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Setting Sun - On Final Fantasy And Western Design Philosophies

Thanks to 1UP for its feature discussing the still-declining state of the Japanese videogame industry, despite recent figures showing a small increase in sales for the first half of 2004. Nevertheless, it seems that "Japanese hardware and software revenues [were] down 11% in 2003 and nearly 40% since the peak of the PlayStation generation in 1997". The piece muses on reasons for the decline: "Complex, lengthy, story-driven [Japanese] games demand an awful lot of care and feeding these days, and often offer paradoxically little replay value... [whereas Western developer] DMA Design hit on a formula with Grand Theft Auto III that... offers activities suited to both long stretches of gameplay and short sittings of cruising or random action." In a similar vein, a OPM-reprinted column from Andrew Vestal suggests a solution: "One possible catalyst [for design change] is the upcoming Final Fantasy XII. In an interview, character designer Akihiko Yoshida readily admits that 'many team members are huge fans of non-Japanese games,' and... the game disposes of large parts of console-RPG design expectations." He concludes: "It's possible the game will act as a Trojan horse, introducing Western design philosophies to a wide swath of Japanese gamers and designers."

60 comments

  1. Japanese vs. USA games by Anonymous Coward · · Score: 0

    On the one hand, it is commonly said that the Japanese set the tone and direction of the video game industry (see "the xbox won't succeed without Japanese support" argument). On the other hand, the Japanese video game industry seems to be flagging in its own home market. Assuming the video game industry will continue with or without raging success in Japan, are the previous two arguments mutually exclusive?

  2. Nostalgia plug... by Amigori · · Score: 2, Insightful
    I'm sure I'm not alone with this thought, but I remember a time when you could sit down and play through a game in a few hours, and yet, it was fun enough that you wanted to play through it again and again. Most of those games were not very complex with stories that took 10+ hours to develop, didn't have characters you can relate (or not) to, and have so many side quests that by the time you got back to the main mission, you forgot what you were doing. Think Contra, Super Mario Brothers, Metroid, Sonic, and Mario Kart. These games were simple to play, fun, and had high replay value. I still play them today. I just don't have the time anymore to go off on some mega-hour quest to save the planet from doom. If I want a good story, I'll get a book from the library and save myself $50.

    I think this formula would sell alot of games: Decent graphics/music, Simple concepts/control, High replay value. EA knows this and it shows in their sports series.
    Amigori

    --
    "The quality of life is determined by its activites."--Aristotle
    1. Re:Nostalgia plug... by dafoomie · · Score: 2, Interesting

      Some people enjoy games with deep storylines that take forever to beat. They had these kinds of games in the time period of Contra, Super Mario, Sonic. In fact, most games then and now are still in the gategory that you describe. They aren't the norm for any platform.

      Personally I consider it a good value if I get 60-80 hours of gameplay out of one game before I beat it. Those 10 hour action games don't cost any less. There are times when I want to pick up something simple for a short time, but I can also just load a save game from an RPG, play for a little while, save again and quit.

    2. Re:Nostalgia plug... by YetAnotherAnonymousC · · Score: 1

      Hell, I remember when games were so simple that you *didn't* ever "win." Maybe you had a high scores list, but that didn't matter so much if you were playing on your home console. rather than the arcade. But that didn't make the game any less fun.

    3. Re:Nostalgia plug... by euxneks · · Score: 1

      There's also the problem of getting _so_ attached to your characters that you stop playing the newer games for fear of completing it.. =)

      --
      in girum imus nocte et consumimur igni
    4. Re:Nostalgia plug... by mausmalone · · Score: 2, Insightful
      I think this formula would sell alot of games: Decent graphics/music, Simple concepts/control, High replay value. EA knows this and it shows in their sports series.
      The only problem is that these qualities are still very open-ended. It's very hard to simply add high replay value to a game, especially once you actually get into the coding phase (and the concept portion is mostly complete).

      There is something to note about all the games you menitioned, though (Contra, SMB, Metroid, Sonic, Mario Kart, and EA Sports titles). Each one has a very very wide range of difficulty. The real fun and replay value comes out of the continual self-improvement; the continual competition to be better, both with yourself and with your friends. You don't see this much in story-driven RPG's, as a lot of it is based on pre-determined events and decisions.
      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
  3. Happening Already? by DruidBob · · Score: 1

    Indded this is true. More and more of the RPG games coming out are more like cinimatic movies, only you have to press (x) to see the next scene. (Xenosaga, Star Ocean?)

    There are some though that offer a much wider variety of game play; like the recent FF X-2 where you have the choice to travel anywhere at any time, Drakenguard with 4 sepperate endings, and more replayability then a deck of cards, and Sukoden III had lots of extra features as well if I recall right.

    The merger of Square and Enix I think will help push the rpgs coming out into a new frontier like withg the upcoming XII. But it is important to remeber that there still has been a wide spectrum of variety and part of the problem is at times there are to many games coming out. Heck, we only get 1/2 or so of the Japanese titles here in the US.

    1. Re:Happening Already? by bVork · · Score: 1

      ...push the rpgs coming out into a new frontier...

      You mean like western RPGs have been doing since the 80s? RPGs such as Wizardry, Fallout, and even KOTOR have had nonlinear mechanics. Its not a new concept.

    2. Re:Happening Already? by WWWWolf · · Score: 1
      You mean like western RPGs have been doing since the 80s? RPGs such as Wizardry, Fallout, and even KOTOR have had nonlinear mechanics. Its not a new concept.

      Yeah. Those who do not understand Ultima are condemned to reinvent them, badly.

