Domain: mobygames.com
Stories and comments across the archive that link to mobygames.com.
Stories · 300
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Legendary Sound Designer Jory Prum Passes Away At 41 (designingsound.org)
New submitter loren writes: It is with much sadness that I report that legendary sound designer Jory K. Prum, who worked on more than 120 video game titles, passed away April 22, 2016, at age 41, from injuries suffered in a March traffic accident. (Disclaimer: I am a long time friend of Jory and his family.) Here are some personal recollections from family, friends and colleagues... Also, a list of his game credits are on MobyGames. This post doesn't do him justice, but I found news of his loss conspicuously absent on Slashdot.
Back in 2006 a Slashdot article about the game Bone apparently drew a comment from Jory himself ("Funny, I'm recording the dialog for Bone 2 right as I read this!") and in 2004 the same account weighed in on an article about long hours at Electronic Arts. Wikipedia also reports that in 2001 Jory created a voice for Pixar's Oscar-winning short "For the Birds," and in 2014 recovered the aging audio for the classic point-and-click adventure game Grim Fandango. -
Will the Star Citizen Project Fund Linux and Mac Ports For CryENGINE 3?
Mr. Jaggers writes "Chris Roberts, game designer of Wing Commander fame, has had great success with his new crowd-funded Star Citizen project — so much that the $2m base goal has been smashed with weeks to go on the Kickstarter portion of the campaign. Now Chris is floating a list of stretch goals for fans to vote on, with Linux and Mac support both listed as stretch goal candidates. Since Star Citizen is based on the popular CryENGINE 3 game engine, these stretch goals are equivalent to funding Linux and Mac ports of CryENGINE. Chris couldn't make any absolute promises yet, since he doesn't own the engine, but CryENGINE 3 already supports Android, so at least there is existing OpenGL ES support to be leveraged towards adding Linux and Mac OpenGL support. If there is enough outpouring of cross-platform support from fans in this poll, Star Citizen could turn out to be the high-profile game that brings a AAA game engine to the growing Mac and Linux gaming communities — analogous to the role played by Wasteland 2 in bringing official Linux support to the Unity 4 engine popular among so many Indie developers." -
Game Development In a Post-Agile World
An anonymous reader writes "Many games developers have been pursuing agile development, and we are now beginning to witness the debris and chaos it has caused. While there have been some successes, there have also been many casualties. As the industry at large is moving away from the phantasmagoria of Agile, Gwaredd Mountain, Technical Director at Climax Studios, looks at Post-Agile and what this might mean for the games industry." -
Frets on Fire - Guitar Hero for Linux/Windows
abyssi writes "Frets on Fire, for Linux and Windows, play with your keyboard-alternative to the ever-so-popular Guitar Hero, has been released at ASSEMBLY '06 demo party's Game Development competition together with 13 other experimental, indie games including a new game from the creators of the popular Dismount series. ASSEMBLY '06 runs from 3rd to 6th of August in Helsinki, Finland and enjoys over 5000 persons in attendance. A 24h/day webcast is available at AssemblyTV.net starting Thursday 3.8.2006 at 14:00." -
Game Developers Sound Off On 'Quality Of Life'
simoniker writes "At the recent WIGI Conference in Dallas, a number of game industry veterans discussed the ever-problematic issue of 'quality of life' in the game industry, or, as moderator and The 7th Guest creator Graeme Devine commented: "What does that mean to most of you? Well, it means crunch." Aspyr's Lori Durham suggested of the issue: "You won't always have a perfect balance as far as how many hours you're outside of the office, and how many hours you're inside the office", but, for game developers: "As long as you feel good about where you are at that moment, Durham thinks that's what matters."" -
Interactive Fiction Then and Now
Flipkin writes "Interactive Fiction was immensely popular in the 80s and believe it or not has a strong, albeit small, following today. MobyGames takes a look at the origins and history of Interactive Fiction and where it is heading." These games really were some of the best I've ever played. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Warzone 2100 Source Liberated
jvm writes "The former game developer Pumpkin Studios has released the source for their 3D real-time strategy game Warzone 2100 under the GNU General Public License. (Direct link to the source archive.) Previously released just for Microsoft Windows and Sony PlayStation, this source release permits this 1999 game to be ported to other platforms, such at GNU/Linux and MacOS. You can join in the developer discussion at the RealTimeStrategies Warzone 2100 Redevelopment Project forum. Note that only the source has been released; an original copy of the game is required to obtain the other parts of the game (graphics, sounds, etc.)" -
Credits Posted for I Love Bees
Ryan Barrett writes "Credits have been posted for the I Love Bees alternate reality game. As many suspected, its puppetmasters included Sean Stewart, Jordan Weisman, and Elan Lee, who created the game The Beast for the movie AI. Many of the principle members of Cloudmakers also participated, one of whom was the voice of Melissa. Sean, Jordan, and Elan have founded a company, 4orty2wo Entertainment, to continue producing ARGs. I don't know about you, but I'm very excited." -
Viacom Sneaking Up On Midway Takeover?
