The parties at the forefront talk about clearly "the problems of Japanese games" and "the clear difference between Japan and the United States in development"



Because I love Japanese games "I do not think that Japanese famous game creators are doing the latest games"And" Problems of Japanese games "Speaking bashibashi blowing out a toothless opinion"My overseas game development story ++ - What I understood after doing AAA game development in both Japan and the United States -"Is Japan's largest conference for game developersComputer Entertainment Developer's Conference 2011 (CEDEC 2011)It was held in.

Lecturer was Ryan Peyton, who served as director at Microsoft's 343 Industries. He came to Japan in 2003 and at Kojima Productions "Metal Gear Solid 4After joining Microsoft after joining Seattle at home, including "HALO 4" after participating in popular work such as "HALO 4"HaloHe was in charge of the direction of the creative side of the series.

The lecture started from his own half life, and "clear difference between America and Japan in game development", "recent game industry circumstances", "problems of Japanese games", "a bright future created by creators of the new generation" , And fresh opinions unique to those who engaged in cutting-edge game development in both Japan and the United States jumped out one after another.

Overseas Track | CEDEC 2011 | Computer Entertainment Development Developers Conference

◆ Introduction

Hello. Since I think that I would like to advance the talk as much as possible, if I think that my story is different, say "I am wrong!" Or if you think that it is interesting, please raise your voice and laugh. I would like to proceed with a fun feeling.


I am Ryan. I am very happy to be in Japan again. I have been on a business trip basis, but I have been in Seattle, USA for the last three years. It was wonderful while I was back home, but I am glad when I come to Japan. Also, I have noticed various things by coming to Japan.


One thing is that the dollar is very cheap. I thought that Starbucks coffee will cost as much as $ 8 (about 620 yen) and calculated it. I feel that the taste seems a bit better in Japan, but I wonder if I should pay 8 dollars.


I used to remember a couple of idol names before talking with people in Japan, but now I think that it is really hard to say that 48 people must be memorized as well.


Another thing, when I buy Japanese games in the US, there are things I still have difficulties, but on the other hand,HALO: ReachWhen I went to TSUTAYA in Shibuya to purchase on sale day in Japan, the product development was still amazing.


This person, who is trying to buy "HALO: Reach" in Shibuya. I did not talk, but I thought of shaking hands.


Well, today's story is three. Not only the previous story but also I have noticed a bit more coming to Japan, so I'd like to talk about it. First of all, I learned various things in America. I have made various games in the US for 3 years, so I would like to introduce what I noticed there. The other is ideologic, or "I have awakened", so I will also talk about it. There were good things in my life, but there were also bad things. But I also wanted to introduce this, as I also noticed the "awakening" that I noticed. So I will talk about "game development in the USA" for one hour now.


◆ Ryan's ever

I think that it was the darkest year in my life for the last 12 months. Perhaps, the number of funerals that came out in the past year should have been greater than the number of all funerals ever had in my life. Some people died of family and friends, and when I came back to America I decided to leave my best friend in Japan, so I felt like I turned out to be an outsider, even if I returned home to my home country. East Japan great earthquake happened as if it really got depressed and as if to catch up with it. Microsoft's work was not going so well, and life was not going well. In the game industry, I had the feeling that I was the only one who thought about "responsibility as a game creator". It might be completely different from what you expected, but you had that kind of feeling like that anyway.


I read books, exercised after a really bad winter, then a friend, for example this personSotaro ToshimaIt is an acoustic director of 'Halo' called Mr., but I talked with this person and my heart became very light. When I talked about my "responsibility as a game creator", my heart got lighter when I was told that "I am not so surprised, you can think as it is".


What is the idea of ​​"responsibility as a game creator" is that the game is getting bigger and bigger and the distribution channel is opening, so it is easier to sell. As the world is getting smaller, it is possible that various things can be done. I thought that it should be able to convey a wide variety of messages to various people in the world.


Now that mobile devices are on sale, you can easily play games anywhere. I think that is a wonderful thing for the work environment. And what will happen in the future when the game becomes downloadable? Will it be a game like this? Everything is the same feeling. It looks almost like a foolish thing.