    3. Re:Happening Already? by chrismcdirty · · Score: 1

      I strongly doubt that FFXII will push anything to a new frontier, aside from the classic (read 'old') FF style of play. It will still be nothing more than a "press-X-to-advance" movie, just like FFXI was. Square-Enix is (in my eyes) the type of company that finds a formula that works and repeats it until it no longer works, rinse, lather, repeat as necessary.

      Call me a Nintendo fanboy, but I much prefer the design elements of the Mario RPGs where it is possible that I can avoid damage based on knowledge of the enemies attacks and the skill of the timing, and also deal more damage based on the skill of timing, as opposed to pressing a button and seeing how much damage will be dealt this time.

      I wish more RPGs would have actual gameplay tied to them so I can play the game, rather than watch it.

      --
      It's like sex, except I'm having it!
    4. Re:Happening Already? by hoferbr · · Score: 1

      Square-Enix is (in my eyes) the type of company that finds a formula that works and repeats it until it no longer works, rinse, lather, repeat as necessary.
      What about Chrono Trigger? A successful game based on a new game mechanic. Parasite Evil and Vagrant Story also come to my mind. I could be wrong, but I think they were all innovative games.

      Call me a Nintendo fanboy, but I much prefer the design elements of the Mario RPGs...
      Mario RPG was a fantastic game. All Miyamoto games (or based on its characters) tend to focus on the gameplay. Just think about Zelda, a RPG with a simple story but remains as one of the best RPG sagas ever because of the new elements that are added every game (two worlds - A Link to the Past, wind - The Wind Waker, time - Zelda N64 games...)

    5. Re:Happening Already? by Anonymous Coward · · Score: 0

      I do hope you mistyped and meant FFX and not FFXI. FFX was the traditional story-drivel^Hn game. FFXI is the online game where there is still a complex story; however, it's divided up by hours of grouping together with people you hope aren't complete morons to level more. It's a major departure from the traditional FF formula, and alot of the PSX era FFers don't like it. On the other hand alot of MMORPGers love it.

    6. Re:Happening Already? by ajutla · · Score: 1

      Mario RPG was Square-developed. You, er, know that, right?

    7. Re:Happening Already? by Anonymous Coward · · Score: 0

      Zelda isnt really an RPG. its just Mario with pointy ears.

    8. Re:Happening Already? by chrismcdirty · · Score: 1

      That is correct, sir.

      I must have missed the complex story of XI while I was playing it. I must have been forced to hack through the levelling treadmill.

      --
      It's like sex, except I'm having it!
    9. Re:Happening Already? by chrismcdirty · · Score: 1

      Yes, but under the direction of Miyamoto. If he wants something done, it gets done, much like any other director. He makes sure his babies are treated exactly how he'd like them.

      And I said Square-Enix, not just Square. Square deviated from their formula BIG-TIME at PS1 later years/PS2 launch with the Bouncer, Einhander, Bushido Blade, and a bunch of other non-RPG games. Square-Enix on the other hand gives us FFXII, Dragon Warrior 8, and FFTA which was basically the same game as FFT.

      I wish they'd make Radical Dreamers into more than a text adventure and release Chrono Trigger, Radical Dreamers and Chrono Cross as one game, completely repackaged, but I know I'm asking for way too much.

      --
      It's like sex, except I'm having it!
    10. Re:Happening Already? by ajutla · · Score: 1

      Ah. I see what you mean. I have played Radical Dreamers, though; it's really nothing special, and arguably Chrono Cross was the realization of Radical Dreamers as an actual game--it recycled a lot of RD's music, had a similar intro, and its story was actually nearly the same, although of course it was drastically expanded on. But, yeah, despite all of that...that would be cool.

    11. Re:Happening Already? by PainKilleR-CE · · Score: 1

      Square-Enix on the other hand gives us FFXII, Dragon Warrior 8, and FFTA which was basically the same game as FFT.

      Never mind FF XI, Front Mission 4, Drakengard, FF:Crystal Chronicles, and so on, then... Besides, in the PS1 later years/PS2 Launch period, they also gave us Bushido Blade 2, FF VIII, FF IX, and eventually FF X. Beyond that, if FFT and FFTA are basically the same game, then Front Mission 4 may as well be lumped right in with them (and, of course, Front Mission 3).

      Realistically, Square-Enix has barely had time to develop into something beyond Squaresoft and Enix moving management into the same building.

      --
      -PainKilleR-[CE]
  4. God. by gasaraki · · Score: 5, Interesting

    Here's hoping they don't go too far with this GTA-fication of RPGs. MTV-style gameplay is alright, but sometimes it's nice to sit down and get a story too. And considering what seems to happen when Square Enix diverges from what they're actually good at (see Crystal Chronicles) I'm not sure how much I trust their ability to mess with the formula too much before alienating their fanbase and diluting that which makes their games so popular. Final Fantasy doesn't sell the way it does by trying to be all things to all people.

    We already saw the beginnings of that with FFX-2 as well, with its mission-centric storyline. And it was an interesting gimmick that was sort of neat for such a non-serious entry in the FF series, but it also seemed to give rise to a far less involving storyline and less sense of 'progression' as the game went on. Hopefully this trend doesn't continue in future FF games. Once you take the story of out FF, there's a lot less seperating it from every other RPG out there.

  5. Reversal of Fortune? by geminidomino · · Score: 2, Insightful

    Sure, the Japanese companies' big-name RPGs are (de-)evolving to embrace the Western design styles. Makes me fear for Dragon Warrior 8. On the other hand, there's some new faces coming into the RPG arena. Namco just brought out Tales of Symphonia(Which I havent played yet), and they'd had the old PSX "Tales of Destiny" series, which had a nice, old-school feel to it. Personally, I was done with FF when X-2 came out. Hopefully the expanding field makes up for it.

