Japan is a brand; Outside regulation would diminish the value of products of Japanese culture

One of Japan’s most important export product is its culture. For numerous years, their ministry has taken serious notice of their cultural goods making large-scale sales abroad. Cartoons, comics, novels, electronic games and even pornography has seen a constant rise in popularity since the Second World War. Even before that, there were people who were fascinated by this culture that is that much different than the Western hemisphere can offer.

Mitsurugi and his replacement for regions with censorship regarding Japanese imagery

However, this is a rather new event. Japanese culture was not exported by the government itself, but rather by foreigners who entered the country and brought it with them as they returned to their home counties. Whether or not it was because of the infamy of the Japanese actions during the war, or because the culture in itself was not seen as a profitable good to be imported. To this day, import of Japanese culture is seen as a taboo in some parts of the Asian world. For example, South Korea discourages and often outright censors depiction of Japanese culture in their media, which has lead companies to provide modified versions of their games for Korean markets. For example, the samurai Mitsurugi was replaced with Arthur, a European character that just happens to don Japanese armour and sword. Other fields of censorship South Korea frequently employs is regarding Shinto symbols, which get scrubbed from both television programmes and comics. Thailand has a long history with self-censorship, which has extended in policies against media displaying .e.g. Buddhist imagery. Sri Lanka also issues with certain religious concepts being showcased on air.

South Korea nevertheless has imported numerous Japanese products via copyright infringement and piracy among the official releases and has presented numerous Japanese-original products as their own. One of the more famous examples of this might be the design of Robot Taekwon V, which is a modified Mazinger-type design. The later designs in the series incorporate elements from Mobile Suit Gundam and especially from Combat Mecha Xabungle. Numerous bargain bin cartoons, like Space Thunderkids, exhibit numerous types of plagiarism Koreans practised at the time, ranging from music to character designs.

Original Taekwon V and Great Mazinger. Taekwon’s creator, Kim Cheong-gi, has been very open of his plagiarism as he wanted to create Korean-original robot in wake of Mazinger’s popularity

Koreans taking after a Japanese product should not be a surprise though. Japan improved its relation with their fellow Asian countries during the 1970s and 1980s, which in turn allowed their industry to grow even more by exporting their products. It was during this period when Japanese technology gained its fame, with cars making their way across the world and names like Sony were associated with high-quality products par none. A little company called Nintendo also effectively saved the American video game industry while struggling to compete against Sega in European markets.

An iconic pairing on both sides of the sea

Even earlier than that, the world had already begun to see the sort of creativity Japanese media was enjoying. It is thanks to Gigantor and Jonny Sokko and His Flying Robot (Tetsujin #28 and Giant Robot, respectively) that America associated Japan with giant robots, which was only enforced by the upcoming slow but sure burn of animation. Speedracer and other Japanimation paved the way of current trends for Western acceptance of anime. While current mainstream might discourage anyone from visiting these localized products, where characters, stories and sometimes even music were replaced via Americanization, they nevertheless helped these shows to gain a larger audience. They may not have been accurate, or even faithful to the original Japanese product, but that was not how you made business at the time. There was no market for original-language products in the same manner, in many ways, there still are not as many countries across the world still heavily localize and dub for the local market’s consumption.

Whether or not something is localized, unless completely redone from the ground up, you cannot divorce localized material from its original counterpart. The language may change, the story might change or maybe even the whole point of the product might change, yet the core idea will still stay and shine through. All the discussed examples, whether localized or plagiarized, are inherently Japanese on idea level and in concept.

All these shows were imported by individual entities and corporations, so they were mostly to make money. Some products, like the original Godzilla, did see a subtitles release before its localized version, which is an example of a foreign product made to fit the home market in a proper way. Without that, we would not have Godzilla in the global pop-culture landscape. It wasn’t until the late 1980s when Japan’s Takeshita government took the first true initiative to market Japanese culture abroad via exporting Japanese television programmes to other Asian countries. The Japan Media Communication Center, JAMCO for short, was established in 1991 by joint efforts of Ministry of Foreign Affairs and Ministry of Post and Telecommunication. This led to the translation of Japanese television programmes into English as well as developing shows specifically for export markets. Most of these shows were aired in other Asian countries, but many of them also found their way into the Western world. It’s easy to see a show like Iron Chef being promoted for foreign markets thanks to its local popularity, and it could be easily trimmed down from its hour-long episodes into shorter episodes.