Thanks to GameSpot for its article discussing more evidence that Viacom may be considering a takeover of publisher Midway, following Viacom CEO Sumner Redstone's increasing financial stake in the company. Redstone noted in an SEC document: "The management of Viacom Inc. has... considered the possibility of participating more extensively in the electronic games business... Midway could be considered as a potential licensee of Viacom intellectual property, or as an acquisition candidate." It's noted that: "Regardless of whether Viacom buys Midway, the filing clears the way with regulators for Midway to compete for Viacom licenses." In any case, with Warner Bros also making in-roads into the game market, it seems some larger media conglomerates are considering getting back into the games industry. -
Hobbyist 'Spring' RTS Engine Takes Shape
Dragon45 writes "Some interesting developments have just occurred on the hobbyist RTS game engine scene. The Swedish Yankspankers, long known within the Total Annihilation community for their professional-caliber modifications and add-ons, have released the first screenshots and videos of Spring, a 3D RTS engine under development (and under wraps) for quite some time. It works. Apparently, real-time terrain deformation (Before|After) and network play are already working. Spring HQ has more information, and needless to say, this one is definitely worth a look." The official FAQ explains: "We aim to get an early test release out quite soon (within a month or so)", and the 'About' page explains that, as an initial starting point: "TA Spring reads the [Total Annihilation data] formats directly without conversions needed." -
LucasArts Restructures, Moves More Development Off-Site
Thanks to LucasArts for its press release indicating a significant restructuring of the company's internal development teams. It's explained that "31 people from the development studio were laid off as the company will be concentrating on fewer titles", and GameSpot has further details, noting "the publisher has farmed out development on its as-yet-untitled Episode III game to [recent Indiana Jones developers] The Collective", and "an informed industry source said the team attached to the early stages of development on Knights of the Old Republic 3 was let go in yesterday's layoff." We previously reported on earlier layoffs at LucasArts in April. -
Warner Bros Buys Monolith Productions
NeoCode writes "Gamespot is reporting that Warner Bros has bought the developer Monolith Productions. Monolith, in the past, has produced games like Tron 2.0, No One Lives Forever 1 and 2, Aliens vs. Predator 2 and Blood 1 and 2. Currently, Monolith is working on The Matrix Online (aka MxO), the WB-produced, Sega-published MMORPG which is undergoing Beta testing right now." We've previously reported on current WB game boss Jason Hall, who was formerly the CEO and co-founder of Monolith. -
Warner Bros Buys Monolith Productions
NeoCode writes "Gamespot is reporting that Warner Bros has bought the developer Monolith Productions. Monolith, in the past, has produced games like Tron 2.0, No One Lives Forever 1 and 2, Aliens vs. Predator 2 and Blood 1 and 2. Currently, Monolith is working on The Matrix Online (aka MxO), the WB-produced, Sega-published MMORPG which is undergoing Beta testing right now." We've previously reported on current WB game boss Jason Hall, who was formerly the CEO and co-founder of Monolith. -
Nintendo - NES Classics, Metroid Prime 2 Movies
An anonymous reader writes "Game Informer has broken the news that there will be four new NES Classic titles released for Game Boy Advancein the States this October 25th: 'The four titles will include Dr. Mario, Metroid, Castlevania, and Zelda 2: The Adventure Of Link. Each title will retail for a suggested price of $19.99.' [We've previously covered the Japanese re-release of some of these.] Also, Game Informer has put up 15 movies from the Metroid Prime 2: Echoes demo disc that ships with the new Metroid Prime GameCube bundle. The movies cover every single second of the disc, from beginning to end." -