This is like "It is the game of modern weapons is the best", but is we just trying to make something to be killed time? What kind of things are we going to make? Personally, I have a wonderful opportunity now, so I think that I should make good use of it.


I'm sorry, you may be wondering what you are talking about. We want to make a more amazing game. Originally, I would like to briefly explain why I came to Japan.


The day of fate is in the mid 80's. My father told me "get up" at 5 o'clock in the morning. I think that I was 5 or 6 years old.


My father said that "I should have done such a thing" later, but it gave me this.


I truly thought that "there is nothing cool like this," I played every day. It's a wonderful graphic.


"Indiana Jones". It will be terrible if you look now.


My father seemed to have thought that "I should have never done such a thing", and in a few years my parents began saying "Please stop the video game and play outside."


So, it gave me a bicycle like this, but now I got a bicycle and now I went to my friend's house to play games. At that time there was a rule that I had to go back before the evening, but I had kept playing games even after about 2 hours in the evening. I got scolded by the mess. You should not go to your friend's house any more, and you should not ride a bicycle.


Since my birthday was approaching soon, I asked him to give me this. "You did it!" You will not leave home now.


As I got older and moved to a new house, my father noticed that I and my brother just moved and found no friends. It is all very interesting games.


Especially this game, "Final Fantasy VIIt was amazing, was not it? I understand it for the first time "I can convey the feelings of complicated human beings". It is about 3 years old.


...... It's a joke, but I was really surprised.


My fatherKobe SteelI used to go to business trips to Hiroshima, Kyoto, Tokyo and others. So, in 1998 I took me along for a business trip. please look.


My father was also impressed with "Super Mario is amazing!" And took me to Japan. Really fun, at this time I thought of studying Japanese.


And this game (Metal Gear Solid), And all my life has changed. Cinematic production is amazing, and the voice is amazing. Even the story is amazing. But the first thing I was surprised when I noticed that "There is a message in this game." Apart from whether I agree with the content of the message or not, I was impressed by "there is something messaging in the game."


I will shorten the long story. Leaving the university and coming to Japan, "I live in a big city while teaching English and thinking that one day I will work in the game industry!"JET ProgramI joined the program to work as a Japanese language teacher, "I was quite going to the country side.


There is no convenience store, there is no supermarket, it is insanely a countryside. Tears cried on the first night when I came here. That's what I did. I thought what it was going to do here.


As I got a little up on the next day, I read the game magazine, "Famitsu Xbox", "Japan TimesI sent letters to various places and tell them that I am looking for work.


It was held in Los Angeles since there were various interesting thingsE32005,Hideo KojimaI was able to get an interview for. Just "Metal Gear Solid 3It was about time when I came out.


After the interview, he noticed what I could do in Japanese and said, "Well, you should go to Konami interview" then. "I am amazing! I thought that my dream has come true!" I thought "I absolutely want to work in Konami!"


So I got an interview with Konami a couple of times, an email came and it was content that "Ryan, interview was disappointing". Of course I was shocked and thought, "Why should I do the work !?"


I understand, Japan is useless now, after I came back to Washington State, I decided to work there because I was going back to America anyway. However, as soon as I started buying a new car and looking for a job in the US I got an email from Konami again.


I think it is a week after the first e-mail came, but "I am sorry, I have made a mistake, please come back so I have work." I thought "Why?"Tokyo Game ShowIt was close, anyway back to Tokyo.


After that, I traveled to Morocco for "Metal Gear Solid 4" and searched for various things.



I also went to San Francisco, and I met a variety of fans and some of my fans shook hands like "Thank you".


Because my vacation for three months was accumulated, I came back to my parents house near Seattle and I'm doing "HALO" there.


One day when "Metal Gear Solid 4" came home and the phone came back, my mother said "Because I do not go out, I will come out". If I thought that it was strange, in fact my mother was suffering from cancer. So, I had received various treatments. I was told from my father, "Because my mother is sick, you can not return to Japan." I thought that I should go back to Konami, or I was thinking about staying in America as it is, but as I had that kind of thing, then I tried to stay in America. My mother is doing fine now, but of course it was a shock at that time.