    1. Re:Reversal of Fortune? by bVork · · Score: 1

      [sarcasm]Yes, because mixing the intense storylines and vivid art styles of japanese rpgs with nonlinear western-style mechanics (like those of Fallout) would be such a horrible thing...[/sarcasm]

      (Though some people may argue that we already have a game like this... called Planescape: Torment)

    2. Re:Reversal of Fortune? by geminidomino · · Score: 2, Insightful

      Oh, don't get me wrong. I love non-linear RPGs (see my recent Zelda:WW rant). But since the article was focused on SquareEnix, my thoughts were led more towards recent FF games, with more eyecandy and fluff than storyline, dumbed-down dialogue, and lots of pointless minigames. THAT'S what I'm afraid of.

    3. Re:Reversal of Fortune? by Anonymous Coward · · Score: 0

      > Makes me fear for Dragon Warrior 8.

      How can you fear anything after Dragon Warrior 7? Now there's an old-school game that crossed the line from "homage" to "throwback".

    4. Re:Reversal of Fortune? by Pluvius · · Score: 1

      But since the article was focused on SquareEnix, my thoughts were led more towards recent FF games, with more eyecandy and fluff than storyline, dumbed-down dialogue, and lots of pointless minigames.

      Spoken like someone who hasn't played the older FFs lately, or at all.

      Rob

    5. Re:Reversal of Fortune? by gtshafted · · Score: 1
      How is giving the player choices that actually affect the game world (which adds replayability) "de-evolving"? I don't think freedom in a game world should be limited to Western rpgs, nor does having more freedom and flexibility in a game automatically make Japanese themed storylines more Western.

      The direction and risk these Japanese game designers (and their companies) are taking should be applauded, considering it takes a lot of balls to do something drastically different from your peers.

    6. Re:Reversal of Fortune? by geminidomino · · Score: 1

      Just played FFIV a week or two ago. I don't follow what you are trying to say, though. Are you suggesting the older FF games don't have those flaws (or at least, are not as blazingly obvious about them)? If so, notice the qualifier "recent" before "FF games."

      If the opposite, I can't think of too much about FFIV-VI that could be called "eye candy" (remember Kefka the clown? ;)) but they were far deeper into the storyline and less into dopey minigames (compare FFVI's short "river" minigame to TripleTriad/TetraMaster/BlitzBall*shudder*)

    7. Re:Reversal of Fortune? by AuMatar · · Score: 1

      Because it destroys the story and the experience. I want to play an RPG and feel for the characters and the story. If the developer's attention is mixed between 20 branches, we will get 20 stories with low quality instead of 1 highly polished branch.

      Secondly, it ruins the experience. One of the most fun things is talking about the story and the game with other fans. If you each have a separate story, thats ruined. Imagine discussing the LotR if my character destroyed the ring and yours used it to destroy Gondor. We'd have no basis for comparison.

      Third- I DONT WANT TO FUCKING PLAY THE GAME AGAIN. I just invested 60-100 hours in a game. Why in the hell would I want to go through the boring leveling up parts again? Why would I want to go through it when 90% of it would be the exact same as last time? Thats boring as hell. I don't WANT replayability, I want plenty of gameplay one time. Keep replayability to sports and action games.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    8. Re:Reversal of Fortune? by Pluvius · · Score: 1

      I can't think of too much about FFIV-VI that could be called "eye candy" (remember Kefka the clown? ;))

      You didn't just say that they had eye candy. You said that they had more eye candy than storyline. If that's the case with recent FFs, then it's most certainly the case with the older ones too. They don't have eye candy? That was my point; they don't have much of a storyline either.

      Rob

    9. Re:Reversal of Fortune? by Pluvius · · Score: 1

      Oh, and "dumbed-down dialogue"? Does "I hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate HATE YOU!" ring any bells? Or how about "You spoony bard!"?

      Rob

    10. Re:Reversal of Fortune? by gtshafted · · Score: 1
      If the developer if of Square's caliber (both in resources and the skill of their designers and developers), then maintaining the strength of the story while giving the player freedom is possible. While you do have a strong point with games like Morrowind existing (yes it was really nice looking with lots of freedom but it had weak story = boring), but you're also acting like games with both good story and flexibility are impossible and haven't already been developed. The proof is Knights of the Old Republic and Baldur's Gate II.

      It really doesn't make sense for people to want good companies like Square to rest on their laurels and not push the genre further by taking risks. Hell, this is what made the Final Fantasy series a lot better than the Dragon Warrior series in the long run (before Square Enix became one).

      "One of the most fun things is talking about the story and the game with other fans. If you each have a separate story, thats ruined."

      It's a lot more boring to talk about the same experience with the same game than it is to talk about what happened to your character in your game and vice versa. It would be cool to be able to take the Ring yourself and become the dark lord... I'm another player who didn't make that choice would be keen on hearing about it especially if he isn't going to play the game again.

      " I DONT WANT TO FUCKING PLAY THE GAME AGAIN. I just invested 60-100 hours in a game. Why in the hell would I want to go through the boring leveling up parts again? Why would I want to go through it when 90% of it would be the exact same as last time?"

      1) With proper design, there wouldn't any boring "leveling up parts".

      2)The whole point of flexibility is so that if the game played over again it wouldn't be 90% similar from the last game. A good replayable game would only be about 20% similar to your last game.

      I've played both JRPGs (FF series, etc...) and WRPGs (Fallout, etc...). Unless you can say the same, I would atleast try out something like Baldur's Gate II - you might be surprised.