Chairman Kaga and his Iron Chefs

All these efforts were furthered in 2001, when Ministry of Economy, Trade and Industry’s (METI) Media and Contents Industry Division established a think-tank examine what challenges and prospects there were in promoting Japanese culture, especially its media contents, to overseas market. In fact, even before that METI had recognized the growing trend of Japanese culture-products to have a rising trend in export, and estimated that multimedia industries, that of electronic entertainment, music, films, software, broadcasting and such would generate over 55 trillion yen, a boost that post-Bubblegum Bubble Japan could’ve used. It would be an understatement that the Japanese government was becoming well aware of the potential of their cultural export.

The combination of Japanese products’ quality and the further steps of having Japanese media presented as Japanese has created its own brand image. Made in Japan is still seen as a certain brand of quality, but nowadays just Japan delivers a certain kind of image of the cultural landscape and the type of products it offers. The constant export of Japanese media goods has furthered the expansion of their culture, with electronic entertainment and multimedia products being in the lead. This might be due to Japan having a much longer history in multimedia productions, something that did not hit the Western world until the 1980s.

Outside electronic games, Japanese comics and cartoons have experienced almost a thirty years rise in popularity in the Western markets, with the late 1990s early 2000s experiencing a breakthrough boom when a new generation found anime. The blooming Internet culture at the exchange of the millennium continued the older VHS fan subtitle culture in digital form, and freely shared shows with added subtitles spread Japanese popular culture even wider. In many ways, the current state of affairs, where almost every new animated programme gains official subtitled release of some sort, is a direct result of this fansub culture and the piracy it promoted. It was, in effect, years of the best kind of promotion and advertisement, which lead these people taking steps to be involved in the industry and make sure that the market would get what it yearned.

I agree, Hank did whine too much. There’s a small story behind all this

Without a doubt, METI’s think-tank is partially responsible for the rise of Japanese media in the Western hemisphere during the previous two decades. When you combine both the existing yet largely untapped market’s yearn with government-driven agenda to promote these products, it is easier to understand how Japanese media products became for more common that what they already were. Japanese cartoons and comics went from an underground culture to mainstream, with anime and manga became terms much more recognized. They became a brand of their own, which effectively state A product of Japan.

Cannon’s American Ninja was just one of the many movies tapping the ninja craze

While this post is focusing on media, it should be noted that Japanese cultural exports also include martial arts. The martial arts and ninja boom of the 1970s and 80s were largely thanks to Japanese influences and Hong Kong cinema. Teenage Mutant Ninja Turtles is one of the properties that is, in effect, a result of Japanese cultural exports and their prevalence in the United States (even though that’s still media). It should be emphasized, that almost every city has at least one form of martial arts school that ties itself to Japan. Be it karate, judo or other forms of budo, the Japanese martial arts have a high status and is one of the more important cultural exports Japan has ever had, but they themselves don’t make much revenue. Nevertheless, Judo was considered significant martial art to the point of being accepted as an Olympic sport at the 1964 games.

Furthermore, Japanese innovation such as Just-in-Time manufacturing Toyota pioneered alongside lean manufacturing have left a worldwide impact. Companies like Motorola and John Deere have employed these in their manufacturing decisions. I would amiss if I would not mention the 5S method, which lays out how to organize workspace for efficiency, which also affects standardization.