Then I'm starting to look for work and find a job at Microsoft. I also tried to create a new "HALO" team so I heard that he is looking for a creative director. I have no time but I am planning to do something new with my new team. Although it is very risky, it seemed interesting so I decided to do a creative director.


◆ Clear differences between USA and Japan in game development

I have noticed a couple of things in my work involved in making games in the USA for three years. one,"The way people manage it is different from Japan"about it. America, especially Microsoft basically takes a lot of time to manage people.


I met with every single team member every week and talked about the content of the work, what kind of impressions the project has, how he / she is concerned about the career, and what kind of concern. I also talked with other management staff at a barbecue or a picnic, going to the movies and bowling with the people of the team, and doing something to create a culture as a studio anyway. This is not just "HALO", but every Monday it is doing an event like team unity, "Team Human Resource ManagementI understood that it took quite some time to say that. I think that it is worth it.


It is the second point, but "Balance between work and private"is. I think that you are hearing the story that Americans keep their free time fairly seriously, but it is mostly such a thing. That does not mean that "Americans do not work all night." Of course, I work sometimes all night, but it is American stance that "I try my best as long as I need, but I will go home if not needed". I think this is a very good thing.


I never embraced the idea that "I still can not return because other people are still there" in myself. Because there is free time, reading amount increases, I wonder if I can become a better employee by watching movies, TV and exercising. From now on, if I come to Japan and work with a Japanese team, I would like to push this American "balance of work and private" more and more. Because I think that I will be able to do more work by taking care of my life more.


then,"Team unity"is not it. For example, in Japan it is midnightSaizeriyaI think that team unity is quite good. However, in the case of the USA it somewhat different.


In the case of the United States, after going home every night and having dinner with the family, on thatXbox LIVEYaSteamYou do it. A lot of work colleagues come in online. In the afternoon at 8 o'clock or 9 o'clock, playing games together for just a few hours every evening is the American way of doing it. I think that this is also amazing. I think that it is a good hand to build a culture as a team and I can also experience the latest game design. I think that it can be said to be a "virtual tavern", because I am drinking while drinking.


And the fourth point I noticed in the United States was "Data is key"about it. Not all are said, but many things can not be done without backing up the neat data.


First of all, "prototype". You guys know well. Try a test play and investigate with the team,Focus groupDo it, or take market data,Data Miningdo……. All of that helps to verify the idea, is not it? As a creative director, when we have new ideas we will push it forward, but in some cases backing data is needed. This approach is good, but there is also danger. The fact that there are many people who depend on data seems to see a future image there. ISteve JobsI agree with the words. "People do not notice that they are wanting it until they actually show up in front of them."


A good example is "actual system". I thought that no one would be happy with a unified point system. Even when I actually introduced it, most of the opinions were "I do not need such a thing, what is this?" In other words, you do not notice that you wanted it until you actually touched it. But now it is coming to such a point that we can not play games without this "achievement system".


Next, the fifth point, "Information sharing". This is a big topic. When I just started working in the United States, I thought, "Why are you asking so many questions?" Americans are not only curious but also trying to find out what is going on inside the project, studio, team. Of course it is meaningful. Everyone knows that their success depends on the project. Since I am investing myself for that project, I would like to know what is going on.


I've been doing 60 to 70 presentations to the team over the past three years. It is quite a lot compared to when I was in Japan. As we are always asked to "show information", we are making places of discussion almost like every week. There is such a function, such a problem has occurred, new members have come in, there are many presentations like feeling like talking as these problems are occurring .... For the team this is important. It just takes time.


I finally entered the story of game production, which is the sixth point. In the United States"I have to promote ideas more and more". Many people at the management level want to get inspiration from it rather than listening to the idea. Then you have to bring them in the direction that causes their attention.


As for "HALO" I had a lot of ideas. Even if I make a one-page document to convey ideas to designers, etc., I have a lot of ideas "Would not it be nice if there are such functions in the future?" Nobody moves for some reason. "Why is it such a wonderful idea why do not you incorporate?" I thought that the American "StereotypeIt seems to be correct in a sense. I think that Americans want to become partners, want to be part of the process of making ideas, and want to be one of the owners of ideas. This is probably a Japanese developer who thinks that those who are doing game development abroad are a part of their hardship.