    11. Re:Reversal of Fortune? by AuMatar · · Score: 1

      I have played BG 2. ANd Morrowind. I foudn the two to be horrible games, and uninstalled each within 2-3 days. Just utterly boring. If you have multiple plot lines, you cannot make them each as good as you can 1 single one. You're spreading your resources out. However many people you hire, you could put them all on one and make it even better.

      And no, it would be impossible to discuss characters in a game where you take totally different paths. The characterrs aren't the same- NPCA to me ends up with a ddifferent sstory and personality than to you. There's no basis for comparison. There's no way to talk abot personality traits, etc.

      As for "good game design" removing the boring parts- it couldn't. Any part you already beat of a game is boring the second time through. The whole idea off "repeatability" is to play the same thing over and over again. I don't want to do that. If I can't get the whole experience on the first time through, you won't get a dime of my money.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    12. Re:Reversal of Fortune? by gtshafted · · Score: 1

      "If you have multiple plot lines, you cannot make them each as good as you can 1 single one." You probably didn't play BG2 then; just one of its story branches could make a good game on its own. "And no, it would be impossible to discuss characters in a game where you take totally different paths. The characterrs aren't the same- NPCA to me ends up with a ddifferent sstory and personality than to you. There's no basis for comparison. There's no way to talk abot personality traits, etc." that's the whole point dumbass - how can you compare the same character against itself? There's a lot more to talk about when you compare different characters and different experiences. "As for "good game design" removing the boring parts- it couldn't. " Well then you're probably not old enough to have played the 1st Dragon Warrior, the Phantasy Stars, or even the 1st Final Fantasy - to know how much of that redundant "work" that they took out and replaced and evolved with better story/cg/experiences "Any part you already beat of a game is boring the second time through. " well a good replayable game has little of the same stuff you encountered the second time you play it. "If I can't get the whole experience on the first time through, you won't get a dime of my money." to each his own

    13. Re:Reversal of Fortune? by AuMatar · · Score: 1

      Wow, you're ignorant. I said I played BG2. I hated it, and I found its plotlines (what I saw of them) horrible. And I definitely did play DW1, PS, etc. I got DW1 through the Nintendo Power give away. Yes, there's less work than it used to be, and thats a good thing (although FF1 still had the best combat system of all FFs, it actually required thought). But its still DAMN BORING to replay a game to see multiple storylines. I've seen all the places, done everythign once. I don't want to do it again, I'd rather be reading a book, or playing a different game. I refuse to do it, if you try to make me I will NOT buy your game.

      --
      I still have more fans than freaks. WTF is wrong with you people?
  6. Eastern vs. Western design by MilenCent · · Score: 0, Troll

    Japanese developers tend to be more willing to try weird (sometimes, really weird) things, but overall tend to be less creative than their western counterparts.

    In the West however, we have a long tradition of incredibly original games (most of the arcade stuff Atari created, SimCity, Civ, Grand Theft Auto, etc.) that gets drowned by the sea of depressingly ordinary work. The industry has systematically weaned itself away from our legacy of originality (partly by punishing creativity: push away your brightest developers, and soon all you have left are the know-nothing fanboys who think Lara Croft's breast size is a design feature), so even though we *do* have many brilliant developers, many of them find it difficult to do work they'd be proud of.

    To me it seems like a case of each market possessing something the other lacks, something important.

  7. Need for Gameplay by PocketPick · · Score: 1

    As mentioned by others, it seems that the downturn in the japanese game market has much to do with lack of replay value from products that have become simply to reliant on story components and not actual playtime. Much of this, I believe, comes from the fact that the game industry have become fixated on trying to become that which the movie industry is (as seen by the large amount voice acting, scripting, and music talent that is being brought into the mix). But what they fail to realize is that unlike a good flick, games such as RPGs will always have 'downtime' between scenes and higher monetary cost. This then results in a product that is much more expensive in terms of time and money to the game player, but perhaps wont give you much more than an average film would at the theater in terms of storyline and content (which supposedly is the games focus).

    Now don't get me wrong, I like a game with an excellent storyline as much as the next person (even if it means sitting through prolonged cinema sequences) but I would hope that the game industry can realize that at the core of any game should be the mechanics that allow a user to interact with the world it presents, not just allow someone to watch it. After all, who would always fire up thier latest copy of Madden 2004, set both players to be CPU-controlled, and just watch a fictional game play out without any intervention from themselves. Not many. Sure we could watch it play out and marvel about the AI, talk about the graphics and observe the amount of play selection and options, but these thing grow irrelevant when all a person wants to do is play the game.

    1. Re:Need for Gameplay by metroid+composite · · Score: 1
      But what they fail to realize is that unlike a good flick, games such as RPGs will always have 'downtime' between scenes and higher monetary cost.

      Actually movie production prices tend to be much higher than game production prices (about a factor of 10). Real life props, and actors who want seven-figure salaries tend to do that.

      This then results in a product that is much more expensive in terms of time and money to the game player, but perhaps wont give you much more than an average film would at the theater in terms of storyline and content (which supposedly is the games focus).

      Wait, films still have plot these days? I mean once you filter out all the explosions there's about 10 minutes left for actual character development.... Don't get me wrong, RPGs have worse plot than books, but provided the writer is decent (and sadly many suck) you will tend to get much better plot development than a movie, if only because you have more than 2 hours and replace explosions with gameplay.

      Don't get me wrong, movies still have a purpose, but this has to do with acting, pacing, and cinematography. Movies that try to have actual depth...well I experienced something like that when I watched the Space Channel version of Dune in one sitting; high quality, but the whole way through it was obvious that it could be pulled off better as a book.