Nintendo - NES Classics, Metroid Prime 2 Movies
An anonymous reader writes "Game Informer has broken the news that there will be four new NES Classic titles released for Game Boy Advancein the States this October 25th: 'The four titles will include Dr. Mario, Metroid, Castlevania, and Zelda 2: The Adventure Of Link. Each title will retail for a suggested price of $19.99.' [We've previously covered the Japanese re-release of some of these.] Also, Game Informer has put up 15 movies from the Metroid Prime 2: Echoes demo disc that ships with the new Metroid Prime GameCube bundle. The movies cover every single second of the disc, from beginning to end." -
Nintendo - NES Classics, Metroid Prime 2 Movies
An anonymous reader writes "Game Informer has broken the news that there will be four new NES Classic titles released for Game Boy Advancein the States this October 25th: 'The four titles will include Dr. Mario, Metroid, Castlevania, and Zelda 2: The Adventure Of Link. Each title will retail for a suggested price of $19.99.' [We've previously covered the Japanese re-release of some of these.] Also, Game Informer has put up 15 movies from the Metroid Prime 2: Echoes demo disc that ships with the new Metroid Prime GameCube bundle. The movies cover every single second of the disc, from beginning to end." -
Nintendo - NES Classics, Metroid Prime 2 Movies
An anonymous reader writes "Game Informer has broken the news that there will be four new NES Classic titles released for Game Boy Advancein the States this October 25th: 'The four titles will include Dr. Mario, Metroid, Castlevania, and Zelda 2: The Adventure Of Link. Each title will retail for a suggested price of $19.99.' [We've previously covered the Japanese re-release of some of these.] Also, Game Informer has put up 15 movies from the Metroid Prime 2: Echoes demo disc that ships with the new Metroid Prime GameCube bundle. The movies cover every single second of the disc, from beginning to end." -
Atlus Readies Stylus-Based Surgery Game For DS
Thanks to GameSpot for its article discussing Atlus' announcement of a stylus-utilizing touchscreen surgery game for the Nintendo DS handheld. According to the article about Caduceus: Surgical Operation: "The player steps into the role of a talented young surgeon who must operate on different maladies in each of the game's stages... Actions such as cutting the patient or getting rid of an unidentified parasite are done with the [Nintendo DS] stylus. In addition, while operating, the player must cheer on the patient using the device's voice recognition." There's also a couple of screenshots of the forthcoming Life & Death-eque game, featuring the "Hurted Heart" mission, on the Japanese-language NTT site. -
On The History Of Dead Or Alive
Thanks to IGN Xbox for its article documenting the history of Tecmo's Dead Or Alive fighting game franchise. The piece discusses the "series that brought [Ninja Gaiden developer] Tecmo from an underrated developer to one of the most popular companies in the industry", focusing on titles including Dead Or Alive 2 ("...introduced many concepts that have yet to be fully utilized in other fighting games") and the forthcoming Dead Or Alive Ultimate ("All the buzz is around the online play at this moment, and whether or not Team Ninja will be able to pull it off successfully.") TeamXbox also has an interview with Tecmo's delightfully deranged Tomonobu Itagaki, who declares: "To be thrown off of a cliff by an ugly opponent might make you feel bad even if the fight was fair, but to be thrown off by a beautiful woman... that should make you feel good about losing." -
Which Classic Games Have Aged Well?