The idea that "I am the director, this is my idea", "The team just needs to practice it" is no longer valid in the United States. I also take the way to talk with team members, make ideas together, and leave the idea to the hands of team members from their own experience. In other words, it would be better if you said "Do your best on your own because you are starting from this." Even if I can not approve 100% of the idea I came out, I think that team members will do their best not only because they think that this is their own idea. It is motivated not to impose ideas but to encourage them to consider ideas as their own. This is not just a Western way of thinking, but I think that it is probably the same anywhere in the world. It is probably the same in Japan. In Japan's game development, I think that it is important to further spread the awareness that "we own ideas" within the team.


Similarly, "Distribute decision makingThat is also important. People like Japanese who are said to be eliteist, are the dogmatic method when developing games.


Americans tend to think they are doing as they like in a cowboy, the so-called wild waist, but in fact the game development in the United States is decentralized. AndcommitmentIt is in the form that it is the main body. So-calledGrassroots movementThe idea is done, the idea is conveyed, the feedback is gotten, the United States takes taking the way that it tells it again, it continues to motivate the team more and more while motivating it. This is quite different from the case of "Metal Gear". In the case of "Metal Gear", Mr. Hideo Kojima had an idea and just practiced it. There was a unified vision, so I had to adjust for that part as well.


At least around me, there are many things like shrinking the authority of Creative Director more and more like the American "restraint and equilibrium" approach. People want to join as part of decision-making. For example, in the case of the United States, the creative director and the art director are equivalent, so it is not a relationship in which one gives directions to the other. However, even if it is creative, I will give instructions from the art director. Even in terms of function, I think that creative directors do not want us to make themselves out by giving out various things. As the team size is large, it is necessary to make it possible to make decisions on the whole team. Then data. As I mentioned earlier, data is very important in the United States. For example, when you say "I want to put more blood in the game," you need data.


One of the things that I have worked in the United States so far and learned is "Take a good balance of vision and strong leadership, teamwork"about it. This was the hardest thing I faced.


First of all, since I had a fairly strong vision, I told that "I will incorporate this idea", but I did not take it very easily. And, "Ok, now that I am back in the US, I will change the way to do, let's leave it to the team, because that person motivates us." But this does not always work out.


Test with a new idea prototype. In that, I had a vision and I was thinking of a really wonderful thing to want the future of "HALO" like this, but even if I leave that idea to a team member, it is not always through my head Because it is not visible, it was difficult to tell. It was as if it was on a desert island. Do not give too many instructions, and do not overdo it. So it is the "function" part that is ultimately affected. Because the members were not able to tell the vision properly, the part of the function suffered the damage. We had to pay attention that we should not give too much instructions.


Next, what I have to think as a creative leader is "Sharing a vision within the teamThat thing. In other words, the thinking needs of the story and the marketing side is different from the director.


"I want a prototype", "IntegrationI want to work well "," I want to cut the work of this part "and choose what should be incorporated. In some cases 150 visions must be constantly updated. It is very difficult to finally realize the vision initially in the head.


Aside from the fact that many of the American creative directors are struggling, "Ideas are in their minds, but it is hard for them to work like this when they actually do work," and that kind of situation is not it. I think that I am using it even in Japan, but I would like to introduce a tool for collecting creative vision well in the United States.


◆ How to combine creative vision well in the USA

The first point is called "Vision · Statement", and creative director will make many hours, weeks, months and elaborate repeatedlystatementis. It represents a game on one or two lines. This is an example, but "Love PlusIf we were to make a vision statement of "I feel like this. "It's like going back to school days, let's do a romantic experience with a dreamlike girl with a Nintendo DS." The director sees this statement everyday. I confirm every day every day whether I remember this vision statement. I will make posters based on this.


Then,BAYONETTA - BayonettaWhat if it's a vision statement? "Sarah PalinWith a girl likeDevil May CryLet's do it. "


Then there is something called "X statement". This is one type of vision statement, but it is like a shorter, so-called marketing message. How do you sell games and make momentum? For example,Mercenaries 2: World in FlamesBut, "On the battlefieldGrand · Theft Auto (GTA)It is said. Push this X statement to the management team and encourage the team. Everyone is getting excited just by saying "Make a GTA on the battlefield! That's this game!"