    2. Re:Need for Gameplay by Zoshnell · · Score: 1

      Oddly enough, a couple of friends and myself LOVE to put the CPU on Madden and SSB:M and place bets or just laugh and have fun. Maybe the smog from LA kills our brain gnomes...

      --
      "Do you suppose that's why God lives in the Heavens? Because he lives in fear of His creations?" - Steve Buscemi
  8. Originality by Anonymous Coward · · Score: 1, Insightful

    Don't you think Super Mario Bros. or even Pac-Man is original? Or, in the later games, Rez, ICO, Katamari Damacy or Vib-Ribbon? Your talk of innate creativity of the Westerners is BS, IMO. GTA3 was good, because Rockstar was a good house. Not the Westerner (which is even divided, for example the Eastern Europe area has many capable PC-game developers with different concepts from the Americans and others, I believe).

    1. Re:Originality by MilenCent · · Score: 1

      Don't you think Super Mario Bros. or even Pac-Man is original?

      While I didn't mention them, yes, yes I do. Just because there may have been side-scrolling platformers before, or maze games, doesn't mean that these games themselves didn't bring the elements together in just the right way. Originality is about the synthesis of pre-existing elements into new forms.

      Plus, I actually created a (slightly) Lemmings-like game for the Commodore 64 that saw print in a computer magazine, in that it was about manipulating the motions of in-game objects that were not the player, before Psygnosis released their game. That doesn't mean they ripped me off, or even knew whoever the hell I was. Independent development sometimes produces similar results.

      Or, in the later games, Rez, ICO, Katamari Damacy or Vib-Ribbon?

      If they were executed with a strong feeling of their design, and they moved forward with development more out of an innate confidence in their quality rather than copying DOOM yet another time, then YES.

      P.S. What is "Katamari Damacy?"

      Your talk of innate creativity of the Westerners is BS, IMO.

      Westerners are NOT innately more creative. But the different social structure of most western nations *is* somewhat different than the emphasis on hierarchies that prevail in Japan, and respecting authority never pioneered nobody some new gameplay.

      GTA3 was good, because Rockstar was a good house.

      I'm speaking on generalities here, of course, and of course there are both Japanese and Western studios that buck the trend. But a good house doesn't necessarily mean a damn thing without the spark and the drive to create new types of gameplay. id is arguably one of the best houses in the world, and what game's website was it that just appeared on the web? Ah yes, DOOM 3. All they do is FPSes! So while I greatly respect them, I haven't played much of any id game since DOOM.

      Not the Westerner (which is even divided, for example the Eastern Europe area has many capable PC-game developers with different concepts from the Americans and others, I believe).

      It's true that I loved Serious Sam (I'm sorry, but I'm simply not familiar with any other Eastern European games), the game certainly worked in a certain elemental Quake-Meets-Smash T.V. way. But I'm hoping that when we do see more games from those nations, that they'll bring us new types of play without feeling constrained to give us yet another version of something that's already been demonstrated to work.

    2. Re:Originality by Lobo42 · · Score: 1

      P.S. What is "Katamari Damacy?"

      It could be called "Rolling a Ball - The Game." Only the ball keeps growing as it rolls, like a snowball. Except there's no snow, for that would be silly.

    3. Re:Originality by MilenCent · · Score: 1

      Ah, kind of like a dynamic Marble Madness/Monkey Ball, where the physics changes as the ball grows? Sounds potentially cool....

  9. Western vs. Eastern.. by CashCarSTAR · · Score: 3, Insightful

    As a big-RPG buff, personally, I don't see where the problem is. Maybe it's that the genere is becoming less popular, whatever. I don't think it is personally.

    Is the genre getting old? No, of course not. On both fronts, better things are coming out all the time. Domestically, games like KOTOR are coming out that are probably more ambitious than ever before. I don't particularly like those games, they're too much hack and slash for my taste, but whatever.

    On the Japaneese side, there's all the whining..yes whining, about how "linear" they are, no replayablity, whatever. They don't get it. What a JRPG, Final Fantasy style mostly is, it's a new form of book. It gives a story the length of an epic novel, but a graphical representation of that. There was no more replayability in the old days, there never was. Not that there IS no replayability, it's just what you make out of it.

    Are the stories getting worse? Not really. Actually, to my mind they're getting more ambitious. The bar keeps rising. Of course, there's the throw away stuff, but then again, there's the great stuff.

    For my mind, the whole epic of FFX and FFX-2 (Which is NOT a light happy throw-away game. If they did it without the "light" style, the game would have been too dark. As it is it straddles the line..) is one of the best stories I've ever experienced. Sure the game is linear. But it's supposed to be that way. It's a story to experience wrapped up in an entertaining combat mode.

    If you don't like it, fine. But it's always been that way.

    1. Re:Western vs. Eastern.. by hoferbr · · Score: 0, Flamebait

      Best stories you've ever experienced? I felt totally bored after a few hours. Japanese games have a tendency to add philosophy into the script. It is like reading Pleateu with a few monsters battles here and there.
      Japanese game designers think they are starting a new intellectual trend. Just think about Metal Gear Solid 2. A wonderful game engine & design put to waste because of a terrible story line.
      Give me some Miyamoto games where all I need to do is rescue the princess (Peach or Zelda).

    2. Re:Western vs. Eastern.. by CashCarSTAR · · Score: 1

      Yeah, pretty much. It's all moral philosophy really. I happen to love that, to each their own.

