What GREE's President Tanaka sees beyond social games in the sense of 'would be witnessing a completely new evolution of humanity'
'Sensuous discussion' or 'a new world can be demonstrated it at the entrance to the idea,' 'Do not to be amused a fiercely PITA shy such masses,' 'the number of has become the key user,' 'game of Communication that returns to the origin is the most important. '' Developing content globally is actually going to be very local. 'As social games spread throughout the world, what kind of ideas will be required and how Will the world be shaped? Intimately intertwined with the development of smartphones and the Internet, developers are trying various trials and errors to create their philosophy and methodology.
At Japan's largest conference for game developers 'CEDEC 2011' titled 'What
From the left, the speakers are Yoshikazu Tanaka, President of GREE, Akito Shoji of Taito Corporation, Takeshi Tezuka of Capcom Co., Ltd., Ara MacGrowen of Electronic Arts Interactive, and Mr. Shin Kiyoshi of game journalist. is.
Game journalist Shin Kiyoshi (hereinafter, new):
There will be a panel discussion titled 'What is the game of the smartphone era that captures the heart of the world?' I'm Shin, a game journalist in charge of operations for about an hour from now. Nice to meet you.
The social game market is rapidly rising in today's books, and of course, 'how to develop this into the world' is a major issue for each company. I would like to discuss from a multi-faceted perspective, how to get out into the world, how to make a game for that, conditions and what preparations should be made. Mr.
First of all, I would like to introduce the panelists of each company and then proceed to the actual story.
Electronic Arts Ara MacGrowen (Ara):
I am Ara MacGrowen.
Electronic Arts Interactive and Playfish deal with mobile games first, then casual games and social games. Among them, EA Mobile is playing games for smartphones, and there is also a third-party game for smartphones called Chilling. Then there's PopCas, the biggest casual game, and Pogo. He is also widely involved in social network games.
Originally I worked in the finance department and was involved in how I would charge in Europe, but in 2007 I was told by Playfish's Kristian Segerstråle: I was asked, 'he said, and he asked me to explain about social games, and then I am very excited about my current work.
I thought that the way of thinking and methods of social games were very different at that time, but when I look back on it, it is developing more and more and it affects console games, and the console game side has changed. I think so.
new:
Thank you very much. Next is
Capcom Takeshi Tezuka (Tezuka):
This is Tezuka from Capcom. In my career, I was originally developing an arcade game, then developing a consumer game, and at the same time when i-mode started, I was involved in making mobile games in the mobile division. The first was web games, then Java games, then iPhones and smartphones, and now social games.
As far as Capcom is concerned, those of you who are coming to CEDEC should know that, of course, it is a company that creates games such as 'Resident Evil', 'Street Fighter', and recently 'Monster Hunter'. Why dare I say this? When I distribute games in overseas mobile markets, I have the opportunity to talk with phone makers and local carriers, but when I say Capcom, I first understand. There are few things that you can get, and it is sometimes that you can understand 'Oh, Hadoken's company' only after saying 'Street fighter'.
Although it is the theme of today, it is not to deal with so-called gamers but to offer games for mobile games and smartphones to the wider general population, and I am deeply aware of that. I think it is very important to do. As you introduced, in terms of iPhone games, there are 'Resident Evil' and 'Street Fighter IV' etc. Recently, 'Resident Evil' is a social game under the name of 'Resident Evil Outbreak Surviv' by GREE. We are also developing and are currently studying. I look forward to working with you today.
new:
What I found interesting was that the former manager of the 'Mobile Department' was purposely integrated into the 'Manager of the Production Office'. Please tell us a bit about that.
Tezuka:
Last winter there was a consolidation of the biohazard department. Therefore, considering the movement of the game industry in the future, we decided to abolish such sectionism, and the online department, CS department, mobile department were integrated, and it became a system in which various people will be involved in a cross-sectional manner. I will.
new:
By the way, Beeline Interactive, '
Tezuka:
Beeline Japan, which has a subsidiary of Beeline, is originally a company that developed mobile games in North America called Capcom Interactive, Inc. By clarifying the position of this company, we have made it a subsidiary with a second ground position where we will strategically play 'Smurf' and other strategic titles for customers who are not familiar with the Capcom brand.
new:
Thank you very much. Next is Shoji from
Taito Shoji Akihito (hereafter, Shoji):
It is Shoji of Taito, Hello, everyone. If Capcom is a street fighter company, I think Taito might be an invader company, but in fact it has the oldest history and the company itself has been around for about 60 years. We have been working on the distribution of game content for mobile since the start of i-mode in 2000, and we have been expanding overseas from around 2004, which is quite early stage, and it is quite broad with North America, Europe, China, South Korea, etc. It was.
