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Mizuguchi On Why Japan's Designers Are Going Indie

simoniker writes "Q Entertainment's Tetsuya Mizuguchi, creator of Rez and Lumines, has been discussing why he set up his own company as part of a wider Gamasutra interview, interesting because many major Japanese creators (such as Yuji Naka and Hironobu Sakaguchi) are leaving the big companies to form their own independent outfits. He explained: 'I don't know about everyone, but from just my case, I felt like I didn't have freedom. I was in Sega. At the time, I don't know now, but at the time, that was a big client for me, and I had a studio called UGA, United Game Artists. And I had seventy people. I had many visions, like to make casual games. Not big stuff, but small games. Not Lumines, but many other ideas. If I made a presentation to Sega executives about this kind of thing, and if they said no, that's over. That's it.'"

2 of 21 comments (clear)

  1. We wouldn't have Katimari... by GundamFan · · Score: 4, Insightful

    If little querky games didn't make there way to market we wouldn't have some of the most fun games I have ever played. Keep that in mind.

    Big production games with stories are fun too, but in a diffrent way, sometimes you need a game that can make you smile without much time invested.

    --
    I don't give a damn for a man that can only spell a word one way.
    Mark Twain
    1. Re:We wouldn't have Katimari... by Necreia · · Score: 2, Insightful

      I'd imagine that companies can't stay small due to various reasons. Sometimes they get 'swept up' in having to grow under whipcrack of a publisher to make a current title 'better', or they bring in people to manage the business that slowly allow it to grow.

      In counternote to this though, I rather preferr the current system of grow / split / grow / split, as it allows the newer companies to be remixed with new people and new identity.

      If a single company continues to go forward, they just simply churn out the same game with a sequel tag, new version, expansion, etc. The brand identity overshadows the love and desire of the people making the games eventually (usually, not always).