      That said, my second favorite genre, is what I call the Viewtiful genre. Basically cool stuff games. Viewtiful Joe, Devil May Cry, Ninja Gaiden, etc.

      Games that you get a rewarding sense of pure style from.

      I'm also a big Miyamoto/Nintendo fan, but it's not all roses.. (Wind Waker, SMB 3/Yoshi's Island), there's a few thorns. (Super Mario Sunshine, the N64 Zelda's, which were stiff and played like crap.

    3. Re:Western vs. Eastern.. by Deflagro · · Score: 2, Insightful

      You're not alone with thinking FFX was great. I was kind of leery at first but it was a great game. The battle system was awesome, and it may have been linear but there are so many secrets and stuff that you don't notice really.
      FFX-2 is not a real serious game, it's fun but X is just alot more involved.

      --
      Der Tod ist der einzige Weg hier raus!
    4. Re:Western vs. Eastern.. by Jesterboy · · Score: 1

      Please don't tell me you're calling Super Mario Brothers 3, Yoshi's Island, and Zelda: Ocarina of Time crap, and claiming to be a Nintendo/Miyamoto fan... Especially considering the fact that these are some of the best and most popular games Nintendo has put out, not to mention some of their most original. Even though they are all "sequels" in the sense that they build upon already defined characters and worlds, each redefined their respective genres when they came out.

      I'm not sure, since the structure of your last sentence is slightily confusing, but even assuming that the first games, Wind Waker, SMB3, Yoshi's Island, are the "roses", how can you classify Ocarina of Time a "thorn", especially since it defined what Wind Waker would be, excluding the cell shaded graphics?

  10. Different audiences - Auto/turn vs. Twitch based. by blahplusplus · · Score: 1

    I think the real problem is that there is different audiences out there in regards to games.

    Some like turn based and somewhat-to-fully-automated automatically controlled characters or 'managed' characters (i.e. Neverwinter Nights and most other modern MMORPGS automatically attack and do everything for you most of the time). Other's like action or "twitch" based games.

    IMHO the 'twitch' based (realtime fighting /w deep fighting system) are the best ones because they should ideally a) rely on skill which ups replayability, if you suck at a game you have a challenge to master the game b) have to make you think and FEEL a certain level of challenge and stress c) you can play through the game again with a different set of skills, weapons which effect how you fight and d) Lastly and only lastly do story and FMV really matter, FMV does not add to the value of a bad game but it will make a awesome game truly great. The only time when this changed was when FF VII came out and people started buying games with more emphasis based on their graphics. You can have just as interesting and memorable moments on a graphically 'deficient' (by modern standards) game. FF3US(FF6-JPN) was a great game without the fancy graphics.

    RPG's whether you like to think of it or not are built around stories, combat and the level grind. Sure they can 'try to diversify' but what would seperate a modern RPG from an action game like Final fight or a fighting game like soul calibur 2 if they allowed 'realtime' fighting?

    Take Final fantasy Chronicles (realtime combat), the play control was all right but the combat system had no depth and the world was very 'disconnected' and had no feel of continuity. Compare it to a game like Diablo II (realtime combat) and you see what Final fantasy chronicles was missing, they needed combat skills, more character classes and different ways to attack and combat characters. This is probably the #1 reason besides the 'phat loot' hook in Diablo 2 that makes diablo 2 such a great game. Even within it's limited skill tree you can make at least some range of different characters to attempt to play them differently. If you want to see an amazing game that no RPG has yet rivalled in the class options department get a hold of Final fantasy Tactics. This game is probably one of the most original games to come out in the tactic/hybrid RPG game.

    Now my bit on "interactivity", in an RPG you rarely engage the world other then exploring/revealing it and pushing a button to open/get goodies or get caught up in mini-games or battle. The thing about RPG's is discovering new areas and having an interesting characters/purpose with an good and deep combat, character development and treasure system.

    Also RPG's are games about fighting and the old if not tried and true video game conventions (leveling up, next level, big bad boss, etc) take those away and there's not much left of the "RPG" genre. Strip away an RPG's story and fancy graphics and nothing is left but the combat system and the world/map/dungeon layouts /w monster encounters. So once you know the combat system and the layout of the world you have a problem with replayability because the world is predictable, this does not mean a random world, maps or dungeons are necessarily better (See diablo 2) but they have to be designed well and be "fun". If they don't add to the game they should be scrapped.

    Personally I think most RPG players and buyers are not very good at twitch based games and thats why RPG's haven't changed in forever. They are easy games that are 'gameplay' and interactive light, they are more passive but more engrossing via story/fmv.

    But the most engrossing and fun games you've probably ever been hooked on and spent the most amount of time with are most likely simulations/strategy games like Civilization, Alpha Centauri, multiplayer action games, and puzzle ga mes. I can't think of any other game I've replayed a lot besides strategy games, puzzle games and multiplayer games.

  11. Narrow vision of Japanese games by Taulin · · Score: 3, Informative
    I probably can't dispute the statistics ( i.e. Japanese sales down X percent ), but I don't think it has anything to do with the decline of Japanese games.


    1) The market before seemed saturated with Japanese games because there were not that many companies in other countries making games for their systems. This makes sense since their consoles were normally not sold overseas for a year or so after the Japan release. This has changed since consoles now are released in all the major companies only months apart, and all interested game companies can get dev kits faster (thanks Sony!).


    2) Japan has never exported that many games. You always here about all the of games that never leave Japan soil, and it's true. As one who just moved back from Japan and went to Akihabara almost every weekend for the last two years, I see no decline in their ingenuity and originality. The problem is many Japanese games are culturally fit, and with the rich/strange culture they have, there are many sides that don't go well elsewhere. Games like Densh de Go, and the Tokimeki series are easy to play for long and short periods of time, offer great fun, and many cases depth. You will never see these games out of Japan, though.