Nowadays, when the Japanese market for social games rises, we are the first to make a decision to enter the market. As for smartphone games, the App Store for iPhone was launched in 2008, but at this time it was also the number one, and the first game was released in February 2009. It has been just 3 years since then, but when I count it, I get about 16 titles based on the title, but if I look at it by package, by binary, or by country, I have made 53 titles by this year. It was
Recently, it is a series of 'Space Invaders Infinity Gene' called 'Groove Coaster'. It is a game created by the same creator, but it has been distributed and is well received. I would like to compete with the world by creating good content that matches market movements and changes.
new:
Thank you very much. Finally, we would like to talk to President Tanaka of GREE. I would like to give a presentation that includes Mr. GREE's overall strategy, and I am asking you to ask anything, so I would like to hear about difficult things to hear first.
GREE Yoshikazu Tanaka (hereinafter Tanaka):
I'm Tanaka, thank you. I made a self-introduction page, but it's a little embarrassing to introduce myself, so I'll introduce myself with the topic 'I and a video game'.
I bought an unforgettable Super Cassette Vision when I was in the first grade of elementary school, and the game life started from that time, but NES was released around Koji and I was asked to buy `` F1 '', but I got tired immediately. I messed up. So I remember that my parents were angry that I wouldn't buy things that get tired so quickly.
I was addicted to
I will leave the story aside. First, we play both platforms and games. In the console game industry, whether it's Nintendo, Sony or Microsoft, everyone is doing, but in the web industry there are
It seems that there are similar models all over the world, but in reality, I think that this model of vertically specializing and mobile-specializing is quite unique, and we are trying to spread this to the world. I am thinking. We now have 140 million users all over the world, and we are now working with
When it comes to making interesting games, there are now around 7,000 titles worldwide, but in order to make even more games, through partnerships and investment with various companies in Japan, China, etc. We are trying to increase the number of game developers.
In the section 'How to make it', it is written as middleware, but we provide the know-how we are making and various components such as 'html, engine for converting Flash to html' etc. I'm starting. Recently announced, we are also working on making tools such as Unity and Adobe more and more easy to provide by linking with our platform.
As you can see, we are currently setting up companies around the world to accelerate our development. There are probably around 800 stores in the world now, and we are making more and more, including Tokyo, and we have reached almost every continent. 'Let's play games on the platform here' is what we are trying to do now.
I think you're looking at Facebook and
This is an example of the Nintendo DS, but it was at the time of the Nintendo DS that what was popular in Japan will grow outside of Japan, but I would like to deploy a model that succeeded in the Japanese market again all over the world. I think. In fact, the number of users is growing in this way, and the overseas ratio is increasing rapidly. Although it is growing significantly in Japan, I think that in areas other than Japan it will grow in terms of market growth.
As a result, the actual problem is that most of the sales profits in Japan are now. It is said, 'Is Japan not going to grow anymore?' However, looking at only the first half of this year, I think that there is still a lot of potential in the Japanese market for sales and profits to grow this much, and actually growing. I think that has been achieved. Naturally, the current strategy is to 'expand the market in Japan and do it all over the world.' It's easy, but it's over.
new:
Thank you very much. The first question I would like to ask is about OpenFeint . When I went to the Game Developers Conference in March, there was a strong atmosphere of what to do with OpenFeint. When GREE acquired what was going on in the arcade, where there was no exit, I had the impression that this was a good thing, and I liked it. I would like you to tell us how you thought about the acquisition and what was the deciding factor behind it.
Tanaka:
Considering the difference between the business model of social games centered on smartphones and the so-called console business, I think that the biggest difference is the liquidity of whether or not we can make our own sales channels and attract customers. Like console games, I think it's hard to make a funny game if users aren't there, no matter how interesting the game is.
