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The Biggest Game Dev You've Never Heard Of
Posted by
Zonk
on Fri May 19, 2006 11:33 AM
from the busy-little-ninjas dept.
from the busy-little-ninjas dept.
simoniker writes "Japan-based game developer Tose has 1,000 employees, and has created 1,100 game SKUs since 1979 (including Final Fantasy GBA versions, though they can't mention it in this interview!), but they're basically unknown, because they're 'game development ninjas', and 'refuse to put [their] names on the game'. Odd stuff."
Related Stories
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Tose - Gaming's Little Secret 12 comments
1up has a piece up looking at the fine folks at Tose, the secret development ninjas behind a number of popular games. This group takes contracts from other developers, and purposefully keeps its name off of the final product. They're the developers of many high profile games, and very few gamers have ever heard of them. If they do sound familiar, it may be because we had a discussion about these folks back in May of last year. 1up's article covers some of the same ground as Gamasutra's, dealing with Tose's unique relationship with developers and their unusually secretive nature. They do, however, dig up the names of some of the shops Tose has worked with, including outfits like Nintendo, Capcom, Namco, Sony, Square Enix, Electronic Arts and THQ. They also point out a few games they know to be Tose's handiwork; the GBA ports of the Final Fantasy titles, Super Princess Peach, and Metal Gear Solid Ghost Babel all bear the company's mark. The veil is cracking, then, but for the most part this group stands as a unique company in the games industry: a development house with little interest in press attention.
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Return of the Game Development Ninjas! 19 comments
simoniker writes "After being exposed in 2006 as 'the biggest game developer you've never heard of', with over 1,100 employees at the time, Executives from Tose have been speaking to Gamasutra about their recently 'blown cover'. The interview explores how this has affected their business working on 'stealth' game development for hundreds of titles (recently including Dragon Quest Heroes: Rocket Slime), in which the publisher takes the credit for the end product. They seem a little conflicted about it, to say the least, as Tose's Masa Agarida notes: 'Actually, I have tried to expose us more in the US than in Japan, but right now, everybody's getting to know us more than before. Right now I'm thinking of going back behind the scenes again.'"
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Best response ever (Score:5, Funny)
Re:Best response ever (Score:3, Funny)
Prease, prease, we velly good deveroper.
Not that unusual (Score:3, Interesting)
It's surprising how much is available when you just ask the right way.
Being at the right place at the right time and simply asking "can I help out" can really get you places.
Second best response ever (Score:2, Interesting)
GS: And you work across all tools?
SC: Pretty much. And everything we use is legally licensed, even in China.
Game development ninjas? (Score:5, Funny)
I for one dig that.
Re:Game development ninjas? (Score:2)
Re:Game development ninjas? (Score:2)
No, he's thinking of this website....particularly "fact" #3:
http://www.realultimatepower.net/ninja/ninja2.htm [realultimatepower.net]
Re:Game development ninjas? (Score:2, Informative)
The Wikipedia page on ninjas [wikipedia.org] is pretty good. Certainly gives a better notion of what a ninja was.
Re:Game development ninjas? (Score:2)
Wow...you sure can take a joke seriously.
Re:Game development ninjas? (Score:2)
Re:Game development ninjas? (Score:2)
Re:Game development ninjas? (Score:2)
Re:Game development ninjas? (Score:2)
Re:Game development ninjas? (Score:2)
Sorry
Japanese vs American attitudes (Score:2, Interesting)
Re:Japanese vs American attitudes (Score:5, Informative)
Arguably, that's because they weren't getting any money for their work. If the devs were paid what they were worth, I can assure you that they wouldn't have complained as much.
What's funny is that Todd Frye (the creator of Atari Pacman for the 2600) got both money in the form of royalties [erasmatazz.com] AND fame for his work on PacMan! Even more amusing is that it was a rushed translation, and Mr. Frye didn't like PacMan! Some people have all the luck.
Go Figure.
Parent
Interesting but... (Score:4, Insightful)
Re:Interesting but... (Score:1)
Oh, and there != their. \\grammar nazi
Re:Interesting but... (Score:2)
Am I wrong here (Score:5, Insightful)
They don't design the house (architect), don't pay for it (home owner), but 9-5 mondays to fridays, look at the specs and build it.