"DEAD SPACE (Dead space) "In the case of" universeResident Evil". It is true, he truly said this. To the management team saying "I want to make a biohazard of the universe", a goin has appeared.


This is a lie, but if "Killer 7"If it's an X statement, it looks like" I am lazy. "


There are vision statements, X statements, the next thing is pillars, "pillars". What we call this pillar is the main 4 to 6 elements in the game. As it is a very important element, if I were to make one poster for each pillar, let all team members understand each element.


As an actual example, "Infinity bladeTo put it, four pillars were made for this. The team always worked with these four pillars conscious. "Make all games playable with one finger", "Gameplay is a very short time", "Unique device-specific design" "It is easy to understand, but it is difficult to master the game." It is important that the entire team agrees on the four pillars, not the individuals looking apart.


continue"HEAVY RAIN - When my heart freshes -"in the case of. Four pillars were also made here. For example, if the team said "I want to make the opening an action," David Cage will say "NO". Because the fourth place of the pillar "to play the story" is not fulfilled.


What I struggled in the United States was "Chronic risk avoidanceIt is like a kind of obsession. Even if vision statements and pillars are wonderful, "Bioshock (Bio-shock)It is difficult to make masterpieces like the one. Especially, the management team of the client has strong obsession for risk avoidance.


Even if I say "I have this vision, please listen to me" when trying to make the next "HALO" at Microsoft "There is neither Big Daddy nor Little Sister, there is no rupture (with bioshock characters and The stage) ". If you say "If you say" I am completely new, I will change the times and color tone as well ", the American management team will probably say" foolish! " I do not want to take the risk of "completely different from hit work".


However, when I look at the new work of "Bio Shock" I say "I am awesome, I wanted to make such a thing." Even though they were receiving "Bio Shock 2" style presentation, I think that they said "NO" by being obsessed with the obsession of risk by being too different from the previous work. These creative obstacles are actually in the United States as well.


◆ Three years of game industry

Rewind the time of 3 years here and return to the story when I returned to America. Various things have changed in the past 3 years.


"App StoreThere was neither "Angry Birds" nor ....


"KinectI did not have it ....


then,"Little Big PlanetNew IP (intellectual property) such as "Bio Shock" came out over the past three years.


"Call of Duty World at WarHe said that it would not work, was not it? But actually it is successful.


What is unchanged from three years ago. That is still the same as in the past as we are just discussing what we are going to do with games.


By the way, it seems that the movie continues the discussion of "How to work with the camera" indefinitely. I want to put more effort into more creative parts.


And another thing I noticed looking back over the past three years is "a title like a giant who is selling for $ 60 (about 4700 yen)". Things like "Call of Duty".


"Gears of War"Or"Uncharted"...


"HALO" or ...


"The Elder Scrolls V: Skyrim". That's it. These are huge games like monsters, each time new works are issued, the skill is also high and the assets of animation are getting more and more enriched. Moreover, the brand itself has become bigger and the user community is expanding. Some of the shadows that the giants are doing their best, some are not going well.


An example of "Call of Duty" is that there is a great development engine, and the environment where a new game can be created every year is in place.


This is 10 titles that I sold the best in America last year, but do you understand what they are all about? One is that the basic technology exists. Another thing is that there is an existing franchisee (meaning "sequel"). "Red Dead RedemptionEveryone else except.


In other words, '60 dollars giants' are doing very well, but if you try to put out a new IP behind it,DavidversusGoliath"It seems like it will not make it so much. Nobody put it out in the mouth, but in reality it is.


I found a studio closed on Google search. There are also very good studios, but in the last few years I lost the fight against Goliath.


Although it is wonderfully excellent as a team, the opponent who fought was too giant.


EAAndCrytekEven a wonderful studio like something is forced to cut personnel. We are trying to make a giant with our own hands by using personnel cuts and cost cuts.