There is also a place where I do not know very well whether users will gather if I spend the ultimate money, but it is natural that Facebook and Twitter are amazing that there are more users than programming as a whole as a whole. Will run out. The reason why
Now that we are making games by ourselves and we also have a platform business, I think that “how many users do we have and how much we can do it” is the focus of the story. To that end, OpenFeint isn't all perfect, of course, but in the end it means 'I can't do it without users.'
You can change what users have, but it's harder to get users together if you buy what you don't have. So we bought and integrated OpenFeint, which has one of the largest users in the world. We made the acquisition this time, thinking that we could reverse the success in Japan to overseas by recreating the contents for Japan.
new:
That's an interesting way to say it. From the perspective of today's web business, the key is the number. The number like 100 million was mentioned earlier, but I think that it was about 75 million at that time, which is collecting a lot of numbers, but is it all right to understand that the number is a value?
Tanaka:
I agree. After all, many people are using it right now, and they are incorporating that platform, so there are so many developers. After all, I thought, 'Isn't it difficult to launch a platform from scratch?' It's a strange story, if you can do that, everyone in Japan is making a lot of it, and I wonder if it will be born in the world because it is difficult to make a real problem. In that sense, being with our biggest partner was our best option.
new:
At present, OpenFeint has a big weak point that the payment settlement system is weak, but what kind of support will you have for that?
Tanaka:
I think that there should be more and more to make. I think it would be good to create issues such as that and social issues. I think it's very big that we are able to express everything in the world with numbers instead of relevance by doing like this with OpenFeint and GREE . Since 'America and Japan have different cultures' or 'Europe's games like this are popular', it is now possible to understand them by converting them into KPIs, such as 'how many% are popular' or 'what% boring' I think this is a big value.
new:
It's been less than half a year since the acquisition, but what has had a cultural impact on working with the other team and creating collaborations with the Japanese team and the other team. Or is there something that you have already learned?
Tanaka:
It's just the beginning, but when I went to OpenFeint and various other American social game companies, I really thought, 'The Japanese mobile game industry is really amazing. The game model is sophisticated by now. ' That is exactly what
I've been using this graph a lot these days, but the point is that third quarter to fourth quarter, Japan's communication ranks and methods haven't changed dramatically between January, March, April, and June. . Nonetheless, just because the game design is refined, the sales increase like this.
What is needed most is not just an activity in a game model that is as sophisticated as that of Japan in the areas other than Japan, but rather an entire
new:
Thank you very much. I'd like to ask Mr. Ara, but now I have about 30 million users on Facebook and Playfish. How do Japanese companies see this kind of social game market in Japan?
Arra:
First of all, the difference between Western games and Japanese games, but as Mr. Imanaka said, I think Japanese games are very sophisticated and have gone into a very deep place. Even if you divide it into groups, I think that there are various genres, and each genre has reached a deep place. Western countries, on the other hand, are broader genres and are intended for many people, not so deep.
Regarding event management, I think that the management and planning are very sophisticated compared to other Western countries, and I think that is because the user base is focusing on the core part, On the other hand, in the world, it can be said that it corresponds to wider people such as Facebook.
new:
What do you think is the advantage that Western games have?
Arra:
I think that the customer data is better in the West. It is transparent and open on Facebook and other places. Compared to that, I think Japanese things are more closed. I think that's what's great about the West, but it also specifies where to charge from a geographical point of view, whereas Japan wants a high ARPU. I think there is a feature.
Another thing to say about marketing is that Facebook campaigns are so sophisticated that thousands of banners pop up with each click. I also think that the area around it is excellent because it is designed so that detailed targeted banner ads are displayed depending on the characteristics of the user.
Finally, the other is so-called CRM, behavior targeting, which is excellent because it changes the game offered depending on how the user is using and communicating, linking the game with how to play. I think
However, there are many points in the West where social games have just begun and will be improved. In social games, we have similar events and celebrations in the United States and France, but for example, on July 4th of American Independence Day, French people may not be interested , There is also the problem that 'the United States and Europe cannot do the same thing.'
new:
Next, I would like to ask Mr. Tezuka. I have the impression that Mr. Tezuka checks how the released game is played in each country and gives feedback to the development team. I wonder if that's why I came from an arcade, but I would like to hear about your story.