thesp writes "We're all waiting for the releases of the next great games (naming no names) which have been mentioned over and over again here on Slashdot. No doubt they will look gorgeous and even be playable on not-too-unreasonable hardware. But there are some games that have an inherent capability to expand to take advantage of higher resolutions and improved rendering as the technology progressed. Would Slashdot like to suggest other titles that, although consigned to multipacks and bargain bins, have aged well and are even more beautiful in their old age, on modern systems, than they ever could be at the time of their release?" This may be subtly different to titles with "Olympian system requirements" at time of release, a category that definitely includes Ultima IX. -
Nintendo Reveals More DS Games, Publishers
StrikerObi writes "Over at Planet GameCube, we've posted an expanded list of Japanese-announced Nintendo DS titles currently in development for their new dual-screened handheld system. Highlights include a new 'Mana' game from Square-Enix and a new RPG from Game Arts, the makers of the Grandia series." GameSpot's Japanese correspondent provides the full list of games, including the games "previously announced at E3", and also comments: "Among the more interesting developments, Konami Japan will release a Boktai game, while Konami Tokyo will release a Castlevania game for the DS." -
Nintendo Reveals More DS Games, Publishers
StrikerObi writes "Over at Planet GameCube, we've posted an expanded list of Japanese-announced Nintendo DS titles currently in development for their new dual-screened handheld system. Highlights include a new 'Mana' game from Square-Enix and a new RPG from Game Arts, the makers of the Grandia series." GameSpot's Japanese correspondent provides the full list of games, including the games "previously announced at E3", and also comments: "Among the more interesting developments, Konami Japan will release a Boktai game, while Konami Tokyo will release a Castlevania game for the DS." -
On The Most Boring Videogames Of All Time
Thanks to 1UP.com for its feature documenting what the writers consider to be the most boring videogames ever. The intro explains the criteria: "These ten games weren't necessarily bad or good -- they were just really, really dull", before pointing to titles like Donkey Kong 64 ("a mediocre platformer bogged down by forty hours of useless doodad-hunting"), King's Field ("It's kind of like an RPG, and it's kind of like an FPS, but mostly it's like falling asleep"), and Aquanaut's Holiday ("...doesn't really have a point -- it's a blocky, dithered simulation of what it's presumably like to go deep sea diving.") What would your pick be? -
On The Most Boring Videogames Of All Time
Thanks to 1UP.com for its feature documenting what the writers consider to be the most boring videogames ever. The intro explains the criteria: "These ten games weren't necessarily bad or good -- they were just really, really dull", before pointing to titles like Donkey Kong 64 ("a mediocre platformer bogged down by forty hours of useless doodad-hunting"), King's Field ("It's kind of like an RPG, and it's kind of like an FPS, but mostly it's like falling asleep"), and Aquanaut's Holiday ("...doesn't really have a point -- it's a blocky, dithered simulation of what it's presumably like to go deep sea diving.") What would your pick be? -
On The Most Boring Videogames Of All Time
Thanks to 1UP.com for its feature documenting what the writers consider to be the most boring videogames ever. The intro explains the criteria: "These ten games weren't necessarily bad or good -- they were just really, really dull", before pointing to titles like Donkey Kong 64 ("a mediocre platformer bogged down by forty hours of useless doodad-hunting"), King's Field ("It's kind of like an RPG, and it's kind of like an FPS, but mostly it's like falling asleep"), and Aquanaut's Holiday ("...doesn't really have a point -- it's a blocky, dithered simulation of what it's presumably like to go deep sea diving.") What would your pick be? -
X-Wing, TIE Fighter 95 Fixed, Lego Yoda Revealed
Swifti writes "Ever since Windows XP was released, the classic games, TIE Fighter 95 and X-Wing 95 [the X-Wing Collector Series and X-Wing Trilogy versions of X-Wing & TIE Fighter], were left incompatible with the new operating system. The issue refused to be addressed by LucasArts whose basic solution was 'Deal with it.' Luckily, a fix was recently released for these two PC games over at LucasFiles, obviously made by a fan. These great games are now compatible with NT/2000/XP systems." Elsewhere, an anonymous reader points to a movie-annotated fan report on the previously mentioned "LEGO Star Wars game being demo'ed" at last week's Comic-Con, including footage of a whirlin' Lego Yoda. -
X-Wing, TIE Fighter 95 Fixed, Lego Yoda Revealed
