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Joined: 16 May 2006 Posts: 105
Fri Jun 23, 2006 1:26 pm |
Post subject: Toshihiro Nagoshi Interview Summer 2006 |
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Exclusive, detailed new interview with the Sega boss on the making of Yakuza, the latest with the Monkey Ball franchise, and various other Sega goings on. Special video feature of the interview highlights included.
It's only a few months since our last meeting with Toshihiro Nagoshi, but this time we were able to talk about much more - on record, which always helps. The president in charge of Sega of Japan's entire console game division, now called New Entertainment, enjoyed a strong E3 showing with Super Monkey Ball for the Wii finally exposed, and the fantastic Yakuza for PS2 beginning to near its Hollywood-voiced, big-budgeted, western release later this year.
We go into loads of detail about his current projects, particularly Yakuza, before gossping about other matters such as the whisky we gave him at our last interview, Yuji Naka leaving, potential for any further arcade work, and, in his words, "a lot of unfinished things left for the home videogame consoles".
In addition to the full text of the interview over the next three pages, we've opted to broadcast our usual top-notch video interview treatment to go with it (just see further down the page there) although this only contains highlights and stuff for reasons we can't be bothered to explain. We recommend you check out both and we hope you enjoy!
Kikizo: Let's start with Yakuza. Will there be any joint marketing effort with Sony to promote the game to a wide audience?
Nagoshi: We're releasing a playable demo on the September issue of the Official PlayStation Magazine in the US, which will release in August.
Kikizo: Yakuza is a very cinematic game. Were there any particular movies that influenced the game's story and development? What made you decide to give it a Yakuza theme?
Nagoshi: Since I didn't want to focus on "violence" but on "human drama", I watched a lot of great human dramas rather than the movies, which included a lot of violence scenes. Yakuza, for me, is the one of the sensitive subjects in modern days, which everybody knows of but cannot get exposed to. I chose the subject because I was convinced that this game would be the new step for the game entertainment, if I could express the great human drama based on this subject with a game.
Toshihiro Nagoshi, President, New Entertainment division,
SEGA Corporation. If this photo caught your attention, wait till you see the back of the shirt design on the next page.
Kikizo: How will the game in appeal to new gamers or light users?
Nagoshi: I tried to develop the new market by selecting a fresh theme with a new subject. This game is also a challenge to make active, hardcore gamers realize there are still great original games which they've never experienced before.
Kikizo: The Japanese console game business is in a bit of a slump, with a lot of older players having lost interest in games in the past few years. Did you make the game in response to this trend?
Nagoshi: Yes, [and] I was reassured by the fact that the Japanese version has been selling very well.
"We feel no shame about describing the game graphics as one of the top on PS2."
Kikizo: Why specifically do you think that the Japanese people have lost some of their interest in games? Is it because of problems within the games or game industry, or do you think there are outside factors as well?
Nagoshi: I think one of the reasons is that a lot of titles that are dominated by standardized subjects have been released. All games don't need to be created as they are derived from the limited motifs, such as the military, fantasy, and licensed IPs. We need to prove that we have broader and freer options to choose a genre from, and break down, the fixed ideas.
Kikizo: Besides fighting and progressing the primary story, what are some of the other things Kiryu [Yakuza's main character] is able to do in the game?
Nagoshi: The best part is to hang around the Japanese amusement areas, to meet a lot of people and to have an experience of living as an inhabitant of this deep underworld. Of course, your activity in the game will affect the main story.
Kikizo: Is the game's setting based on any specific location in Tokyo?
Nagoshi: I referred to the famous amusement areas in Tokyo and got some ideas from them. I really enjoyed researching the amusement areas, since I like drinking.
Kikizo: How was the whisky we brought for you last time?
Nagoshi: Very good, thank you!
Kikizo: Would you like to make Yakuza into an ongoing series, or is the game's story more or less wrapped up over the course of the game?
Nagoshi: If the response from users is great, I will think about it. At the moment, I am worried about what we are going to do. Of course, if we will create a sequel, what we develop will surpass this title.