Tezuka:
It's like the difference between countries, right?
new:
I agree.
Tezuka:
There are many things. There is also a game part, and it's also like how to receive it. In the market, as everyone knows, it is quite difficult for Android to charge globally now, and there are times when iPhone is easier to collect data globally. The iPhone market is mostly in the United States, and there are many developers in the United States, and it is clearly excessive competition. That's why the price of games is getting cheaper. There is a budget that can be collected depending on the price, so it will affect the game that it makes. There is a freemium trend in such places.
Looking at the top sales in Japan recently, the number of item-charging type social games is increasing, but the United States is more advanced. They are 'what the market is supposed to make,' and there is of course some kind of pressure to make something in that direction. There are various differences in game characteristics, but I think that it is difficult to understand unless you actually see it in the field.
Capcom has traditionally been an arcade game company, so I often put what is called a beta test at a game center and often do what is commonly called a location test, and I have witnessed both domestically and overseas, but the reaction of customers is It's totally different. Until now, it was a consumer game, so it was difficult to do such research after it was sold, but in the case of social games it is quite clear. I can understand how the user is working. The same applies to the biohazard that GREE is doing now, but I think that what we do with data mining will have a great influence in the future.
new:
Is it a form of checking the user's evaluation etc. as it is now?
Tezuka:
I agree. User reviews are posted for iPhone applications, so I will read it quite a bit. Globally is very important, but considering that it will be deployed on smartphones, it is necessary to design the game with a firm mind in mind that 'there are a wide variety of people who play games on smartphones.' I always read the reviews.
For example, when I delivered the iPhone version of Resident Evil 4, I was told in the review that something like 'I do not understand the story up to Resident Evil 3 so I do not understand the meaning suddenly 4' . So, 'Yes, that's right,' so we created a new menu called Resident Evil History and upgraded it, and added a simple story from 1 to 3 and an introduction to the characters. I think it's more important to make such a game while keeping in mind that people who haven't played games in the past will play it.
new:
What I certainly feel is that the number of users is definitely increasing as people who have never played before play. Even if you look at GREE's data, it clearly appears.
Tezuka:
That's right. I think it is very important to have an awareness of what kind of games to offer to that customer, with the awareness that the number is increasing.
new:
Mr. Shoji would definitely like to talk about something, including the difference in the reaction between Japan and overseas.
Shoji:
First of all, I think 'to develop content globally is actually going to be extremely local.' I think that this is roughly divided into three elements depending on how the customer picks up our content and how it feels, it is a hurdle to get it first, etc. I am.
The first is the essence of play. I think that it is unique to the game that it is interesting to touch, but as the game part that is interactively interesting, and as you were talking about now, there are many users who have not touched the game until now, so do It looks like it's a view of the world, or it's just an impression. And the rest is the economic part, the amount of money. I think that things will flow when these three elements match.
As for the essence of play, we have released quite a lot of titles overseas, but there is not much difference. I mean, there is almost no difference. Originally, it was more about what kind of taste the content was created for, rather than for whom it was made for, so there was almost no difference between countries here.
Next, it is the appearance part called culture and language correspondence. This is so different that we need to go locally. As for the third economy, the reason why we actually make about 53 packages with 16 titles is because the packages are divided for each country, but this division does not change the essence of the contents of the game. . But it looks different. This again depends on what kind of visuals each country receives.
Another asset is different. For example, in the iPhone title released by Taito, the one that sells well is 'Cooking Mama', which was brought from a consumer. This is selling well, but when including the free version, the number of downloads is actually over 9 million downloads and it is up to 10 million people. The reason why it sold so much is that prices change depending on the economic zone.
But, for example, if you sell in Japan for 800 yen, but if you go to Singapore and say 100 yen, no one will agree. So change the package of the game. The difference is that you buy it with a set of 24 volumes of '
new:
How is it different?
Shoji:
The dates are different. Japan and the US are together in the first week of May, France is in the third week and so on. Moreover, the customs of Mother's Day are different. In Japan, you give carnations. So is Valentine. In Japan, it feels lucky to get chocolate from a woman, but in the United States, men confess to women.
