TGS 2010 came and went like it was never there. Yes, there were some pretty cool announcements, but most of the whining about the state of the Japanese gaming industry took something away from it. You could just hear a mysterious voice asking for the inevitable to happen “Are we there yet? Are we there yet?” and a big gathering of Japanese developers answering “Yes, we are”.
Well, I think there is a misperception of the industry right now and probably some identity crisis thrown in the mix. Over the following paragraphs I’ll try to show why this is happening and what solutions can be applied to get over it.
The Japanese gaming industry has been on top of things for many years. All we have to do is mention Nintendo and Sony and all of a sudden you’ll realize its magnitude. So why are they thinking the Japanese industry is five years behind? Why are they trying to westernize their games? Is it a good decision, especially business wise? Are there any best practices out there?
First of all, they were on top until multiplayer came out. In the West, multiplayer is king. Westerners want to socialize, to play games together in co-op or against each other, solo or in teams. The western companies delivered what was expected from them to deliver. These companies still struggle with distribution problems and they’re trying to monetize on the sale of used games, but they’ll sort it out in the end. While all this was happening, the Japanese developers just stood there and watched, while in the process of making more Marios, Resident Evils, Dynasty Warriors and so on. Most of the games made in Japan belong to different genres, but first-person shooters are not exactly their passion, nor their focus.
Does this mean they should develop fps games? God no. That would be the worst mistake ever. Stick to what you know and what you do best. That’s what they should learn. That’s also why they shouldn’t artificially westernize their games. I’m going to repeat myself. Stick to what you know. Make the same Japanese games we all know and love. BUT WITH A TWIST. You are one of the most creative nation on the PLANET. I’ll give you some hints, but the revival of the Japanese industry is up to you.
1. Colaborate with good western publishers and ask them to help you implement features in your games that western gamers crave for, WITHOUT sacrificing the look, feel, atmosphere and gameplay from the traditional Japanese games. This means, for example, adding a lobby for socializing with other people, adding a multiplayer component, leaderboards, clans and integration with services like YouTube for uploading insane kills or stunts and even unforgettable moments. Players like to brag about their skills and feats. Let them do it.
Imagine a Yakuza game which has the same single-player experience we know, but also features a third-person multiplayer mode, much like GTA IV did, except that we have nunchakus, tonfas and many other BLOODY weapons. Of course, lots of blood is violently recommended. Take the versus add-on for RE5. It’s nice, but it’s for only four players. I’m not saying you should copy western games, but identify the right features and be sure your next game suits a western/international taste. I should probably mention here the new DMC which is the best example for killing a franchise by westernizing it. This is how you should NOT do it.
Japanese games don’t have to become American or European games and I also have the perfect example for that. Remember Heavy Rain? That is a game with lots of European influences, but it still appeals to a wide range of players. This is what you should do, games with Japanese influences which appeal to a wide range of players. Just don’t kill your franchises like Capcom does. One more thing. No one wants to play a Japanese Call of Duty, a Japanese Halo or a Japanese Need for Speed. There’s really no need to do that. I hope you get the point.
Another ‘one more thing’. Don’t use focus groups. If you use Japanese focus groups, you’ve missed the point. If you use North American or European focus groups you’ll just obtain a flat game. Go with bold ideas instead, based firmly on what you know it works for your game.
2. Try to find alternate platforms. How many games specially developed for iPhone or iPad have you seen from Japanese developers? Yes, there are a few ports here and there, maybe a true gem once in a while, but nothing like Gameloft which sold 20 mil. games in 2 years via App Store.
Make this your top priority and here’s another hint. Apple, listen up, as it also concerns you. Why should a player carry a PSP, a DS, a notebook and an iPhone, all at once? What can you do to help him or her lighten up a bit? Apple, you have the solution right there. Come up with a controller similar to what we have on consoles, a controller that can be paired with both an iPhone or an iPad (via bluetooth) and that’s it. You’ll kill every other gaming handheld device out there. We already have the case which puts the iPad in the perfect position, so all we need is to fire up a controller, fire up a game (like TEKKEN or Resident Evil) and that’s it. Just game!
Touch controls are not perfect for gaming on the go and they will never be. Besides analog sticks, we need real buttons and triggers. There’s another option if you don’t fancy designing a controller. Desing a motion controller. The next iPad will have a front camera. The iPhone 4 already has one. Design a controller similar to the PS Move and let us play everything on the go, from first-person shooters to third-person shooters, adventure games, platform or combat games. Everything can be adjusted to such a controller if you think about it for a moment. A combat game could make use of just the controller’s buttons, not necessarily the motion part of it (if there is at least one stick). A platform game can have similar controls, while a strategy game would be so much fun to play with a motion controller.