How about in Japan? "Shadow of the DamnedEven if the game itself was released, it did not go well. I think that I should review the place "Why are you trying to fight on Goliath with the same ring"?
◆ Problems of Japanese games

From here I will change the tone. "Shadow of the Damned" or "Child of Eden (Child of Eden)",in addition"CatherineOr ... ... It is a wonderful Japanese game. However, there is a problem that it can not actually be sold. I also had that kind of experience.


When I went to the United States for the first time since I worked at Konami, there was a backlit of "MGS 4", so I was told that it was "amazing" just by working in Japan. "I was working in Japan, what do you think of this idea?" I was told. However, as time goes by, Americans are getting less and less interested in Japanese games. Recently, "I came from Japan, do you think your idea is getting old?" It has come to be said that. I do not think the recognition of that American is wrong. Because I think there are serious design problems in recent Japanese games.


Since I have actually pointed out the problems of Japanese games from Americans, I would like to convey it. Since I like Japan, do not do such a thing, I do not want to say it to improve it, but I honestly tell you what kind of impression the Americans, including me, has I would like to talk here because I want to.


one,"Play experience is pretty roughThat thing. Many Americans complain against this. "Do not play test play".


For example, "Catherine" is a good example. I played the test properly in the studio, but I heard the story that only the inside person did it. So I think the difficulty level is not appropriate. I heard that the case of "Catherine" improved, but normally I can not change it once I release it.


In the case of the US, I hear that I make a research laboratory for over 5 million dollars (about 390 million yen) and I am doing test play there, but I think that it is possible to make it even if it is cheaper. For example, in the example I did at Konami when I was "Metal Gear Solid", I called a foreigner on the weekend and let me do a test play. Then I found a variety of problems. I think it was better to improve this place as soon as I looked at the data of the test play and I think that I could prevent the game from being ruined in many ways.


The second one is "Operation method not suited to global standard". The X button of Xbox means "reload", but since Japanese games are not so, there are things that you have to learn how to play.


The third one is "Localization issues". I think that this can be improved further. "Lost OdysseyThere are course works such as "Shadow of the Damned" and "Shadow of the Damned", which is a wonderful piece of game content and localization, but on the other hand, many Japanese games still need improvement.


Anyway, please do not record English voice in Japan. Because the quality drops tremendously. If anything goes to do in the United States, please appoint a real American to the director and do after-recording English.


Another thing is my personal opinion, but Japanese games are "The fantasy becomes gradually stronger and it is biased towards that direction". "90s"Parasite EveSomething seems to have been a big success for Americans. The stage is New York, it is very mature and felt skeptical. I think Americans like that. On the other hand, Japan is biased toward a more fantasy direction. I think that there is a reality that Americans do not like them very much. Perhaps, you can appeal to move the stage to New York or you can not actually use the city. Although I used a city in Morocco, I've heard of a story about being caught in law, but I think that is still not good. I think there is a present condition that only Japanese games are left behind in this part.


"Nobody cares about the story". This is the word that the director of "Bio Shock" said, but I agree. There is a very deep story in Japanese games, but it is not good unless the game itself is not interesting. I want to play a game because I want to play it, I do not buy a game to let you hear a story.


the other one is,"How to tell the story"is. I talked about design on how to tell stories the other day in China. I was told at the Chinese meeting that I can not use movie-like directing, voice over, text, etc., but I think it is unnecessary. For example,Left 4 DeadIn the case of "There is no cut scene separately and there is no voice over, and there is no explanation as to what the character is doing. So in terms of how we communicate the story, in this case we are telling everything with pictures. When you see this picture you can almost understand the story. It is said that four strangers gathered and they can survive unless four people cooperate anyway. I am telling everything with pictures. I do not have a zombie, but a businessman and a driver, a woman who is jogging on the left side, another person is different, but 4 people know that they are not friends from the beginning, but 4 people cooperate I also know that I have to fight. Pictures are enough.


Another point. I think this is absolutely necessary, but "Adjust the feelings of the player and the hero"about it. This is not just for Japanese games, but also for all game makers suffering. For example,Diablo 2It is an example that did not go well. Heroes have to defeat this enemy, but even if you play, you do not feel like killing this enemy. Just saying that if you kill this you get a point, the feeling of hatred is not born at all at all. For example, there are no places to think that "This guy is terrible", such as blowing a bad serif or killing a mother of a hero.