Kikizo: Kiryu is unusual in that he's a hero in his late 30s. Most game heroes are teenagers or young adults. Why did you decide to make Kiryu an older character?
Nagoshi: Of the generations which enjoy games now, those in their 30s and over are the age groups that already had fun with games in their childhood. One of the reasons we created Yakuza this time was we wanted to develop a game that lets them experience the feeling they had when they played a game as a child once again. Certainly, Kiryu's age is higher as a game hero, but I believe such a setting suits the intended marketing.
Kikizo: The game has a large cast of minor, supporting characters. Which of these are you most fond of, and what influenced their designs?
Nagoshi: I have feelings for all characters including the enemies. The method of creating characters are the same both in designing creatures and realistic humans in that you create settings, draw designs, listen to other opinions and repeat trial and error.
Kikizo: The graphics are really pushing the limits of what the PS2 is capable of. With this in mind, did you ever consider designing the game for one of the next-gen consoles instead?
Nagoshi: Since there was no concrete sign of the next-gen consoles when we started the development, I did not consider it at all. However, we certainly did our best to the ultimate extent on a technical level. We feel no shame about describing the game graphics as one of the top on PS2.
Kikizo: Some might say that Japanese players prefer a structured, linear narrative in their games, and being told specifically where to go and what to do, while Western players prefer a more open environment with set goals and various means of achieving them. Do you think there is any truth to this?
Nagoshi: I agree. However, the Japanese players are also getting to like games of the "roaming" type now. What we aimed to achieve was: even though the route is determined, the player can advance the game freely and they are kept excited without feeling stuffiness or monotony. In that sense, we have confidence that we could achieve a balance very well between enjoying the dramatic story and playing the game feely.
"The feedback I've been getting from the users in Japan is that they either think the game is easy, or that it's really hard."
Kikizo: Yakuza comes at the end of a generation, and has been expensive to develop - are you worried about sales potential?
Nagoshi: I'm interested in PS3 as a next generation console, however, when looking at the market share, obviously PS2 is still the market leader. With that in mind, I wanted to make sure we got any many people as possible to play our game. That's why we chose PS2.
Kikizo: Is localization being taken care of in Japan, or in the US? Is it something you are personally involved with?
Nagoshi: The localization is being done in the US. We're working with Hollywood actors for the acting of some of the main characters, to make sure we deliver on the cinematic experience that the game has to offer.
Kikizo: Are there any additions to make it more accessible for a western audience?
Nagoshi: We didn't touch the game at all. We wanted to make sure we keep the game pure and as authentic as the Japanese version. The only change we made for the US and European version was the localization and voiceover. There are certain elements in the game that, unless you are Japanese, you may not fully understand, however, the core concept of the game is the story, and the general storyline in the game is something that western gamers can also relate to.
"I really enjoyed researching the amusement areas, since I like drinking."
Kikizo: There was a one-hour movie made for the game in Japan. Are there any plans to release this in the west as well?
Nagoshi: We're certainly interested in releasing that in the Western market, however, at this point we don't have any particular plans on how to release it.
Kikizo: Perhaps it could release online, or be included with the game?
Nagoshi: Exactly - we haven't decided how we're going to roll that out. But we have already localized it, so we will definitely roll it out, one way or another.
Nago lays it down.
Kikizo: The game itself, it's quite a difficult game. Many western gamers aren't used to difficult games any more. How do you think they will respond to it?
Nagoshi: The feedback I've been getting from the users in Japan is that they either think the game is easy, or that it's really hard - it's one or another, there's no middle ground, we found out. But I designed the game so that gamers of any level can enjoy it. For example, if the gamer does get stuck in one area, he can usually roam around the city and encounter random battles to gain experience to upgrade your characters, learn new skills... you know, to be stronger... or gain cash to collect health items. There are ways of getting around obstacles. I don't believe anyone would have such a difficult time that they couldn't reach the end of the storyline.
Kikizo: When did you first decide to develop Monkey Ball for the Wii?
