ShockingAlberto
Member
Seeing Capcom invest so much in Monster Hunter must have driven Inafune crazy. He probably thought they could be spending that time and money on making international games.
No, he clearly states he views Monster Hunter as very important and one of the two games Capcom should still develop internally, the other being Resident Evil.ShockingAlberto said:Seeing Capcom invest so much in Monster Hunter must have driven Inafune crazy. He probably thought they could be spending that time and money on making international games.
ShockingAlberto said:Seeing Capcom invest so much in Monster Hunter must have driven Inafune crazy. He probably thought they could be spending that time and money on making international games.
This is something I wish all publishers and developers would have drilled into their heads. Standards have risen for games and people have more entertainment options than ever now. I don't have the time or interest for merely competent games. The amount of mediocrity that is lavished with huge budgets blows my mind.Cheesemeister said:KI: For one, competition has intensified, and furthermore, players have gotten "used to" games. To use a simple analogy, any kind of erotic picture will turn on a middle school student, right? (laughs) Oh, but it's not like that so much anymore...
Kittonwy said:If it wasn't for monster hunter and the RE milkage (I could never understand why RE fans feel the need to buy the same fucking game on every fucking platform), Inafune's ass would have been LONG GONE. He had some luck with Dead Rising and Lost Planet but those were hits because of great timing on the 360 but neither IP is all that compelling, Dark Void was a fucking flop, DmC can very well be a complete disaster.
Nirolak said:Based on other Inafune interviews, he views Level 5 in the same light he views Nintendo, as developing for a global audience.
DjangoReinhardt said:This is something I wish all publishers and developers would have drilled into their heads. Standards have risen for games and people have more entertainment options than ever now. I don't have the time or interest for merely competent games. The amount of mediocrity that is lavished with huge budgets blows my mind.
ShockingAlberto said:He's kind of all over the place and some of his points contradict others.
He also seems to think that western development isn't concerned entirely about numbers, which speaks to kind of a child-like outsider's view of this side of the industry.
But it's clear he's frustrated working at big publishers, Capcom especially, so I can see why he'd quit. Must suck to just lose it like that and realize you hate your job.
4G: It seems like that situation is a bit better overseas.
KI: Yeah, it seems so. There are of course publishers who keep developers "like pets," but overseas there are more independent developers. For them, the goal is to make a hit, grow the company, sell it or do an IPO, and make lots of money. It's the American Dream.
4G: And in Japan?
KI: If you succeed, you don't get credit, and if you fail, it's your fault. Nothing can be done about it. The game industry isn't at a level where it can value creators and raise them up. It's the same at Capcom.
4G: One can recognize the appeal of external developers, but why western? There must be a reason besides cost.
KI: Because of their superiority.
4G: Technically?
KI: Yes. They're also far and away more passionate. That's one big reason. As stated before in regards to IPOs, western developers are far more fragmented than in Japan; the lower tiers of western developers, I hate to say, are slaves. In an environment where it's not unusual to get laid off, you have to do you work well, and make an effort to get noticed, they've made advances.
4G: So unlike in the deep-rooted lifetime employment system in Japan, you are directly responsible for your own success or failure. So the motivation is different.
KI: Exactly. Their level of drive is completely different. On the other hand, Japanese developers from top to bottom have the same feeling. Of course they're not really slaves, but on the other hand, just because you made a hit, it doesn't mean you'll see anything for it.
Y2Kev said:...a positive work attitude.
Tameem: i dont care
shaowebb said:I just read every last word of this, and then saved all 33 pages of it.
I'm aspiring towards a very ambitious list of goals in the game industry as an animation student. Inafune is bringing up, and touching on a LOT of the things I feel are wrong in this industry. He's leaving his company to change it...I'm entering the field to change it. Hopefully more people who read this will enter the industry with intentions of changing these issues as well.
Games need to be mainly about quality being produced , and not nearly so much about meeting a set target. Keep it above a 0 loss and a good game will be a good game as Inafune says. Pushing games like salarymen meeting deadlines only serves to stagnate the creativity, and efforts toward quality that your studios will put into them. This will result in a slow decline in brand value.