This is not only found in Japan but also in games from other countries, but in the case of games that you must try hard to kill monsters for 30 to 40 hours, there should be a story about monsters It is that.


Then another one. As I noticed in "Metal Gear Solid 4", "Even simple operations are important"about it.


When a player picks up a controller, it gets it because he wants to manipulate something, and if he lengthens his cut scene, he will fall asleep like this person.


After "MGS 4", I was surprised to hear from many people. There is a scene where the snake comes to the microwave at the end of the game. "People who played are saying," It was a very enjoyable scene here ", is not it? I think that it is a comment that I heard 4 or 50 times. I was surprised to learn why I was thinking "Why is it important to hit the triangle button so much with such a thing?" When making this part. I thought, "I would not do it if I could design more complicated operation, but my idea was completely wrong. If there were no scenes to hit this triangle button, there would have been no one who said "I like this place". Even such an easy operation, everyone liked it very much.


It is the ninth point, but "Encourage players to keep motivationIs that it? I think that the game like ability test and the idea that skill level is important is wrong. Actually, "Call of Duty" exceeds "HALO" is here. In "HALO" there are multiple players. There are two teams, one win, one loses. If one felt good, the other would be a terribly bad mood, that kind of relationship. But in the case of "Call of Duty", even a bad player who can not believe it, it makes me feel very good. Let's say you die. When I die five times, I can think of it as "I'm glad you made it, I can earn points with this" every time I die five times, whatever I can hide. Because this is all a psychological problem.


There is a director of "HEAVY RAIN" called David Cage, but he says, "I must abandon the idea of" game over "like before, and have to think about" continue the game " . Because it is a new era, I need new words. I think that's true. I think that this is exactly the case because it is not an ordinary game that is easy to put stress into, that it is doing to become a good mood. I am looking forward to taking people to the new world through gaming mechanics and so on, but if it is a pure game, for example chess or "Virtua FighterIs not it okay to do such a thing? To go to a new world that is not related to winning or losing is another charm of the game.


It is the end. "Consider player's timeIt is necessary to say that. I am currently gathering in this room, but Japanese games should consider more play time. This is one of the complaints I often hear, saying "I do not want to play Japanese games, I do not have much time." In other words, Japanese games have various stories like movies, so it takes time. "Giant BombThere is an article in the site called "Dragon Quest IX Hoshizora no MamoribitoLet's assume that the player finishes all quests and all items. Then it takes 773 hours. " If Americans see such numbers, they probably think "I do not want that" or "I do not want to touch".


I"Monster HunterI like it, but this is because I can end the adventure in 45 minutes. I can not get anything after 45 minutes. Well then, what about doing with 45 minutes. When I got this game by a friend of America, I was feeling as stressful as to throw a PSP. Because of these things, Americans do not like "monster hunter", do they?


◆ Galapagos syndrome

If you talk about communication in Japan, it is "Galapagos syndrome". In other words, Japan thinks that it is becoming inward more generally to say not only the game but also general. The international market is becoming more inward despite the increasing competition.


What are the common terms of these games? All in Japan,Franchiseris. Not only the game IP but also the entertainment IP, a very good franchisor. But how about thinking about the age of consoles (machines that play games)? "Gears of War" has three, "Assassin's Creed", Three of" Call of Duty ", seven, and Xbox 360 and PS 3 for various models. However, the IP of Japan mentioned earlier is basically presented only to one model. It is one for home console (home game machine). In the United States and Europe, these franchises are appearing more and more.


Some of these games are on portable game machines such as PSP and DS, but I think that it is not issuing titles for home consoles. IP is very good, but it is being forgotten because it can not be used here and there so much. I think that this is a pity.


Thinking about "the day of destiny", although there are many negative aspects, even if the world where Apple surpasses everything comes, it is not amusing. If it comes to tomorrow everything will turn over. For example, saying "If you use the iPhone 5 you can connect wirelessly, you can connect the TV to the game controller," Apple turned over all consoles, both Xbox 360 and Playstation 3 all surpassed Apple I will excuse you.