Nagoshi: When I first listened to the presentation about the Wii hardware, I started thinking about a good match for what the hardware, and the first thing I thought of was Monkey Ball. The audience is also similar, in terms of gameplay and also in terms of marketing.
"I've played with the Wii controller a lot, and I think it plays very well."
Kikizo: So how long ago was that, then?
Nagoshi: I can't really get into too much detail because of Nintendo's planning as well, but some point last year.
Kikizo: Your relationships with Nintendo is still strong. Are you still thinking about doing another game with Nintendo?
Nagoshi: Yeah, definitely.
Kikizo: Tell us about the Monkey Ball spin-off from Traveller's Tales.
Nagoshi: The concept for that game originated in Europe, to take the Monkey Ball characters and try to make a different sort of game. I took a look at the concept and talked to the developer, and I was happy that they could make a different game - a good game - so that's how that came about. I'm not really managing the day-to-day development of the game, but obviously I'm offering input and advice where I can. From what I've seen of the development, I think it's going in a good direction.
"The first thing I thought of [for Wii] was Monkey Ball."
Kikizo: We've seen a bunch of portable versions, we've seen cellphone versions, there's Monkey Ball Adventure by Traveller's Tales, plus the Wii version you are working on. Are you worried there might be a Monkey Ball overkill?
Nagoshi: I think it's a good thing - it makes me happy; first of all, a lot of different users will get the chance to get their hands on a version of Monkey Ball. Different games appeal to different people but the most important thing to me is to make sure that each different game is good, and can stand on its own. So long as that is the case I think it is a good thing. There are certain differences for each different piece of hardware - the people who use it are different. But in the case of Monkey Ball, the game itself and the sort of gameplay that's going on in it, I think it generally appeals to a wide audience.
Kikizo: What do you personally think of the Wii controller?
Nagoshi: I've played with it a lot, and I think it plays very well. On a personal level I think a lot of the things I've heard and spoken to people about [at E3] - a lot of the buzz has been about the different hardware, about the consoles. In one sense, it's great that the consoles are generating a lot of buzz. But in another sense, I'm a little bit sad that there's not more buzz about the games, because, you know, it's a game show, so it should be about the software as well.
Kikizo: Mr. Naka has left Sega. You don't have any plans to leave and set up your own studio too?
Nagoshi: Let's not go there.
"We still have a lot of unfinished things left for the home videogame consoles."
Kikizo: Your background consists mostly of high profile arcade games, but not so much these days - will we ever see arcade titles from you again?
Nagoshi: That is because we still have a lot of unfinished things left for the home videogame consoles. If we achieve these goals, I would like to return also to the development of arcade games.
Kikizo: Has your professional life become harder or easier since the merger with Sammy?
Nagoshi: No, it has not changed. But I got a hope that I may be able to work on a major-scale project in the future as we had obtained great funds.
Kikizo: How different is your job these days compared to your first few years at Sega back when you were working under Yu Suzuki at AM2?
Nagoshi: When I worked with Yu Suzuki, I largely worked in an assistance-like manner as I considered how I would create an environment where a genius called Suzuki could maximize his talents. But I learned various things there. My own ideas were also formed and I experienced a lot of things that turned out to be helpful later.
"You're very well informed" - Nagoshi on Kikizo
Kikizo: Since you are head of New Entertainment, to what extent are you positioned to oversee all development work for console games coming out of Sega Japan? Does this impact on your own studio's projects?
Nagoshi: I'm certainly [more] involved with all the games [my studio] is working on. There are certain games like Yakuza and Super Monkey Ball that I am much more deeply involved with. And with the other games [from the rest of Sega NE], my involvement is not as deep, but I do keep tabs on the games - I'm aware of where they're going, people come to me for advice, and so forth.
Kikizo: And your offices are moving back to Sega Building 3?
Nagoshi: Not yet, next week - you're very well informed!
Kikizo Staff
http://games.kikizo.com/features/sega_toshihiro_nagoshi_iv_jun06_p3.asp |
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