If I am to believe the Japanese people that I have conversed with throughout the years, as well as the occasional cultural report I have read, the Japanese enjoy how foreigners take interest in their culture and its products. It is something they take pride in. Works like Super Dimensional Fortress Macross effectively celebrate the culture by weaponising it against the alien species Zentraedi, as they lack their own. To be specific, Macross weaponises the early 1980’s idol culture and makes songs an effective counterattack to disharmonize enemy actions and show that war is not the only option in life. Macross has continued to use songs, idols and robots as a means to celebrate each decade in its own ways, which shows how long-lasting the property is and how much faith Japan has in its culture.

Incidentally, Macross II would aim to undermine the superiority of the idol culture, as its staff considered the idol culture outdated and that it’d become obsolete by the end of the decade. They bet on the wrong racehorse

If you look further into their media products, you will see a pattern forming, where their own country and its people are in focus almost exclusively. Even in works that take place outside Japanese borders (or in fictional worlds) they have heavily implemented their own cultural landscape. Final Fantasy VII may be one of the most globally celebrated roleplaying games, but everything from its design language, storytelling, character designs, music and play is stereotypically Japanese. You have thin heroes with comically large weapons, a mix of science fiction and fantasy in a manner where there is no distinction between the two, cheap drama that is executed in a most exquisite manner and numerous other elements that can be described as Japanisms.

Yasuda Kosuke’s Sakurako Himegasaki is still pitiably cute today (姫ヶ崎櫻子は今日も不憫可愛い) is an example of Japanism about childhood friend taken to the meta-level, as the comic plays tropes straight all the while turning the expected end-results, e.g. the main lead is in love in another character and the friend loses, on their head in a comedic fashion

Japanisms are what could be described as storytelling stereotypes or tropes that exist and are specifically used in Japanese media. It also includes cultural concepts and behaviour that is very much their own thing. To use an example from modern stories, in romance stories the childhood friend of the main character often is in a losing position, thus creating a unique character trope. Japanisms can be silly in their own right, and can often detract the story they are in, they are largely embraced as expected, almost essential, parts of certain genres. These Japanisms also constantly evolve when it comes to the media, with the whole other-world genre taking more and more cues after Japanese roleplaying games instead of general fantasy to the point of actual play mechanics and RPG status screens becoming one of the tropes. The whole genre has become so common, that even foreign publishers have adopted the Japanese name for its, isekai, to further illustrate the contents to customers in-the-know.

These Japanisms are one of the reasons why their cultural exports are of interest and make sales. Be it transforming robot toys or whatnot, certain concepts simply take form in a different culture in a completely different manner. Just as you find stereotypically American ideas in their caped hero comics or novels, French stereotypes in their cartoons and British mangy grossness in their media, Japan has the things you can only find in their products and that interests people. The Britons were the only people who could have come up with 2000 AD’s Judge Dredd due to their culture much like how Superman was the ultimate realization of an immigrant to the Americas in the early 20th century.

La parisienne japonaise by Belgian painter Alfred Stevens is an example of French Japonisme, the effect of Japanese aesthetics, design and art influencing western Europe in the 19th century after Japan was forced to reopen their trade in 1858

With the global information exchange constantly growing and ideas exchanging hands, consumers have become more and more aware of exclusive goods. Importing cultural goods, like pots, books and such, has always been a thing, yet towards the new millennium, this has become more and more a mundane thing. While we might have bought a car that was made locally on in the neighbouring country, we have found ourselves in a word where we can get anything from anywhere, if we just want to go through the trouble. Appreciating cultural differences has become more common at the same time, though the United States has stereotypically been the top dog of having others appreciate their cultural differences rather than the other way around. The current global trend of having one, overwhelming global culture to overrun all others is a direct legacy of American export of culture.

As the Japanese government has a history of investing themselves in the exportation of their cultural goods, they have also been concerned about its nature. In June of 2020, Ken Akamatsu of Love Hina fame explained in his Twitter account that he was invited to the House of Councilors questioning sessions, where the government asked What measures are needed for Japanese manga to survive in the world? Akamatsu’s reply was that freedom of expression must come first, as he sees this as Japan’s strength over overseas competition. His fear is to see foreign platforms, which already have larger global influence and market shares, dictating rules and regulations on Japanese originated comics. According to him, the members of the parliament agreed with his sentimentality.