You should also make it or fail on your own talent. The lifetime employee mentality of Japan is stupid, and does not encourage nearly enough ambition in studio employees to do their best since if they do well the company gets the credit, but if they do bad they are to blame. This only keeps someone working just hard enough not to get fired.
I also like how Inafune speaks out that game publishers should produce more than just games. Movies, and cartoons are great ideas. How many animated spin-offs have we seen made off of videogame franchises make it? Next to none. If a publisher has there own dedicated in house animation studio developing in tandem to the game development a tie in series it will most likely end up worlds more accurate than outsourcing a franchise. It also has potential to influence game development, and brand values to an enormous degree.
Inafune is not just bright, he's bold. Not many would dare to risk what he is in order to try to keep a company he loves from continuing down the wrong path. He wants to prove by example to Capcom that there is a better way in hopes that he can come back someday and lead them in the things he learns about how our side of the industry works. Know your enemy, overcome, improve, and win.
This is gonna be good.
shaowebb said:Games need to be mainly about quality being produced , and not nearly so much about meeting a set target. Keep it above a 0 loss and a good game will be a good game as Inafune says.
kitzkozan said:Lifetime employees are probably eating alive several companies right now.Konami,Square-Enix and NamcoBandai have seen better days.Capcom has one foot in the grave as well.
I knew management was the first and foremost problem since it's always is.
DeVeAn said:I think the same shit happened with Yuji Naka. He was unable to actually create games so he left to make his own company.
Its life though not everyone one agrees with you. What did he really expect?
hamchan said:After reading this I have a new respect for Inafune. GAF definitely gave him too much shit.
AzureJericho said:OK, finished reading everything here, and I must say:
=== Game ideas are very valuable, completely different from taking a loan ===
Everything in this section of the translated interview is pure class.
I seriously feel bad for thinking along those lines myself, when it seems as though Inafune was actually trying to do what I always agreed with in regards to current game design trends and make things for a global/universal market. It probably would have been better received by all parties if he stated that his strategy was more about this than simply saying "westernize" and leaving it at that.
Probably has something to do with mistranslations by the average "I want hits!" sites or his metaphors... or both.KingJ2002 said:yeah.. i agree... it looks like his strategies were misunderstood.
KI: Well, when I was about 20, I was really passionate and entered the game industry, but now I'm in my mid-40s. It's a matter of my age. My generation is, for better or worse, holding the game industry back.
AzureJericho said:I seriously feel bad for thinking along those lines myself, when it seems as though Inafune was actually trying to do what I always agreed with in regards to current game design trends and make things for a global/universal market. It probably would have been better received by all parties if he stated that his strategy was more about this than simply saying "westernize" and leaving it at that.
charlequin said:By the way, I wanted to pull out this quote:
as being of particular interest. If there's anything I've noticed about the Japanese industry, it's that the majority of development there is happening at the same companies as ten or even twenty years ago, often with the same 40-year old producers managing teams and directing titles. I don't think the Western model of completely disposable teams is great (the amount of "body memory" lost over the decades by having great teams dissolve with no one to carry on what they'd learned is immense and deeply tragic) but developing and forefronting new talent is absolutely necessary to staying competitive and innovative. Many of the Japanese companies that used to have this skill (like Capcom and Square-Enix) no longer do, and new upstart developers seem to have more trouble building a good name and brand for themselves in Japan than in the West.
miladesn said:about his opinion on size of development team:
1) making an HD game with a 10 person team? really? Dead Rising 1 was not made by 10 people going by the credits.
2) What's so shocking about a 150 person team? It's not like it's any different for western studios. AC2 for example had a very large team, ~100 looking to be the norm for current gen games. Efficiency of those people is another subject of course.
Pretty sure what he's getting at here is that he feels Capcom (and other large publishers) should make more of an effort to produce projects like Dead Rising 2 or Street Fighter 4, where there's a core of internal producers/project leads at Capcom working together with an outside developer to produce the game. So it's not "we only need 10 people to make an HD game," it's "10 people from Capcom."miladesn said:about his opinion on size of development team:
1) making an HD game with a 10 person team? really? Dead Rising 1 was not made by 10 people going by the credits.