Swifti writes "Ever since Windows XP was released, the classic games, TIE Fighter 95 and X-Wing 95 [the X-Wing Collector Series and X-Wing Trilogy versions of X-Wing & TIE Fighter], were left incompatible with the new operating system. The issue refused to be addressed by LucasArts whose basic solution was 'Deal with it.' Luckily, a fix was recently released for these two PC games over at LucasFiles, obviously made by a fan. These great games are now compatible with NT/2000/XP systems." Elsewhere, an anonymous reader points to a movie-annotated fan report on the previously mentioned "LEGO Star Wars game being demo'ed" at last week's Comic-Con, including footage of a whirlin' Lego Yoda. -
X-Wing, TIE Fighter 95 Fixed, Lego Yoda Revealed
Swifti writes "Ever since Windows XP was released, the classic games, TIE Fighter 95 and X-Wing 95 [the X-Wing Collector Series and X-Wing Trilogy versions of X-Wing & TIE Fighter], were left incompatible with the new operating system. The issue refused to be addressed by LucasArts whose basic solution was 'Deal with it.' Luckily, a fix was recently released for these two PC games over at LucasFiles, obviously made by a fan. These great games are now compatible with NT/2000/XP systems." Elsewhere, an anonymous reader points to a movie-annotated fan report on the previously mentioned "LEGO Star Wars game being demo'ed" at last week's Comic-Con, including footage of a whirlin' Lego Yoda. -
X-Wing, TIE Fighter 95 Fixed, Lego Yoda Revealed
Swifti writes "Ever since Windows XP was released, the classic games, TIE Fighter 95 and X-Wing 95 [the X-Wing Collector Series and X-Wing Trilogy versions of X-Wing & TIE Fighter], were left incompatible with the new operating system. The issue refused to be addressed by LucasArts whose basic solution was 'Deal with it.' Luckily, a fix was recently released for these two PC games over at LucasFiles, obviously made by a fan. These great games are now compatible with NT/2000/XP systems." Elsewhere, an anonymous reader points to a movie-annotated fan report on the previously mentioned "LEGO Star Wars game being demo'ed" at last week's Comic-Con, including footage of a whirlin' Lego Yoda. -
Ex-LucasArts Developers Try Vampyre Graphical Adventure
Thanks to an anonymous reader for pointing to an AdventureGamers interview with ex-LucasArts developers Autumn Moon Entertainment regarding its early-in-development graphical adventure A Vampyre Story. They explain: "With the drop in sales for [the traditional graphical adventure] genre, it became harder to get assigned to new adventure game projects at [LucasArts]. It seemed like the only logical way to be a part of that kind of project again was to create something independently." The late-2005 due project is still seeking a publisher, but is further profiled in the June 2004 Inventory PDF magazine, and the interview also explains the plot ("A young French opera star becomes the object of obsession for a deranged vampire... She must escape his castle and return to Paris"), and possible game duration ("The game will be shorter than Curse of Monkey Island and longer than Full Throttle.") -
Comic-Con Shows Lego Star Wars, X-Men Games
Thanks to IGN PS2 for its first look at the unlikely double-licensed Lego Star Wars videogame, which is, as it sounds, "a Star Wars game based on the LEGO license." Apparently, the Traveller's Tales-developed multi-platform title, due out in 2005, "recounts the events of the first three episodes in the Star Wars trilogy -- The Phantom Menace, Attack of the Clones, and of course, Revenge of the Sith" with Lego-based visuals, and 1UP.com has a few more details on the game, which "mixes and matches characters and vehicles from all three movies in the ongoing prequel trilogy -- Obi-Wan Kenobi and Qui-Gon Jinn from Episode I are the main characters, but it's possible to unlock many more characters from either side of the force and drop them into free-flowing action sequences." IGN PS2 also has hands-on Comic-Con impressions of X-Men Legends, the Raven-created squad-based console RPG with "4-player co-op... [and a] mixture of classic beat 'em up controls and RPG ideals." -
Tomb Raider Franchise Revamp Due Summer 2005?
Thanks to GameSpot for its article discussing a possible date for the relaunch of the Tomb Raider videogame franchise. According to the story: "Top Cow Productions announced they are temporarily halting production of the Tomb Raider comic book. According to the post, the comic 'will relaunch in conjunction with the release of the seventh Tomb Raider video game in the summer of 2005.'" We've previously covered news that "Crystal Dynamics is currently developing the new game with, according to some reports, the input of Ion Storm founder Warren Spector" - what changes would you like to see in a new Tomb Raider title? -
Derek Smart Lusting Rights To Freespace?