'Cooking Mama' puts out special recipes and events on Mothers Day, but understands this and prepares different operations in each country and carries out for each binary. Over the last three years, I have really realized that if you put that kind of part into the local area exactly, the essence of play made in Japan will be valid in the world. I've been traveling around the world from July to about three months and talking to various players, but I think it's quite strong. Whether you're in the social game world or in the casual game world, you have the feeling that you can compete with the world.
new:
Even the key game design is not shaken, and it will be a game if we develop a methodology that develops products with matching strengths in each country.
Shoji:
There is no distribution barrier. Since it's clear, I think it's best to be able to operate in each country, but there are many things you can do from Japan as well. Perhaps the important thing is the concept. I think that it will be sufficient if the elements that disturb the essence and concept of the game are erased locally.
new:
I would like to ask Mr. Tanaka. First of all, social games are shifting from mobile phones to smartphones, but I think there is no doubt that the market has undergone qualitative changes due to the emergence of social games. I'm always looking forward to the closing market, but what's very interesting is the characteristics of users. Until now, if you are a user of a home video game console, I think that the ratio of male to female is 8: 2 to 7: 3, and in the United States it is about 9: 1. However, the payment data of GREE is about 1: 1. I think that the behavior of users is completely different, but as the number of users increases and new users come in, I feel something concretely something that will respond. Is there anything I can do?
Tanaka:
I was also a super game boy and a smart super internet heavy user, but it was a story like 'AKB used to belong to us but now belongs to everyone'. The era loved only by enthusiasts ended long ago. Games and the Internet, like everyone's AKB, are popularized by everyone.
In that sense, when I thought about doing SNS on smartphones and mobiles, it was an article when Myspace or mixi before Facebook became popular at that time, but it was the time when it was the most article, but what I felt most was `` Only PC But if so many people use it, smartphones are many times larger than the device scale, so it must be used by more people. Social games are really a service that everyone uses. ' I started thinking about the idea that 'anyone can use it', so the current service is in place, and for that purpose, I think that it is important to be easy to understand.
Since the days of Rakuten, I've been making a lot of services such as 'write a diary and write a comment' or 'leave a mark'. But when I thought about this on mobile, I thought, 'It's too difficult!' One of my esteemed seniors said, 'Tanaka, at what point I can write, I think it's a percentage of what I have in Japan. Everyone can't write.' In short, I didn't realize that 'the majority of the people who think writing texts is extremely troublesome'.
I don't know why it's funny when I press a button, or when I open my cell phone, and I make a profit, but I have to make such a low threshold, and I made things even if I thought it was interesting like that . Among them, in Japan now, there are about half the users in their 30s and over, so it is not for children at all, and men and women are able to get many users at a ratio of about half and half,
However, I think that the biggest thing is that it is based on data anyway. There are logical explanations for making one person two and two people three. What I don't think is good is the sensual 'discussion that if you make something like this, you will receive it.' That is just the beginning of the idea, and I think the new world is 'can we prove it?'
What is making a popular thing is, and now the mathematical expression is about half of the game making. In the past, the number of mathematical expressions used to make games was only a few percent to 10%, but now it's about half to 60%. Therefore, I think that there is a place where the approach of thinking based on mathematical formulas can be broadened as a result.
new:
That is the culture of the web industry. Always see the movement of user data and change yourself. What do you think is the reason why you applied it in games and gained a large number of users? What if there is something 'special in the game'?
Tanaka:
The biggest thing is that you don't have to buy a game console. This is overwhelmingly easy to obtain. I often say that the revolution that is happening this time can be roughly divided into three. One is just a mobile phone, so always be online. Sometimes it's not online, but it's absolutely permanent online. To be clear, it doesn't make sense to have a phone that you only carry occasionally and a fax that passes by. It is meaningful because it is a mobile phone that is always connected. There are places where you can't actually make a phone call if you only have to be online this time, but that is an overwhelming revolution. However, this is one of the stories, and I think the other two are amazing.
The second is that it is primarily for download sales. You don't have to go to the store. To be clear, there are half of the people in the world who simply “stop buying” when they go to the store. It is a distribution revolution that you can buy at the push of a button. I think this is because there is a major “distribution revolution” in that whether you sell a watermelon or a car, you can reach it with the push of a button and if you bother to buy it, it is overwhelmingly different.
