Setting Sun - On Final Fantasy And Western Design Philosophies 60
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."
Nostalgia plug... (Score:3, 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.
Amigori
Re:Nostalgia plug... (Score:3, Interesting)
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 a
Re:Nostalgia plug... (Score:2)
Re:Nostalgia plug... (Score:2)
Re:Nostalgia plug... (Score:3, Insightful)
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
Happening Already? (Score:1)
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 thin
Re:Happening Already? (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.
Re:Happening Already? (Score:1)
Yeah. Those who do not understand Ultima are condemned to reinvent them, badly.
Re:Happening Already? (Score:2)
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
Re:Happening Already? (Score:2)
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 charac
Re:Happening Already? (Score:2)
Re:Happening Already? (Score:2)
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 Radi
Re:Happening Already? (Score:2)
Re:Happening Already? (Score:1)
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 ha
Re:Happening Already? (Score:2)
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.
Replayability and the Video Game Business (Score:1)
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 wil
God. (Score:5, Interesting)
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.
It's Possible - in fact it's already been done... (Score:2)
Bioware already did it with Knights of the Old Republic [bioware.com].
Reversal of Fortune? (Score:3, Insightful)
Re:Reversal of Fortune? (Score:1)
(Though some people may argue that we already have a game like this... called Planescape: Torment)
Re:Reversal of Fortune? (Score:3, Insightful)
Re:Reversal of Fortune? (Score:2)
Spoken like someone who hasn't played the older FFs lately, or at all.
Rob
Re:Reversal of Fortune? (Score:2)
If the opposite, I can't think of too much about FFIV-VI that could be called "eye candy" (remember Kefka the clown?
Re:Reversal of Fortune? (Score:2)
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
Re:Reversal of Fortune? (Score:2)
Rob
Re:Reversal of Fortune? (Score:2)
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.
Re:Reversal of Fortune? (Score:2)
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 dest
Re:Reversal of Fortune? (Score:2)
Re:Reversal of Fortune? (Score:2)
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 wit
Re:Reversal of Fortune? (Score:2)
Re:Reversal of Fortune? (Score:2)
Eastern vs. Western design (Score:1, Troll)
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 bright
Originality (Score:1, Insightful)
Re:Originality (Score:2)
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 manipu
Re:Originality (Score:1)
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.
Re:Originality (Score:2)
Need for Gameplay (Score:1)
Re:Need for Gameplay (Score:2)
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 th
Re:Need for Gameplay (Score:1)
Western vs. Eastern.. (Score:4, Insightful)
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.
Re:Western vs. Eastern.. (Score:1, Flamebait)
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).
Re:Western vs. Eastern.. (Score:2)
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.
Re:Western vs. Eastern.. (Score:1)
I'm not sure, since the structure of
Re:Western vs. Eastern.. (Score:3, Insightful)
FFX-2 is not a real serious game, it's fun but X is just alot more involved.
Different audiences - Auto/turn vs. Twitch based. (Score:1)
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
Narrow vision of Japanese games (Score:3, Informative)
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.
Re:Narrow vision of Japanese games (Score:2)
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
Could the downturn in Japanese game sales also be (Score:3, Insightful)
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.
Japan's savior is not GTA3. (Score:5, Insightful)
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.
Maybe it's time... (Score:2)
Duh! (Score:2)