The above in Akamatsu’s own Tweet stating the above and a link

His view is opposed by D.J. Kirkland from Viz Media, who has been vocal for changing and producing manga for Western markets. According to Kirkland, there is going to be a conversation between stakeholders in Japan and Western publishers when it comes to creating content that appeals more to the Western audience. His view that anime is a business is a correct one, yet his intentions largely leave the original creators and their intents out of the equation. Kirkland also ignores that anime and manga have been specifically made for the Japanese market alone and its success as an export product leans heavily on this. Kirkland’s word at its face value, he also considers that US and Western market to be one and the same when this isn’t the case. France, for example, doesn’t exactly rely on English language releases of Japanese works nearly to the same extent as some other countries. English language releases from the US certainly make themselves around the world and do skew the numbers, but the point still stands.

Akamatsu’s worry regarding governmental or industrial over-regulation is relevant. He was the key person in stopping Japanese corporations taking actions against the Japanese homemade comic scene, the doujinshi scene, which sees people making their own created comics they do not own and publishing them at events. This is infringing copyright, something all the companies would have all the power to stop, but due to the nature of doujinshi being a major part of the Japanese popular culture, they are allowed to continue with this half-decade long tradition without much trouble. In fact, majority of the Japanese comic creators have some roots in the doujinshi scene, such as ever-popular CLAMP, and it is not uncommon to find a popular creator having drawn adult material before moving to mainstream comics.

Sony has also showcased how its internal censorship has affected the PlayStation as a platform, as a brand and its library. With numerous games being rejected from the platform, forcing the removal of content and content having to change to meet their Californian HQ’s standards, we have already seen a shift in how Japanese creators’ content has been dictated by an outside force. As Sony has concentrated to cater to Western, or rather, American taste, they’ve lost sales and position in Japan to Nintendo. Furthermore, Switch sales have increased as their more lax policies still allow creators and developers to continue in their usual fashion. This has increased overseas importation of Switch games, as numerous titles get Asian-English releases nowadays. I’ve covered Sony’s censorship before in this blog. You can find the posts on the topic here, here and here. I probably missed one or two.

Original comic design on the left, tweaked design on the right

Some Japanese corporations like Square-Enix have taken precautions to quell possible conflicts by changing pre-existing designs. Final Fantasy VII Remake Tifa’s design got criticized for unnecessary changes, while others still criticized the design for unrealistic body proportions. Character Maam from a 1991 Dragon Quest comic, Dai’s Great Adventure, also saw a redesign from her original Martial Artist class design when revealing mobile iteration of Dai’s Great Adventure.

Censorship on Japanese products isn’t anything new in itself. Ever since Japanese comics and cartoons have arrived to the Western front, be it the US, South America, or parts of Europe, they have seen some degree of censorship. Sometimes its removal of religious imagery as in older Nintendo games, sometimes its removal of blood from comics and cartoons, covering up bare skin or making sure characters say they saw a parachute after blowing up an enemy robot. Viz themselves have a long history in censoring comics they localise, removing whatever they find objectionable at a given time, sometimes making panels look weird even out of their proper context.

Viz’s run for Pokémon Adventures may be infamous for all the female figures they redrew, but scenes like this also got toned down and ended up looking silly

The main difference is that all these have been external changes. Whatever Viz Media has done to censor the versions they publish is their and their customers’ business. The original creator was not limited by anything else but what he had discussed with his editor and staff. What Kirkland, and some of the Japanese government may be proposing, is to control the output of the creators at the source, practising self-censorship and limiting what they can and cannot to create. It would be imposing outsiders’ values and views in order to make Japanese cultural products more palatable for them.

What Sony is imposing on their worldwide developers, and what Ken Akamatsu is fearing, is cultural colonialism.

