Polygonal_Sprite
Gold Member
i just shed a single tear reading this.
And I hope they never change from this attitude. There are plenty of story focused Western games.
i just shed a single tear reading this.
Japanese game developers (and Nintendo in particular) are very wary about their games being played wrong. Hence the over-tutorializing throughout the last decade. They feel they know that the most fun is achieved in the game a certain way, in this case by getting a chance to play all the maps instead of just the most popular, or learning all the modes instead of just the most popular.
I would love to have at least one more map in rotation. But I definitely understand their intention is to provide the most fair and balanced experience to everyone playing.
Very interesting article. It definitely reflects how I felt about gaming 15-20 years ago when it seemed like the distinction between west and east was much clearer. It feels now though that that line is much blurrier. Everybody is inspired by everyone. Everyone has access to everything. You have western devs making JRPGs, Japanese devs making traditionally "western" style action games, im not sure that distinction is as pronounced anymore.
the capcom situation is strictly that, a capcom situation, not a west and japan thing.
Look at SE and Crystal dynamics for example.
Nice interview. Cool guy.
There are several Japanese approaches... I feel there's a lot more importance and focus given to game mechanics over world
...in the West, scope, visuals, and features are the main attraction.
There are people who think that Japanese game designers have begun adapting certain elements of Western game design, especially in open-world games like Metal Gear Solid V and Breath of the Wild.
I dont think so. From the design meetings that I have at work, thats not what Im getting. I think, in three years on MGSV, I heard a Western game mentioned maybe once. That was on Ground Zeroes, and the discussion was about the circular enemy cone--when you get seen, how do you express that youve been seen by someone who is not displayed on the screen? If an enemy is watching you from the side and behind, how do we communicate this? At the time, Far Cry got mentioned.
When a design discussion takes place, you usually dont refer to other developers games. You talk about your game, and in very specific contexts and situations. In Japan, the pride about the craft is very high. You almost never hear another game being mentioned, whether it is a Japanese game or a Western game, during any design discussions. Thats contrary to the West. When I was in the West, I heard about other games on a weekly or daily basis.
House of the Dead/Splatoon crossover is the one thing I didn't know I wanted (also apparently Kojima works at Sega).How I read the headline:
"Rolling Stone: Nintendo Devs Working With Kojima on 'Splatoon 2: Rise of Japanese G'"
I know that lots of people will post in this thread talking about why they strongly prefer one design theory over the other, but reading this article, I mostly come away being extremely grateful that so many of both these types of games are being made.
Such a varied landscape is precious.
This is a very interesting quote too:
That's basically an explanation for why there are some of the strange restrictions in Splatoon, and probably other Nintendo games, but I think in a more broad sense this describes how Nintendo makes hardware too. The Switch was basically something that a lot of people didn't know they wanted. Many people thought they'd leave it docked 100% of the time but now play handheld a lot more.
It's an interesting theme I've seen with Nintendo and I wasn't aware it was reflective of Japanese society like that.
Movies are the most popular form of entertainment. But they have almost nothing in common with games. If anything, the closest to games is the stage: plays, ballet, circus, dance, the Japanese kabuki. Theres a stage, and performers move in space and produce actions and reactions. The camera, so to speak, is fixed. We really have to start distinguishing the subject of a game from the nature of games.
I would say that inspiration from other products doesn't necessarily mean they're wholesale adapting explicitly western game design into their product. While Aonuma has looked to other games for inspiration, it was likely Monolith Soft's expertise that likely saw the open world design through.Seems very misinformed when Aonuma outright said he looked to Western games like Skyrim in research for Breath of the Wild.
If there's one element in game design Western developers have clear expertise in, it's open-world design. To suggest that Japanese aren't taking any inspiration from Western games when building an open world game, that seems downright arrogant to me.
I've sort of heard that sentiment for Zelda but I never heard of that about FFXV.Honestly, his perspective seems a little dated. FFXV obviously tried to be The Witcher 3 while BotW is "What if Skyrim had good gameplay mechanics and less jank."
Damn this dude has the insight and spitting the truth between western devs and Japanese devs.
Reading how Japanese game pitches are done explains why I tend to prefer their games.
They would do well to start getting good Japanese writers to work on their games. Japanese games are falling way behind in competent storytelling, and that will never be good for the future of the medium or their own sales. They need to adapt better. It doesn't mean we need Witcher 3 from all of them, but they need to start writing competent storylines with engaging characters. Gameplay and story don't have to be this far apart.
No, he said Kamiya himself has never actually helmed a bad game in his career. That said the example you used was one of the times Platinum was beholdened to the design senses of a Western company (Activision) anyways, so it sort of proved his other point.The idea that Platinum games has never made a bad game is completely ridiculous. They've made multiple bad games. Some of their budget games like Turtles are a disgrace to the name
Kamiya=/=Platinum GamesEhh no thanks. I like both and there are plenty of great western devs that beat the tar out of the eastern devs in some respects. It goes both ways. The idea that Platinum games has never made a bad game is completely ridiculous. They've made multiple bad games. Some of their budget games like Turtles are a disgrace to the name.
They would do well to start getting good Japanese writers to work on their games. Japanese games are falling way behind in competent storytelling, and that will never be good for the future of the medium or their own sales. They need to adapt better. It doesn't mean we need Witcher 3 from all of them, but they need to start writing competent storylines with engaging characters. Gameplay and story don't have to be this far apart.