Ridley327 said:At least we know he won't be joining Platinum Games, Game Republic or Tango. :lol
Kodiak said:Wasn't he like really stoked to be working on his dream project of Mega Man Legends 3? Why would he ditch capcom right when that project got underway : (
Opiate said:So it goes both ways: the business culture in Japan has upsides and downsides. Sometimes, that culture may seem to work poorly (as Inafune suggests it does in Capcom), while in other cases the culture clearly does work (Nintendo, Level 5), where the companies are very profitable and turnover is quite low.
Kodiak said:Wasn't he like really stoked to be working on his dream project of Mega Man Legends 3? Why would he ditch capcom right when that project got underway : (
charlequin said:To me, many of the lessons here aren't region-specific. I think this has a lot to do with seizing opportunities to deliver smaller, cheaper games (on handhelds especially; the Western equivalent is mostly to move into console DD and/or semi-independent PC release) and aggressively developing young talent (which is harder within the Japanese system, but still entirely possible with good corporate leadership.)
gundamkyoukai said:I find that really funny since Level 5 seem to care about there Japanese sales the most .
They also seem to make most of there games for portables which also in line with the Japanese market .
teruterubozu said:Suzuki, Naka, Itagaki, Inafune. It all comes down to respect for these guys, but in the end corporate Japan doesn't care. They see them as "talents" not assets.
4G: One can recognize the appeal of external developers, but why western? There must be a reason besides cost.
KI: Because of their superiority.
4G: Technically?
KI: Yes. They're also far and away more passionate. That's one big reason. As stated before in regards to IPOs, western developers are far more fragmented than in Japan; the lower tiers of western developers, I hate to say, are slaves. In an environment where it's not unusual to get laid off, you have to do you work well, and make an effort to get noticed, they've made advances.
I think there's a middle ground there, though, where you can keep the same employees in a company but still make them feel like they're not just a cog in the company machine, like they have more ownership of the product. We've seen it a lot, in fact.Opiate said:The business philosophy Inafune is decrying isn't specific to games: that's the common ethos in virtually all Japanese industry, from what I've seen.
He's correct that the downside of this ethos is that employees tend to view their jobs as so secure that it can discourage them from working hard. However, the upside is supposed to be that you value the company you work for. That is, because the company you work for is genuinely loyal to you and will aggressively work to keep you on staff -- and will not fire you the second they restructure or financial winds are no longer blowing favorably -- that you, in turn, feel loyalty and appreciation for the company you work for.
So it goes both ways: the business culture in Japan has upsides and downsides. Sometimes, that culture may seem to work poorly (as Inafune suggests it does in Capcom), while in other cases the culture clearly does work (Nintendo, Level 5), where the companies are very profitable and turnover is quite low.
He's completely right, consumer demands always bring average product with almost zero creativity to the table, clones after clones, in short, consumer demands are worth nothing, Miyamoto also express this same thing, saying that he prefers "surprise" people through creator viewpoint instead give them what they want. I think he used the word "surprise" to replace "people's ideas sucks most the time" :lolKI: More. More. People always want more fun and prettier graphics, right? This is to be expected, and it's not necessarily a bad thing. But that's where a problem arose. The players' demands and the creators' demands wound up parting ways.
KI: That's right. That's exactly why I want to prove that something can sell because it was made by Keiji Inafune.
4G: Proving that should be easy.
KI: Yeah. After I leave Capcom, if a Biohazard or Rockman title doesn't sell, there's the proof. Time goes by very quickly, but in maybe 3 years or so... I can't really say, maybe sooner than that, I'd like to have my proof.
miladesn said:about his opinion on size of development team:
1) making an HD game with a 10 person team? really? Dead Rising 1 was not made by 10 people going by the credits.
2) What's so shocking about a 150 person team? It's not like it's any different for western studios. AC2 for example had a very large team, ~100 looking to be the norm for current gen games. Efficiency of those people is another subject of course.