Homogenizing Japanese products according to outside rules would mean losing all the edge they have held over the competition. Cultural colonialism ultimately destroys the uniqueness of culture and replaces it whatever it currently acceptable by the people who enforced it in the first place. The American censorship is flippant at best, and as they show themselves as the face of the Western world, they would be in the lead of spreading their view of correct and proper culture. The US might not act as the world police as much as it used to in terms of military power, but that’s because war has changed. Now, the war is about information, controlling it and impacting how people behave. By trying to make everyone think and act the same, it becomes easier to exert power over people, even if they’re in a whole different country. Controlling what can be produced, or in what tone, is one step in controlling the way the culture begins to think despite what reality is.

The Japanese culture is a result of their long isolation until they were forced to open trade connections. While many Western nations have their identity moulded through constant interaction with neighbouring countries, Japan has always had the luxury in many ways unique from most of the world. This does bring its own baggage, which has resulted in less than favourable view of Japan around Asia. Outside a few tribe cultures that have had no contact with the rest of the world, the Japanese culture is in many ways closest to an alien culture a Westerner can easily access. Throughout the years this has caused certain fetishization of the culture, which has created the occasional Exotic Orient boom, in which various items and people have been exhibited to the public at large like some circus freaks. Racism has played some part in this, as numerous times these booms haven’t really cared whether or not depictions have been correct, and Asians were seen largely interchangeable with each other. This lead to things like kung fu being a Japanese martial art or Korean language cited as Chinese. These have become less common place nowadays, but the idea of Exotic Orient still raises its head sometimes, but in a more positive light nowadays thanks to the efforts of Asian nations themselves making themselves known brands.

The Japanese government’s worry over Japanese comics losing place in the overseas market is baseless. Currently, Shonen Jump comics are outselling Marvel and DC in the US. Various European countries have a steady flow of Japanese titles on their publishing lists. France especially has an impressive library of Japanese comics, perhaps the most in the European sphere that does not speak English as their first language.

Jump comics last circulation numbers. These are figures to salivate after

The government would have to worry if the industry itself or the government would begin to regulate the creative industries for Western markets. For the last thirty years, the Japanese government has done a lot to promote Japanese culture and its products, thus have seen a steady rise in overseas exports in every media field. While some programming has been specifically made to fit overseas market tastes, only a few individuals have taken straight actions to produce overseas market-specific products, like Mazinger. However, more and more mixed media projects concern themselves with the overseas market, resulting in shows that end up on Netflix and built to fit the global streaming service. In itself, there is nothing negative in trying to make products appeal to more than one market. That is just business. However, that approach does not take anime and manga’s primary target consumers to be the Japanese. The true uniqueness of what manga and anime as brands would offer would be removed, and the brand of Japan would be exchangeable with whatever other countries. In other words, under cultural colonialism, that uniqueness would vanish.

First Comics published Go Nagai’s Mazinger specifically for the US market in 1998. A single issue A Treville Book would retain the same moniker, but the book was rebranded as Mazinger U.S.A. Version for the Japanese markets in 1999.

Nevertheless, if the Japanese media would be regulated to suit foreign markets, they would undermine all the efforts the government has seen thus far as it would lead to current market objecting. It would be the opposite what the market has loudly wanted for decades now; uncensored, uninhibited works that are presented in the same forms as they originally were in Japan. Of course, by installing regulations at the source, the customers wants and wishes could be underhandedly circumvented. Outsider regulation at the source could, of course, cut costs when the localizing company publishes it, as there might not find any need to edit the content as it was already made for their liking. While the occasional overseas market-specific piece isn’t all that rare, they are also transparently pandering and lower in quality. Numerous properties have been turned into international brands later in their life, which has given away their visible deterioration of quality and loss of that original spark.

If it was just a few companies pushing for this level of censorship, they could be stepped around by using other companies or forming new ones. However, if these regulations would come from the government, it would damage the Japanese media industries deeply and heavily. A market suicide of this scale would be unpresented. Not only the government think-tanks would have to device new ways to market now-censored products that supposedly should sell better to the Westerners, but the companies that enjoyed large customer bases would have to spend insurmountable amount of money for marketing in order to keep now-damaged market while trying to expand it with these new pieces.