    1. Re:Narrow vision of Japanese games by pilkul · · Score: 1
      Games like Densh de Go, and the Tokimeki series are easy to play for long and short periods of time

      Er, I'll give you the benefit of the doubt and assume that the missing "a" in "densha" was the result of a typo. Anyway...

      Neither of those games are poster children for excellent games that didn't make it in the West, IMHO. Gameplay-wise, they sorta ... um ... suck. They're sort of the Japanese equivalent of those reams of horrible EA sports games. Team sports are intrinsically a bad video game concept and we all know those games only sell on Western soil because American audiences like sports and for the most part don't really know or care about actual gameplay. Similarly, train driving in Densha de Go is mind-numbingly boring and it only sells because many Japanese people have this dream of being train conductors, and Tokimeki Memorial, with its exciting multiple-choice gameplay, panders mainly to otaku who like to look at anime high school girls. Be careful not to let the freshness and Japaneseness of these genres blind you to their fundamental suckiness. They're no better than Deer Hunter really.

      That said, I can point to a few genuinely good Japanese games that they haven't bothered to export. Hand-oriented rhythm games like Beatmania IIDX and Pop'n'Music, interesting shooters like Espgaluda, and adventure games like Gyakuten Saiban. There are a few gems but on the whole, Western gamers aren't missing out on all that much IMHO. Most of the really great stuff makes it over.

  12. Could the downturn in Japanese game sales also be by foidulus · · Score: 2, Insightful

    because the Japanese game market was crapflooded a lot more than the US game market? If you ever have a chance to go to Japan(which I recommend, beautiful country) walk into any used game store. I was just stunned that even in the little Tokyo suburb I was living in, the huge number of games for dreamcast, and ps1, ps2, and hell, they even had a huge rack of famicom games.
    There probably are a few gems in there, but my guess is that most of the games are probably total crap. Maybe this just turned a lot of people off of video games. Look at the US market, whenever the market got hot, it was usually followed by a crapflood of games(Atari ET anyone?) and then usually followed by a downturn.

  13. Japan's savior is not GTA3. by badasscat · · Score: 5, Insightful

    The piece muses on reasons for the decline: "Complex, lengthy, story-driven [Japanese] games demand an awful lot of care and feeding these days, and often offer paradoxically little replay value... [whereas Western developer] DMA Design hit on a formula with Grand Theft Auto III that... offers activities suited to both long stretches of gameplay and short sittings of cruising or random action."

    Let me guess - this guy's new around here.

    Seriously, the guy is going to compare a series that has sold somewhere around 22 million copies in Japan with a series that has sold somewhere around 300,000 copies in Japan and conclude that the latter formula works better? This makes no sense.

    The Final Fantasy series is one of the most successful of all time. It has always been successful, and it continues to be successful. FFX sold 1.4 million copies in Japan, FFX-2 sold 1.2 million. FFXI is an online game - doesn't count. But let me tell you, a lot of people are nervous about the changes being made to FFXII - it's one thing to tweak the formula (nobody wants a series to get stale), it's another to throw the baby out with the bathwater. The fact is the FF series is one of the few bright spots in the Japanese game market and it's the absolute wrong series to hold up as a poster child for what's wrong with the industry there.

    Thinking Japanese tastes are the same as ours is a rookie mistake. Rockstar is an American company (Rockstar North is based in Scotland, but their ownership was American prior to GTA3) making games for western tastes. GTA3 was #1 in Japan for a week or two, as was Vice City, but neither was a phenomenon and neither sold nearly as well as even the worst-selling Final Fantasy title. This is just a really dumb comparison.

    Now, that out of the way, I'll at least concur with the obvious; Japanese game developers have got some problems. If you ask me, though, it's exactly the opposite of what's said in the quote above that's at issue - many Japanese publishers are shunning their home audience in favor of the larger western market, creating games specifically tailored to Europe and the United States that end up not selling well at all in Japan. Metroid Prime, the DOA series, Ninja Gaiden, Dead to Rights, Kill.Switch, SOCOM, etc.... all games from Japanese publishers and/or developers made specifically for a western audience that did not/do not sell well in Japan.

    This is a new phenomenon - remember that the Japanese did not even sell consoles in the US until 1985, and it wasn't until the mid-90's that they really even consciously began developing games designed to appeal to both western and Japanese audiences. The primary audience has been slowly shifting from East to West ever since and it's now gone beyond the tipping point.

    This has become a vicious cycle that's in danger of reaching the point of no return. Publishers in Japan commission games for a western audience because the overseas markets are larger, which leads to disinterested Japanese at home, which leads to further shrinking of the market and in turn more development specifically for the west.

    The danger, of course, is that there are plenty of western publishers out there that know western tastes better than Japanese publishers do. So if you look at a company like Namco, their games have really not been selling well at all lately in either market, despite their focus on the west. If you ask me, the best thing to do would be for publishers like Namco to refocus on what got them where they are in the first place - plenty of Japanese games have sold well in this country without pandering to a western sense of style (practically the entire NES/SNES catalog, for example, along with most of the PSX and early PS2 catalogs), and they obviously sold well in their home country too. Japanese publishers have simply lost their focus over the years, and lost their way.

    1. Re:Japan's savior is not GTA3. by Anonymous Coward · · Score: 0

      Metroid Prime, Dead to Rights, Kill.Switch, and SOCOM were all Western-developed, Western-funded, and Western-published. They were never meant or expected to do well in Japan, they were made for Westerners by Westerners (even Metroid Prime).