I’m confident that next iterations of the iPad and iPhone will have better hardware, including better graphics, more memory and more powerful CPUs. Unreal Engine is already present on iDevices, so we’re all set. Steve, just do it man and save us from having to buy so many gadgets at once.
Last but not least. What do you think our beloved Steve has to do in order to transform his Apple TV box in a home console?
Just one thing: design and release the damn controller I’ve been mentioning for a few paragraphs now (and probably update the box a bit, hardware and software, but that’s happening as we speak anyway).
3. First party versus Third-party games. Third-party Japanese games are not always succesful and I’m looking at Wii here. Of course there are some exceptions, but first-party games always enjoy good sales. So, my next advice is to look at some of the first-party titles out there. Analyze them. Have your designers drill down and identify the core features that make it work. Talk to the publishers. Maybe they’ll be willing to help you. Get external consultants, basically learn what gamers WORLDWIDE want. It’s not such a big deal. If you can’t do it, have someone else do it, like a marketing research company with a proven track record. On the other hand, publishers already have this info. Ask them to SHARE.
4. There are many people out there enjoying Japanese culture. Not releasing a game outside Japan, hurts your sales and hurts these people. Be good and don’t hurt them any more. Release worldwide.
5. This is actually a follow-up for the previous remark. Don’t be lazy bastards and launch the games worldwide in the same time with the Japanese launch. By the time you launch in the US and UK, YouTube is full with walkthroughs of your game and that’s not always a good thing. Customers, especially in the most important markets like US and Europe, want to be treated equally. Give us that and you will be rewarded.
6. Reinvent old genres. Like adventure games. Adventure games are perfect for multi-touch devices like iPhone and iPad. Of course, the era of the adventure PC game has passed, but right now, these devices allow players to immerse themselves in beautiful universes or why not, horror stories. Allow people to pick up and inspect the murder weapon tainted with blood or inspect the body of a gorgeous blonde at the morgue. It’s fun, isn’t it?
7. Consider different targets. Most of the Japanese games are either mature games or niche games. Yes, we love them, but in order to grow your income, you can also try to produce games for a wider audience, considering different platforms. Take women and children. Apply the Nintendo DS business model to mobile phones and tablets. Trust me, it will work. I can’t imagine a nicer image than a mom with her daughter playing together a game on the iPad. Or why not, on two iPads? (Steve, can I get an iPad? I don’t have one.)
8. Try to come up with franchises which can be monetized periodically. Not quite annually like FIFA or Call of Duty and especially not on episodic basis. Players don’t like episodic games because, first of all, an episode is short, and second, you always want to play some more. Players like complete experiences, but repeatable ones. That’s why Halo, Call of Duty, Battlefield, FIFA, NFS and others enjoy so much succes (sales wise at least). Have this in mind when you think about your next, new IP.
9. Design more games for the Xbox 360 and PC/Mac. Yes, the pirates will hunt you, but this is the price to pay if you plan to acces the western world. Noting comes cheap. Make your game in such a way that players will buy it, even if they’ve played the single-player campaign two weeks before the game is actually released. Add multiplayer, DLC for multiplayer, have second hand buyers pay to access the multiplayer, distribute your game online, etc.
10. Outsource and control your costs. I know it’s a hard business decision but cutting costs while improving the revenue should be your main goal. Of course, don’t just do it because your shareholders are pressing you to cut costs. You risk sacrificing quality. Do some market research and check if there are companies out there that can do what you need them to do for a smaller price. My advice would be to forget about China and India. You don’t want to go there. Try instead Europe, Russia or North America. You need people from these markets to work with/for you, so you will get insights from their experience and culture. That’s why I said I’d forget about China and India.
So this is it. Ten ways to improve your company and hopefully, your business. What the Japanese industry needs, in fact, is a change in its business processes. You cannot continue to make games the way you used to, and in order to do that, you’ll have to change your business. I don’t think these ten advices are the definitive recipe for you, but instead you should read between the lines and apply whatever you consider necessary. Always adapt, never take for granted, and you’ll be fine. And most important, don’t believe some crazy dude who says you’re dead. Last I checked, you still had a pulse. It’s just a…Crank situation. You’ll be fine.