Otherwise, all of their moves, like not insisting on retaining the IP, make no sense.
Re:Am I wrong here (Score:4, Insightful)
Parent
Re:Am I wrong here (Score:2)
They don't want to spend massive time negotiating and dealing with legal squables so they can be working full time at a constant rate.
I bet another aspect of their business is not trying to have everyone put in their ideas all the time, if people just do what they're told the management can realize their vision really fast.
An interesting concept of development.
Re:Am I wrong here (Score:2)
Otherwise, all of their moves, like not insisting on retaining the IP, make no sense.
Yes, you are wrong here. :) For a company that does not publish games retaining related intellectual property rights would be silly. What would they do with the IP if they are not in the game publishing business? Not retaining IP means they can charge more money.
Also, I'd say 1100 games in 27 years proves that they do know how to operate a business.
Not sure about these guys... (Score:3, Funny)
Scary (Score:4, Insightful)
We try to act behind the scenes, and we follow our clients' desires, instructions and everything, so our policy is not to have a vision. In our company, we follow the customer's vision.
Programming for these guys must be loads of fun. Yikes.
Re:Scary (Score:3, Insightful)
Re:Scary (Score:3, Insightful)
Re:Scary (Score:2)
I started to laugh.
More than half the class raised their hand.
They would probably love this place. I switched to pscyhology.
Re:Scary (Score:4, Interesting)
Parent
Re:Scary (Score:2)
Fair chance he's wrong if he were to try it, but on the other hand, difficult to underestimate the soul-sucking ability of cubes, especially given the permanent lack of tangible accomplishment associated with them. It's pretty much impossible to create anything real (non-virtual) in a cube farm.
Re:Scary (Score:4, Interesting)
To be fair, the first time I was a CS major in the early 90s, I didn't really see where the Internet wave was going to take us, myself. Sure, I'd been online since 1983, but somehow it never seemed real to me that I would truly be able to telecommute like this. When I went back to school in the late 90s, I had missed the crest of the wave, when many were able to get rich for doing almost nothing, but I now had the attainable goal in mind of finding a non-geographically-fixed job.
I recently re-watched James Burke's The Day the Universe Changed, made in 1985, and found it a little eerie how well he described my current working conditions in the first episode.
Parent
Re:Scary (Score:2)
So you're probably self employed and work out of a tiny office, maybe attached to the side of your house. And you probably don't make much money. Or you don't work as a psychologist.
Personally, I like working out of a nice air-conditioned office and being well-paid. And if I'm ambitious, I can work for a startup company or start my own or become a specialist in something and work as a consultant (though that would generally require a lot of travel).
I know a bigger one... (Score:2, Funny)
He's actually the biggest game dev I know, but nobody's heard of him...
me too! (Score:1)
At least they have history (Score:3, Funny)
Could we get a look at their portfolio? (Score:3, Funny)
AH, that explains it! (Score:5, Funny)
Credits (Score:2, Interesting)
I really think it can help a lot in making the team feel more like a unit and reduce work related stress.
Re:Credits (Score:2)
Game development turtles: (Score:3, Funny)
Which is best? (Score:3, Funny)
Fresh and amusing excerpts from TFA... (Score:3, Funny)
GS: How come we've never heard of you until right now?
KS: Well we're based in Kyoto, right? So we're ninja. You can't find us!
KS: Our policy is not to have a vision.
KS: We just beg them.
GS: Seems like when you've made 1,100 games you shouldn't have to beg.
GS: What's your stock value?
SC: It's about 16 dollars now. We've had better days.
Re:but of course (Score:2)
Then totally flip out and kill you.
Re:Mission accomprished (Score:5, Funny)
"ME SO SOLLY! AH SO!"
Dude, it's the twenty-first century. Can we try to show a LITTLE respect for foreign cultures?
Parent
Re:Mission accomprished (Score:2)
Re:Mission accomprished (Score:2)
Spoken like a true white male middle-class American 20-to-30-year-old.
Re:Mission accomprished (Score:2)
Re:Mission accomprished (Score:2)
Re:Mission accomprished (Score:2)
Re:Mission accomprished (Score:2)