Projected Image – Games and Beyond

I’ve learned in the time that I’ve been working in Japanese game development that much more importance is put on the look of the game than any other factor. (This is going to be a generalization so bear with me, I’m sure there are exceptions.) For example, technology limitations are sometimes ignored when it comes to developing the desired look of the game. This is good and bad to me. It lets creative freedom run free but may end up with a vision that cannot be implemented. For the most part though, I think this is a good thing at the beginning of development. I’m sure that is why we have been recently graced with visual powerhouses like Okami.

Where it doesn’t work out so well is when production swings towards quick changes that improve the output image but can’t be maintained long term. For example, implementing a screen-space effect that looks great but uses an excessive amount of processing and will never get your game running at the target framerate. This kind of thing definitely gives an immediate “cool!” response from people who see the change but threatens long term scheduling when it inevitably has to be changed to ship the title.

I think my coworker put it succinctly when he described the difference between the production of Western and Japanese games. “Early screenshots for Western games look worse than when the game ships. Japanese games look great in early footage but often end up looking worse when concessions have to be made to finish the game.” I’m not saying one way is better than the other – I’m still a newbie in the Japanese development style – but as someone who comes from a technical background it’s a bit scary at times. I can’t dispute that in some ways it does allow more freedom of experimentation. I’m sure some times this type of development style has resulted in finding an interesting new technique.

This development style in general meshes with my cultural experience of living here. It has been oft said that Japan puts more importance on image than other cultures and it certainly appears to be true. For example the excessive packaging put on consumer products, even inexpensive ones. Packaging within packaging. Individually wrapped pieces of bread. Even places as world wide and standard as Subway Sandwiches has much better packaging and presentation in Japan.

This extends to people as well. Commuting to work in the morning in Tokyo I’ve seen a much higher percentage of people dressing nicely than I ever saw living in California. This is true seven days a week. Sure, it isn’t true for everyone but if you come here you will notice it too. I’m certain this ties into the “presentation culture”. This experience has been interesting and enlightening in many ways.

What do you think the primary difference is between the average Japanese and Western game?

7 Responses to “Projected Image – Games and Beyond”

  1. Steve says:

    The primary difference is that Japanese games make no damn sense.

  2. mark says:

    Heh! Surely the 10 millionth formulaic spiky-haired amnesia RPG game must be understood by everyone at this point, no? :-)

    What interested me about the situation was the cultural differences of approach. And how it affects both creativity and the business. There is certainly something to learn from it, both the good and bad.

  3. mark says:

    I meant to add, I’m enjoying reading about your ventures into the Kiwi game development culture as well, Steve.

  4. Steve says:

    The president of my company recently traveled to Tokyo for a business conference.

    One of the things he told us when he got back is that he learned that Japanese games emphasize different player experiences than western games. Western games tend to portray a “lone wolf” character coming up through impossible odds to single-handedly bring about some world-saving result. Principles of individuality and non-conformism resonate better with the audience.

    In contrast, Japanese games tend to reward working within a group, conforming to those group’s rules and reward leadership and sacrifice. The story arcs are often as dramatic, but emphasize the restoration of balance over the conquest of a foe.

    I thought it was really interesting insight and typical of the very soft-spoken thoughtful head of the studio.

  5. mark says:

    Interesting… from my personal experience I’d definitely agree that the concept of self sacrifice for the greater whole is highly respected here. It’s respected pretty much everywhere but it seems that it is really ingrained in the Japanese work culture.

    Sometimes to its benefit and sometimes to its detriment. I’ve heard about plenty of cases where people are putting in heroic hours with no real purpose just because someone else on the team is also. That’s also related to the group mentality you mentioned too, huh.

    Then again many of the most successful people I’ve met in Japan in the game industry are bucking the established trends.

  6. enb says:

    Fascinating subject. People have put it much more eloquently in the past than I am here, but I seem to feel like most games in america, because they need to hit specific financial targets end up being a copy of another game, because they know if that one hit those numbers- then another one will probably do the same. I dont know if thats the same situation in Japan. Maybe it is?
    I think both you and steves insights of the “lone wolf vs the team”, across cultures and media are really fun to think about- and right on point. So true so true. Thanks for the posts. Really great stuff.
    Ian

  7. mark says:

    Thanks Ian. The game industry is a business worldwide, Japan is no different.

    I honestly believe that the reason that “weird” games, from a Western perspective, get signed is due to Japanese culture. Certain creative values are appreciated differently here along with business obligation.

    In Japan, if you have done something for someone else, they are obligated to repay you in some way to maintain the relationship. This is true internationally but it is taken VERY seriously here. So, for example, if I make a game that makes you money – you, as a publisher, are much more likely to publish my next absolutely insane game out of obligation.

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