I think you're not really understanding what Capcom really went through last gen. They chased really hard after that Western audience, and it completely backfired on them.the capcom situation is strictly that, a capcom situation, not a west and japan thing.
They would do well to start getting good Japanese writers to work on their games. Japanese games are falling way behind in competent storytelling, and that will never be good for the future of the medium or their own sales. They need to adapt better. It doesn't mean we need Witcher 3 from all of them, but they need to start writing competent storylines with engaging characters. Gameplay and story don't have to be this far apart.
Japanese games do that though and do it well compared to western devs in my opinion.I believe this as well. It really doesn't take much. Nobody needs Donkey Kong to be Uncharted or Zelda to be Witcher. But strong context surrounding strong mechanics can make for a much more memorable game. If their characterization was as strong as their character design, the East would be killing it in this department. I just wish these characters had more to do other than go through the motions.
I view Tetris as the basis for measuring mechanically-minded games. Tetris obviously has no story, no characters, and the addition of either would not make Tetris a better experience. Part of the beauty of Tetris is that it is utterly without distraction. Tetris needs no context.
But what would Bloodborne be without Yharnam and The Hunt to give meaning to its inputs? Stripped of all its story, characters, and lore, would Bloodborne function as well as Tetris? I don't think anybody would say yes.
So obviously it is good to be considerate where story is grafted, but sometimes - for me at least - mechanics are not enough.
Japanese games do that though and do it well compared to western devs in my opinion.
The commentary on Splatoon 2's restrictions is very interesting. Like, the natural impulse is to dismiss that sort of thinking as smug and arrogant, but when you think about it, the school of thought only betrays how much care was to put into something.
Personally I enjoy Splatoon 2's map rotation. Imagine if CoD had done that back in the days when Nuketown was every other match.
I wish FFXV had taken this approach instead of being massively affected by focus groups. Not because of the final product, because of the hideous effect it had on the development. If they'd stuck to their creative vision there would have been less wasted time, and the game would have ended up mote polished.This is a very interesting quote too:
That's basically an explanation for why there are some of the strange restrictions in Splatoon, and probably other Nintendo games, but I think in a more broad sense this describes how Nintendo makes hardware too. The Switch was basically something that a lot of people didn't know they wanted. Many people thought they'd leave it docked 100% of the time but now play handheld a lot more.
It's an interesting theme I've seen with Nintendo and I wasn't aware it was reflective of Japanese society like that.
I've sort of heard that sentiment for Zelda but I never heard of that about FFXV.
They were basically taking the notion of we will be creative to excite you. And turning it into well do what the hell we want and you better like itThat part about knowing what people don't know what they want is hilarious.
I guess the people who think that the developer's intent must be preserved at all times should have no problem with this mindset. 🌞
They would do well to start getting good Japanese writers to work on their games. Japanese games are falling way behind in competent storytelling, and that will never be good for the future of the medium or their own sales. They need to adapt better. It doesn't mean we need Witcher 3 from all of them, but they need to start writing competent storylines with engaging characters. Gameplay and story don't have to be this far apart.
I believe this as well. It really doesn't take much. Nobody needs Donkey Kong to be Uncharted or Zelda to be Witcher. But strong context surrounding strong mechanics can make for a much more memorable game. If their characterization was as strong as their character design, the East would be killing it in this department. I just wish these characters had more to do other than go through the motions.
I view Tetris as the basis for measuring mechanically-minded games. Tetris obviously has no story, no characters, and the addition of either would not make Tetris a better experience. Part of the beauty of Tetris is that it is utterly without distraction. Tetris needs no context.
But what would Bloodborne be without Yharnam and The Hunt to give meaning to its inputs? Stripped of all its story, characters, and lore, would Bloodborne function as well as Tetris? I don't think anybody would say yes.
So obviously it is good to be considerate where story is grafted, but sometimes - for me at least - mechanics are not enough.
So I would get this sentiment if we were talking about AAA Western games from 2008-2012, but it's hard to imagine many major studios going about things this way in 2017.
If you made a list of the top narratives in gaming, at least half (and I'm being incredibly generous to Western developers here) would be from Japanese games.
Can you give me this list, because I'm really struggling to find Japanese games that have superior narratives
That's disgusting. Everyone knows hot sauce goes on lobster.I've always thought this when people winge about Splatoon or not being able to customize things in Mario Kart. You wouldn't go in a Gordon Ramsey restaurant and ask for a bottle of ketchup with your lobster.
i just shed a single tear reading this.
The companies you named have all been with Nintendo and their more adaptable and classic IPs with the sole outlier having just released Dead Rising 4.I guess I'm not alone in thinking his opinion came straight out of 2008.
I'm all against that era's phenomenon of Japanese games trying to "be western".... but Japanese devs working with western devs? That's a successful venture. Between Capcom Vancouver, Next Level Games, Retro Studios, Rare in the 90s, etc, there have been a lot of Japanese/American collaborative classics.
He sounds a bit like a GAF weeaboo from a decade ago... not that I can't relate, mind you.![]()
So? There are plenty of more examples where that came from. How about the Eidos half of Square Enix, Mercury Steam, or even any Western Sony first party game which would technically be a Japanese company funding a western developer.The companies you named have all been with Nintendo and their more adaptable and classic IPs with the sole outlier having just released Dead Rising 4.
The root of the problem.