WMCoolmon writes "Derek Smart (of Battlecruiser 3000 AD PC space-sim fame) has started a thread on the Adrenaline Vault forums stating that he is looking into buying the Freespace rights from Interplay and building his own Freespace 3. (For those of you who have not heard of Freespace, it is a space shooter developed by Volition Inc. and Interplay in 1998, which has received almost univeral acclaim.) Discussion has turned particularly ugly following Derek Smart's post on the main Freespace 2 fan site. In addition, he has threatened to shut down the Ferrium Project (an open-source project meant to replace the aging engine of Freespace 2) if he gets the license. To quote Derek: 'I have FULL intentions of getting this license. If I DO get it, you and your teenny leetle friends on your Ferrous Oxide project, are effectively, shutdown because I don't piss around when it comes to IP properties'." -
3D Realms' Miller On Movie To Game Conversions
Thanks to The Hollywood Reporter for its interview with 3D Realms' Scott Miller about turning films into good videogames, in which "the man of many game credits -- including 'Duke Nukem 3D' and 'Max Payne' -- and many opinions" argues: "Look, movies and TV are storytelling media. And while games can be a storytelling medium, they are really about interactivity and gameplay. What makes a movie or a TV series successful may or may not make for a good interactive experience." He goes on to discuss the top movie licenses: "The absolute best IP is 'Star Wars.' It has the whole idea of the Force, which translates well into gameplay. It also has a very compelling universe to explore... Then comes 'Lord Of The Rings'... and then James Bond because of all the gimmicks he uses. Then there's Indiana Jones. If I were to make a game based on Indiana Jones, I'd focus on his whip, which can be his unique gameplay hook." Miller also muses: "I'm on the fence with 'The Matrix.' It does have a unique gameplay hook, but 'Max Payne' beat it to the punch with the whole slow-mo bullet thing." -
Papyrus Founder Buys Back Source Code, Goes Racing
Thanks to The Pits messageboard for its post noting, via this month's PC Gamer magazine, that Papyrus co-founder Dave Kaemmer has bought back "all of the critical [PC racing sim] source code" from owner Vivendi Universal, following VU's closing-down of the Grand Prix Legends and NASCAR Racing developers. Kaemmer "teamed with Boston Red Sox owner John W. Henry" to launch this new venture, and intends to provide "high-end driving sims", seemingly involving personnel from the Project Wildfire NASCAR modding site. -
Papyrus Founder Buys Back Source Code, Goes Racing
Thanks to The Pits messageboard for its post noting, via this month's PC Gamer magazine, that Papyrus co-founder Dave Kaemmer has bought back "all of the critical [PC racing sim] source code" from owner Vivendi Universal, following VU's closing-down of the Grand Prix Legends and NASCAR Racing developers. Kaemmer "teamed with Boston Red Sox owner John W. Henry" to launch this new venture, and intends to provide "high-end driving sims", seemingly involving personnel from the Project Wildfire NASCAR modding site. -
Papyrus Founder Buys Back Source Code, Goes Racing
Thanks to The Pits messageboard for its post noting, via this month's PC Gamer magazine, that Papyrus co-founder Dave Kaemmer has bought back "all of the critical [PC racing sim] source code" from owner Vivendi Universal, following VU's closing-down of the Grand Prix Legends and NASCAR Racing developers. Kaemmer "teamed with Boston Red Sox owner John W. Henry" to launch this new venture, and intends to provide "high-end driving sims", seemingly involving personnel from the Project Wildfire NASCAR modding site. -
Papyrus Founder Buys Back Source Code, Goes Racing
Thanks to The Pits messageboard for its post noting, via this month's PC Gamer magazine, that Papyrus co-founder Dave Kaemmer has bought back "all of the critical [PC racing sim] source code" from owner Vivendi Universal, following VU's closing-down of the Grand Prix Legends and NASCAR Racing developers. Kaemmer "teamed with Boston Red Sox owner John W. Henry" to launch this new venture, and intends to provide "high-end driving sims", seemingly involving personnel from the Project Wildfire NASCAR modding site. -
On The Secret Life Of Videogame Voice Actors
Thanks to GameSpot for its 'Spot On' feature discussing the world of the videogame voice actor, as the article notes by way of introduction: "Their contributions are never seen, but their work can make or break the spell a game casts upon the gamer." The piece continues: "Brilliant performances, like those in Mafia and Freedom Force, help totally immerse players in another reality, while on the opposite end of the spectrum, Magic the Gathering: Battlegrounds and some Resident Evil games have voice work so bad they offer up unintentional B-grade-movie-style chuckles", before ending by pointing out: "A good voice actor can earn between $850 and $1,000 for a four-hour recording session. Well-known celebrities command tens of thousands of dollars for a single session." What are your favorite voice-acting performances in recent games?