I think the third is the revolution in sales law. A common example is that P & G soap is sold in bulk in 30 packs in an ordinary developed country, but when you go to emerging countries, you can not buy all at once, so 1 pack at a time, They sell for 20 yen each. There is a story that in India it will not be sold unless it is done. In short, the selling method and the sales law itself were only bulk selling, but it became better to sell in bulk.
For example, iTunes also appeared in music, and until now, one CD was forcibly tied and sold, but it is also okay to sell it separately. There was such a revolution in sales and commercial law. For example, there is always an admission fee for Disneyland, but for social games, there is no admission fee. It's free to enter, but if it's expensive to use an attraction, I think it's a change in the sales law.
With these three revolutions occurring, I think that the threshold has dropped considerably and the population of games has expanded, not only in terms of algorithms, but also as another major change.
new:
This is happening at a global level, and of course the Internet will generate it, so it will be easier for certain industries to become stronger in some industries. While you are going abroad, what do you think will be the factor that GREE will win in the world in the future?
Tanaka:
First and foremost, the fact that no one is doing anything like us. I think this will be said about three years later. We hope that we can provide such things at a global level of operation. I think I can actually go there.
But this is not easy. For example, I don't think ordinary console game makers do business with communication carriers all over the world with collections. According to my research, there are about 500 telecommunications carriers in the world, and in this case it takes 500 days for one person to turn around, and 100 days for 5 people. Even if you simply say that you want to use a global telecommunications carrier as a distribution, considering how many business development there are and those people have to move organically, even a company that has such a business operation There aren't many in the world.
Our business is just one part. If you want to do what we do on a global level, you have incredible human power. These things are the modern platform business, and it is difficult to embody them, so if we can do it, it will be a very new service. So I would like to do this properly first.
new:
I think the key is Mr. Tanaka Imanaka. Distribution is the next step, and today there is a clear market in the home country, and a market is starting to form in the United States. And the key is how to put together the part of the billing and settlement method properly, especially in the developing countries, where it is not done properly. Is it okay to understand that the company GREE is a statement that it will put considerable effort into that part?
Tanaka:
There is the phrase “expansion of the game population”, but I think this is exactly a revolution. It's a little different story, but I was shocked to hear that
By removing all of these obstacles this time, it may be possible to change from the target business of console games of 100 million people to 200 million people to the unit of billions. I think it's the new threshold for epoch-making. Therefore, if the number of people who can play games changes from hundreds of millions to billions by such a revolution, by seeing the sales commercial law and the revolution of distribution just before, until now I bought one, 3000 yen, 5000 yen , The world of 10,000 yen is entering a whole new dimension where people who want to pay can pay tens of thousands of yen.
In other words, if the market spreads, and the number of users increases, the unit price will increase, and if it is doubled, it will be quadrupled. A great revolution may occur. Games are still the world's largest entertainment industry and have evolved so far, so I think it would be terrifying if this hits another explosion. When something, even if you're here or yourself, happens more unexpectedly than we think. I used to think that this is going to be amazing 15 years ago on the Internet for the first time, but as the things that I did not imagine at that time are happening now, the game industry will change to a ridiculous industry, the entrance I feel like I'm in.
new:
There have been many negative stories in the home game console industry so far, and the situation has been that sales have calmed down for the past few years, or have decreased slightly, but if you look at it all over the world, the playing population increases It is. It's being pulled by mobile phones and social games, and at least until every human in the world has a smartphone, this market will continue to expand. Then, Mr. Tanaka's goal was 500 million people a while ago, but is it still understandable that the goal is to reach 5 billion people at the passing point?
Tanaka:
First of all, I love games, but I still think I'm a person in this computer and internet industries. The smartphone this time isn't just talking about the phone. As we all know, the revolution that will occur in the next 10 years will be the birth of the world's most popular terminals such as smartphones and mobile phones, and the computer architecture of Android, iPhone, chipsets such as home appliances, game consoles and personal computers. , Will be integrated with such a market. It is a historic event that a new computer framework is born in which all computers, game consoles, home appliances and mobile phones are integrated.