There are concerns that such a "day of fate" is, but I think that it is beginning to see bright signs. You do not have to compete with Goliath at all levels. If you think about "game with creativity," nothing needs to be at "60 dollar" level. Xbox LIVE, PSN, Steam, iOS, Android, as well as other devices appearing later, such things are bright signs. A lot of new games are coming out from a small team, so I would like to introduce some of them.


◆ New generation creators

As you may know, the current situation is that the golden age of "new game creativity" is arriving.


This is "LIMBO".PlatformerAn old arcade game such as "Super Meat Boy" or "Castle Crushers" which is gone is also being enjoyed now. How about "From Dust"? Eric Shaie "Outer worldThe one who worked on was the director. Not only on Xbox LIVE and PSN but also on PC, for exampleMinecraft"Millions of people are playing the game.


"SpyParty"This is Chris Hecker this year'sGDCBut you are talking. Then "Superbrothers: Sword & Sworcery EP". This is also a very creative game created by a small team in Toronto, but it has been very successful.


This is not the only story of America. It is a phenomenon seen on a global scale. These little teams are starting to make games not only in Toronto but also in Sweden anywhere.


Mr. Iwata presented a question at this year's GDC. "There are many specialists, but there are few generalists (universal players)." Then I also presented the question "Where does the next generation game creators come from?" I really like him. But I want to say: "Is there anything you've seen in the past? There are next generation games like this, young people between the ages of 22 and 23, at most up to about 27 years of age, careers etc. A young man who does not have it now starts. "


◆ Japanese famous game creators are not playing the latest games

So I remembered the old NES. It is an era when I was doing a driving type approach with a new IP with a new IP. I think that the Japanese game industry can also be consolidated here. People who succeeded at NESCON, people who succeeded at PS1 are in a position to be responsible now, but they are no longer old. I am tired of my life, there is no longer a passion like I used to be. They are still preventing the young people from creating creative games and risky games.


To those famous Japanese creators,Usual · SuspectsI would like to ask you after having them line up like. "Portal 2 (Portal 2)What do you think about? "Mass Effect"What? "Terraria"What? "Amnesia: The Dark Descent"What? Have you actually played such a game? I want to ask. Perhaps it is my misunderstanding, but in my opinion it is probably that people who still have power in old-fashioned game creators are not doing the latest games. Therefore, I can not understand the latest game design. This is a really serious problem. Well, actually, next generationKenji IinoWhere does she come from?


This isChristopher Nolanis.


Steven Spielbergis. They are heavyweights of the movie world, what if they stop showing the movie?


The next generationSaito YūkaWhere does he come from? People who are young and enthusiastic should be absolute. However,"ICO"And"RappersIt is not easy to see people like those who worked on it.


New route for innovation

Closing, "New path for innovationI need it. I would like to conclude this lecture with the idea that it is not David v. Goliath, but a new pathway is needed. For example, if people in indie games take 3D that is becoming cheap and steadily without thinking about old things, innovative FPS from indies will come out not from "Call of Duty" etc. Because there are indisputable risks that can be incorporated because of indies.


If you like indie games, you may wonder if you only have to work indie. I will not talk about this for a long time, but I thought that "I would like to talk to a more global community" and "I want to take more risk" at Microsoft. From experience I've worked so far, I know that Microsoft does not take too much risk. But, since I thought that I wanted to take more risks, I quit Microsoft 4 weeks ago and founded a new company named "Camouflaj". I would like you to buy this game when future games are released from this company. Otherwise, I can not get a rest sleep.


Four months ago, I went to a friend 's house. FriendsJake Kazdal (Jake Kazdar)That is,Skulls of the Shogun!"When I told him that he quit the company and make a game with a friend, I was really envious. I wanted to do the same thing, so I started this Camouflaj.


Last week I went to China. Even though I talked about similar things like innovation and Western game design, there are many people who have a passion for "like Japan games and American games". Many people thought that they would like to talk globally. The story of "Call of Duty", "Gears of War", "HALO" already having distribution channels already is enough. I would like to spread the voice of more creators around the world or in Japan.


That's why I am over. thank you for your attention.

in Coverage,   Game, Posted by darkhorse_log