      DOA and Ninja Gaiden, Japanese-developed games, performed poorly in Japan because they are Xbox games. That's enough of a reason, given the platform's insignificance there. However, with Tecmo, perhaps your point rings somewhat true. It would be truer if not for Microsoft's overwhelming advertising support in exchange for their efforts, which leads to their big American success story.

      I'll agree that I'd prefer to play games that are intended to meet the Japanese criteria of quality without changing standards to suit me as a Westerner. I've always enjoyed games that suited the Japanese mindset, because I can appreciate and share that mindset, having enjoyed the same type of entertainment in my own way since childhood with the NES. However, I don't think Japanese companies have fallen victim to the fatal mistake of Westernizing all their offerings just to suit the burlier & surlier (and thuggier, to be topical about the issue) among us. I just think they've started to diversify, playing off the Xbox fad and the hype around it, letting their American subsidiaries experiment with the whole Western thing. After all, Dead to Rights didn't prevent (/.'s Japanese poster child game of the year) Katamari Damashii from being released in Japan, did it?

  14. It's Possible - in fact it's already been done... by gtshafted · · Score: 1
    It is possible to create an RPG with GTA's open endness and flexibility - along with a real good story.

    Bioware already did it with Knights of the Old Republic.

  15. where? by sheiqck · · Score: 0

    hardware and software revenues [were] down 11% in 2003 and nearly 40% since the peak of the PlayStation generation in 1997 .. in Japan!!

  16. Maybe it's time... by hal2814 · · Score: 1

    ...to stop looking at Japanese games and US gamers as completely different beasts. If you really insist on pigeonholing, there are merely different types of gamers and statistically more of one type lives in Japan and more of another type lives in the US. A lot of people like GTA style games and (now here's the shocker) some of those people live in Japan! Should a software company miss out on this audience because just because they are based in Japan? Also, should software developers cater to a small audience because some of them happen to live in Japan? Maybe the Japanese are getting tired of the more traditional RPG because developers think, "Oh those Japanese love the RPG." and flood the market with them.

  17. Replayability and the Video Game Business by talaphid · · Score: 1

    Replayability is NOT "hi, play through this 40 hour game and if you do X, Y, Z - which are spread out at the 10, 20, and 30 hour markers, just for giggles - you get to see a different 30 second ending, which differs from the other endings in that it in/excludes $character or has good/bad ending for $character"

    Replayability is how much fun I had GETTING to the X, Y, and Z markers. I'm not going to schlep through 40 hours of exactly the same thing - which was mildly enjoyable ONCE, you can imagine how it will be times 2, 3, and 4 - just to see a stupid ending. Oh, and there's the fun part where I, you know, look up at gamefaqs or buy the game guide so i can see what one of the dozens of meaningless conversation choices was the meaningful one that radically changed the outcome of poor $character's fate - you know, like where I decided that Sergio should raise a cat instead of a dog (which is OBVIOUS if you look at the Zodiac, because he was born in year 53, which is obviously monkey, so dog would be an anathama to him.... i mean, what IDIOT wouldn't pick up on that?).

    Look, what's fun, and what adds to replayability is toolkits. If I, as a player, have multiple ways to achieve my objective, and they're all fun, then I'm going to go nuts playing your game three or four times. What do I mean by multiple ways of achieving the objective? I don't mean blastgun will open door in 4 hits and quantrogun will open door in 3 hits... I mean I could navigate through this maze which slowly closes in behind me by using the superrun boots, or I could fire freeze bolts at the wall, gaining me more time (even though to me, I'm doing exactly the same thing - walking through the same maze!), or if I went and got an ability I'm going to get anyway (versus ULTRA SECRET POWARRR!!1 that noone will ever find unless they shell out $40 for the guide) but I explored a bit and found earlier than designed for average players, I could use that ability to navigate on the maze edges - not without its own challenge, but safer and slower than literal mazerunning.

    HELLO. That is Metroid - although the last option usually required some sort of 'exploit' - paths that look unplanned. That game is replayable.

    Sales are down because we're at the lull between platform iterations - everyone owns an Xbox/PS2/NCube who is going to own one, and everyone knows X2/PS3/NTesseract are coming out - why buy a model T when you know that Pintos are due in a month? I said this in another article, I'll repeat it here.

    Finally, and if you were crazy enough to read me out.. another failing of current video games is having the game interface get in the way of the game play (ok-cancel asked recently where 'challenge' lie, and if HCI isn't inapplicable or even counterproductive to game design - a sexy proposition on the oversimplifiaction, but let me ramble on). Compare the interface element of "camera angle" in Mario64 and Mario Sunshine - games I'm wagering aren't that much a stretch for a common context - and while they may've done cameras better than the rest, they still reeked something awful. Cameras are interface, for presenting the game. Challenge is timing and placing your jumps. Cameras should facilitate my interaction with the game for timing and placing my jump. The failure of the interface - which is the failure of the game, and upon this failure no amount of content or quality or engineering in the WHOLE REST OF THE GAME may hang well - is when the camera decides to magically change itself (or refuse my directions at changing itself) so that I can create a plane to view and properly communicate how I wish to execute my jump. If the camera suddenly whips to a 235 degree angle shift because of some stupid algorhythm that determines my view will be ideal there because of some clipping issue or something... guess what, I'm going to get screwed mid-jump. Mario is going to do something I didn't want him to do - something I wasn't trying to instruct him to do. I've been bossing him around since he was made of pixels as big as my fist -

  18. So what? Western games don't sell well in Japan, so it's pretty natural that the opposite applies.