When I bought a computer a long time ago,
How to grasp it is only the entrance to this smartphone business. I think that opening up a new computer architecture among them is one of the steps that the industry should take, which is called this social network and social game. In such a big vision, I am thinking about what to make in 5 years, 10 years, so it is not a story of 'making 100 million users' or 'making 100 million' or something like that, but a completely new evolution of humanity I do it as if I was there.
new:
It was a very interesting story. I have to ask you for a short term, but I think that it was a very shocking thing to announce the business partnership with Mr. Unity. According to the photo map announced by NVIDIA at least for the next three to four years, if it is this schedule, it will be a schedule that the chips released by Xbox 360 and PS3 and NVIDIA will be lined up or overtaken around 2013. In such a situation, I think that users will come up with extremely high-powered computers, but at that time, what kind of game does the game have, what kind of game the user wants, or what the user wants? Do you think it will change to?
Tanaka:
I think that things like so-called high image quality and 3D conversion will naturally progress, but what I should not make a mistake here is that graphics are so terrible as to why social games are so demanded now. It does not mean that at all.
I remember when I heard that the Internet industry was good, no matter what I asked in the mid-1990s, 'it's not so popular'. If I was asked why, it was because the image was from Shoboi. I was told to watch TV or Blu-ray, but the Internet is still not at a great resolution, but it is still evolving. I think this is exactly one solution, and of course, I think there are various ways you can watch YouTube. But the text that is still being read most is text. In the Internet revolution, I think that communication itself is the most important key factor.
What is happening in the internet industry right now is to create a web centered around data mining. There is historical naturalness in what causes this. As the communication line speed increases and the local CPU core increases, the things that the web itself sees change from what you see. I think there is probably a 10x difference in the number of clicks in an hour between the web 10 years ago and the current web.
In the past, in the web industry, there was the idea that 'follow your eye movements to mine data,' but now I'm clicking, so 'I'd like to follow the click.' The time has come. Conversely, if there are few clicks, I can not do data mine. I'm just watching. Now that the web has changed, we can collect data. That's why I think there will be such a change when it becomes possible to make manufacturing based on data.
I think that's exactly the same thing in this social game industry, and when making things in the world, I should also localize and culturalize, I think that it is better to do it. It may be different because I have never made anything globally in the so-called console game industry, but the point is, ``
I do not know if this is region, country, gender, language or race, but discovering how it is different is a grand game making, changing the appearance or changing the color to improve it I think there is localization. I think that the method and the purpose should not be reversed, and that it should be corrected based on the data. It's important to remember that the approach of what kind of expression method is most natural for the user is the approach.
new:
Thank you very much. I'd like to ask Mr. Ara, about the future of social games, I think that social is becoming very popular right now, and in a sense it is one model of high-end games.
In social games, analyzing the needs of users is the key, but of course the quality of the games is improving. On the other hand, I would like you to talk about what kind of process PlayFish is going to take now. How does PlayFish approach high-end games?
Arra:
We talk about it a lot in the company. PlayFish has become part of a larger company, so there are several departments working on social games, not just PlayFish. The best thing about social games is that they're back at the beginning. In terms of social involvement, it is not like thinking about the game as a machine that existed before that, 'how do you perform complicated operations', but in social games, you are a real friend I think that it is the place where you can have a relationship that is related to.
For example, I have an older sister and she has four children, a person who does neither computer games nor kids at all, plays card games, but is not involved in computer games. I'm doing a lot of games, so it's different, but there was a PlayFish game that started, 'I feel like I'm interacting with a real friend.' I was sent to 'It seems that I am very involved with a real friend.' I thought that the market for social games would gradually grow in such a place.
In our company's games, there are 8 million people who got 3rd place on Facebook, but it also became deeper, more pursuing, and more engaging with people. Now that I've been there, I think that's what I'm going to do in that direction in the future.
new:
Thank you very much. I want Tezuka to tell me the release date of Monster Hunter Social (laughs) I'm sorry, I'm kidding (laughs)
I think that the chip performance that will become high-end and the core part of the game will change, but what kind of social game will be centered in the middle of the next two or three years? I would like you to talk about it as a company that releases games or releases.
