea what they were talking about. I said, if that couple were actually happy with the status quo, I'd have no beef with it, but the simple fact was that they weren't. They kept insisting that this was my incorrect thinking and that I couldn't understand Japanese culture, and I kept trying to explain that this kind of phenomenon is not unique to Japan, and that Japan was not as outrageously different to the rest of the world as they (seem to like to) believe.
Eventually I asked them if the people they knew in those kinds of mariages were happy, and they said no. And then I asked them if they would be happy in those kinds of marriages. They said no, and then I said to them, "How can you agree with me, and say that I'm coming to the same conclusion as you for the wrong reasons based simply on the knowledge that I'm a 'foreigner'?" to which they were stumped.
But it's so rare that you can corner Japanese people in this kind of situation. Very often (as I'm sorry to say has been my experience) when you point out the elephant in the room, and they don't like the look of him, they'll do a uniquely Japanese thing of basically denying the existence of the elephant, and claiming that only you can see him. In other words, they won't like the noises you're making, will sidestep the issue of whether you are correct or not and start beating you over the head with the "Respect our culture!" hammer.
Even a patently obvious fucking argument like the one I had with my co-workers is usually almost unwinnable, as you're having to go to war to get your point across, and in this case I had the luxury of being able to confront them and ask them what they thought, thus getting closure.
In a lot of cases, if Japanese people don't like what you say, they will very quickly discount your opinion on the basis that you're not sensitive to Japanese culture, and they'll simply cut you off in an attempt to shore up the reality they're comfortable with.
I've already ranted for a long time, but I'd like to back-up the first guy (in the article)'s statement about Japanese work-practices. Japanese companies expect you to work yourself to fucking death at the company, putting in long long hours and going home exhausted, but in my experience, as that guy says, this is purely for show. The effect on the workers is that they get exhausted, demotivated and dispirited, and generally, they don't work so hard because they know every day when they come in that they're in for the long haul anyway, so why go all out?
If my manager could go home 2 hours earlier every day - as stipulated in her legally binding contract - without getting shouted at by head office for not meeting some kind of arbitrary goal, I believe that the benefits of the extra sleep and fun time would outweigh the questionable benefits of waiting in an empty school waiting for an angry prick from Tokyo who's never seen the inside of a school to shout at her for not getting a customer to pay in cash instead of by credit card. :-/
But I'm a foreigner, so I obviously don't know any better.
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I'd believe that kind of attitude to hours is much worse in japan. As another example, in their anime industry, many studios are known to have artists that would work and sleep at studios to get work done. Some might have compared working hours of EA etc over recent years in the west, but I doubt that they'd get as bad as that (or so I hope). I wouldn't be surprised if the same happened in some in the japanese games industry too.
When a problem arises, it should be tackled, no made excuses for like you don't understand. Indeed, to much isolation can be crippling, and their sheep mentality won't save them from financial wolves, if change doesn't happen.
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Dude, those tales sound excellently insane. You should tell us more about japan too, as its always good to hear, and break such illusions that its some kind of paradise. It, no doubt, has its pros and cons like anywhere else in the world.
Man, that ignoring the elephant thing must go on a lot. Its clear that those women you mention, think their happiness is nothing, and keeping up appearances is everything, what a way to live. We aren't human beings outside of japan, so how could we ever understand, apparently. By all means tell us more.
You people should also check out, The Interent Space Pimp Cheapy D's 'CAGcast' (an awesome games podcast, by a U.S guy living in japan), which also gives a lot of great insight to living day to day in Japan, the good and the bad, as well as his crazy life.
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The last thing I wanna do is to sit on the fence, but it has to be said that although Japanese people have a lot to learn from the rest of the world, I think the foreigners in Japan often take fucking liberties as well, and cast the full blame of miscommunication at their Japanese counterparts doorstep.
To try and explain that a little, the co-workers I spoke about earlier may have a fucked up notion of the way I think, but the reality is that 9/10 their preconceptions about foreigners will be bang on. :–/ It shames me a bit actually. I should also add that although they have some funny ideas about foreigners, they are the salt of the Earth. :–)
That's Japanese racism in a nutshell, completely harmless for the most part, and so often correct that it's hard to blame them really. The only problem is that it makes communication difficult sometimes, because many of them believe they already know what you're thinking even if you're saying the opposite.
Aarrgh, I should stop posting, it's almost 3am and I'm in a funny mood...