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Sega Boss Stresses Fun Factor, Simpler Games

Thanks to Video-Fenky for their translation of an interview with Hisao Oguchi, the new boss of Sega. In it, Oguchi argues that less "grandiose games" are the way to rejuvenate the games market, referencing titles such as The Sims, Animal Crossing and Namco's Taiko no Tatsujin as good models for doing this, and saying: "Developers can't force their game worlds and huge stories on users. We can't have people balk at sitting in front of the TV and playing games because it's too tiring. All games are made to be fun for the people playing them, so in the next generation especially, making content that doesn't feel tiring to gamers will be very important."

4 of 31 comments (clear)

  1. Here Here! by svallarian · · Score: 2, Insightful

    Now someone pass this on to squaresoft...Why they won't allow you to skip the 5 minute spell-casting screens...How many times do I need to see Knights of the Round??? Once!

    Steven V.

    --
    I patented screwing your mom. But it got revoked for "prior art."
  2. Someone in Japan gets it! by Mike+Hawk · · Score: 4, Insightful

    We're actively developing our business overseas, of course. The North American marketplace, especially, is twice the size of Japan's. The first fundamental of our overseas strategy is: if the title's meant for North America, then it's Americans that make it. There will always be a culture barrier that we can't completely bury. For example, Japanese people wouldn't understand what a player should say when he's tackled in a football game.

    OMFG! Someone over there gets it. I'd expect no less from the Japanese company founded by an American.

    See, all joking about Nintendo aside, they don't make things with Americans in mind. They make products, then decide what the Americans are likely to buy. And that is why they are increasingly niche in this country. (Ok fanboys, please notice increasingly, compare the NES to today...) See, when they made the NES, it was designed largely by Nintendo of America. It was significantly different from the Famicom because the markets are significantly different. Today there is no difference between a Japanese and an American Gamecube outside of region encoding. The result? The Gamecube is a non-standard size and does not fit in the standard American entertainment unit slot. And thats just one example, but it isn't my main point in this post...

    I'm concerned because he ackowledges the differences and explains Sega's solution (different developers for different regions as appropriate), but goes back on it when talking about simpler gameplay. The thing is, the numbers indicate Americans want more complex gameplay. A sampling from the PS2 SCEA greatest hits list:
    THPS3
    Metal Gear Solid 2
    WWE Smackdown
    SOCOM
    Max Payne
    NBA 2k2
    NFL 2k2
    Grand Theft Auto 3

    Not a dance title in the bunch. Sure there are a few examples of Japanese style games in the whole list, but these are really the exception that proves the rule. The fact is, that as the American mainstream embraces gaming more and more, the Japanese and American markets are becoming more different than ever. And thats ok. I just hope Sega and Nintendo and the others can learn to embrace it like Konami has (they make MGS even though it only ever does well Stateside) and target completely different games for the two completely different audiences.

    One wouldn't expect the games on the list above to do well in Japan, why does one expect that their games will go over well with the US mainstream? Sure Nintendo will always have its fans. And thats ok. But if they want to hit the mainstream, they might want to consider thinking different.

  3. Re:Not good business... by ArmorFiend · · Score: 1, Insightful

    LINUX has the best distribution model for GAMES that are actually EASY and FUN. The article is about games that are EASY and FUN. I also talked about distribution models that SEGA might acutally be able to use.

    -1: Read The Fine Post

  4. Diversity, please. by Cychwyn · · Score: 2, Insightful

    Surely we need both? I play "simple" games (such as "Wario Ware"), or games with a good save-function for those spare ten minutes waiting for the bus, or for a break from work. When I happen to have a spare weekend, I like something more complex that will draw me in Friday evening and not spit me out until Monday morning. Yes, the "just one more go" type game could do that, but something slightly less repetetive is more fun in the long run. I *like* a good story and a huge and strange world to explore (and/or conquer). Then again, my game-tastes and I don't fit into any demographic aimed for by games-producers. :-) I can understand that the majority may cherish simplicity as a feature. Most people probably don't play games to be challenged, thus it is more profitable to make that sort of game. I just hope that enough game-makers find the time and the finances to produce the occasional quirky and fun game.
    I do agree that the controls shouldn't be the complex bit, they don't have to be easy to master, but need some sort of logic.