Tezuka:
Up until now, social games in the era of so-called feature phones have become popular, but I think that the operability will probably come to the fore if most of the games are replaced by smartphones. Up until now, I think it was a bad idea to say that there were many types of games called '5 button repeated hits'. The 5 button itself is not in a good location, and it is very important that you can play without hesitation, so I think the era of smartphones will change slightly from there.
At that time, the goodness of the game as an application up to now and the
At that time, just make a look at the data to find out how to play. However, it may be misleading to say that you make it while looking at the data, but there is a point like 'data is how to see'. There's a lot of room for creativity, because there's a completely different way to look at the data when you look at it. I think it's a little different from the story that 'games will be created more and more if there is data'. I think that we should think about what kind of index we should make absolute data, rather than blindly following the data.
new:
It is said that the responsibility of making a game is to bring out new creativity in that part.
Tezuka:
As I said earlier, it was an arcade game, and there were places where I was tuning while watching what the gamers were actually doing. I think there are many companies that are doing that in the first place, but regarding the ease of collecting data in the future, I think that there will be a point that “do not be swayed by data”.
new:
Thank you very much. I'd like to ask Mr. Shoji in the same way, but please tell me the release date of GO! Social worldwide expansion by train .... I'm sorry (lol)
Shoji:
Can you sell ...?
new:
(Lol)
Shoji:
Even if the expressions are rich, even if the operability is able to do various things, I think that it will probably not change here, 'free' 'easy' 'easy to understand' These three are probably I don't think it will change.
It was certainly difficult to get data after saying that it was a consumer. So, it was a world where 'I don't know if it will hit or not, but I will throw a stone in the darkness about three years later'. Nowadays, 'I know what happened when I throw it away' is very big, and it means 'I don't know unless I try it, and I can only leave what I did', but 'I have a huge amount of what remains, It is as data. ' By doing so, you can challenge many times and improve it, so that you can generate more hit content for customers.
Well, honestly, I do not know what will happen from now on, but definitely the market will grow, and the data is not all, but it is very honest, as Mr. Tezuka said. 'Is it possible to make use of it creatively?' Is a big point in the future of social game making.
new:
Thank you very much. Lastly, I would like to ask President Tanaka. There are many companies around the world trying to come out, but for that, what can you do as Mr. GREE, and if you have any specific advice, please give us a word.
Tanaka:
First of all, our company is also a listed company and we are thinking about various things, but the most important thing I want to convey to people at this venue, this industry is to provide services to people all over the world at a different level than before, I think it's all about making games and changing the lives of those people, entertaining or delighting them, or changing their minds, but I think it's a really new event. is.
This is a business problem for the president, but I feel that I want to do it as a previous problem of whether or not to make money. As a business man, of course, I think that I am required to connect what I want to do with profits and realize it in this economic society. But first of all, I would like to tell you that I have a strong enthusiasm to 'do it all over the world' before I can not make a profit.
However, there are places where you can't go with just your spirit and guts. We are trying to expand globally on the basis of the recent profit level we have been focusing on in Japan, and this profit level, but there is considerable money to expand our business globally. I'm thinking now. When I look at Google these days, I've begun to stop all of the various trial services, but that is normal. There aren't any problems with money in competing with Apple. Even with such Google, the current phase is 'we didn't have money' and 'collect a considerable amount of money'.
As you can see, it takes a tremendous amount of money to carry out large-scale operations around the world. To do that, we need to make a profit. Therefore, we are aiming to generate high profits as a company now, and I think that we can expand to the world based on this profit. And I don't think there are many companies that can do this. It's one of the few companies in the world to expand globally based on such profits, and I think that's what we can do for the first time after we have built the company over the past 6 to 7 years.
Finally, I think one of the biggest messages I would like to convey to the people involved in the game is 'how many games do we make that change the lives of many people?' Of course, it is true that manufacturing is what you want to make, but as a result, 50,000 people 100,000 people enjoyed it, or millions, tens of millions, hundreds of millions of people It's about how life changes. When I create a service, I think it is important how 'what I am doing can make an impact in the world.'
What you're doing is hundreds of millions of lives, maybe billions, but you have the opportunity to change. I think it would be great if I could spend time on these billions of life-changing opportunities and work together to really change the world.
new:
Thank you very much. I'm very sorry for the time spent. However, I was convinced that it was a very positive message as a story, I see. I would like to end this session. Thank you for your attention.
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