Furthermore, the generation that initiated the new millennium anime boom in the West will be replaced with a new one in the upcoming decade or two, and chances are Japanese media will see less consumption naturally at a global scale. This is due to the new generation always wanting to replace what their parents thing. This is the natural relation between parents and children. The best way Japanese government and the industries can combat this is to have their new generation of creators to take reins after the old masters, something that seems to be natural for the Japanese culture.

The question that lies under all this is What has made Japanese cultural products so appealing? The answer can be shortly be given as They’re Japanese. A product of another culture always offers a whole new alternative that can’t be found anywhere else. Perhaps it is the aesthetics that hit the right spot with some, perhaps it is the story beats. Maybe it’s all those Japanisms that inhabit each and every work to the brim. It still has to be admitted that Japan might need to cater to the overseas market in any case in the future. This is due to their constantly ageing population, which drops the buying power the nation overall has. The inverted age-pyramid keeps growing as the childbirth rates keep falling. This will ultimately require a shift in the Japanese culture when it comes to foreign markets and to foreigners themselves, but what kind of shift it’ll be we’ll have to wait and see. In a connected world as ours, it might be hard to imagine Japan closing itself once again, but that isn’t completely out of the question if physical connections are lost and we become connected only digitally. Nevertheless, at some point, there will be a need for people who would rather make comics and cartoons to work in other fields due to social changes, but that too will result in cultural works that reflect their times.

Japanese media, and their culture, is unique. The Japanese people know this and they celebrate it, more so than some other countries out there. They don’t hate themselves. They’re not afraid of showing it either, and they wish to share it with the world, if possible, with certain limitations. Their nation and the identity it has is strong and cohesive with a large number of regional differences to give vivid accents to any work. To break Japan’s export of culture with cultural colonialism would be heavily damaging, if not outright erasing the identity cultural products voice. Cultural exchange should not be this sort of one-sided corporate exchange, but where both sides agree and celebrate each other’s differences while agreeing to disagree with the incompatible ones. These are individuals and private companies who have a set target audience, and they should not be forced to cater other audiences or their whims if they choose not to.

Taking an axe to a dead horse

Let me start this post by not just kicking that one dead horse, but again mince its meat and turn its hooves into glue; the story of a game is in its play, the rest of framing. The thing that makes electronic gaming so interesting is that the framing is considered equal, if not more important in some cases, than the content it is framing.

A game’s framing narrative will always be second to the play of the game, that’s part of the medium. The framing can never escape the play part, and ultimately has to be break itself apart and into segments to satisfy the needs of play. This could be, for example,  the need for the player to move a character from locale A to locale B in order to continue the narrative segment. Or in case of Xenosaga, walk from a room to another to continue from a fifteen-minute FMV. The narrative also has the option to cover game mechanics as part of the world, but that is not specifically necessary.

The game can cover rules of the play by other means as well, but for the sake of game’s own narrative consistency, more often than not the rules are implemented as part of the framing narrative. Sometimes it makes sense, like how Trails in the Sky has the whole orbs-in-slots system, something concrete that the player sees and collects, and other times it’s rather abstract like Junctioning Magic to Guardian Forces in Final Fantasy XIII. Nevertheless, the framing itself matters less than the function and rules of the play the provide.

Of course, depending on the game, the framing device can be extremely important, or matter very little. Modern audiences are used to having everything in FMVs and pre-scripted sequences that take control out of the players’ hands, but in the arcades this context was delivered via cabinet marquees and attraction screens. In the best cases, games were laid out and designed to deliver the framing without much words or time wasted. For example, the subtitle of the first Street Fighter II was The World Warrior, referring to the world stage the player’s chosen character would be in. The selection screen itself presented this concept with the world map and plane flying here and there. Much like any other visual medium, games excel in the visual side of things. Certainly, many arcade games slapped a text to give you the base framing and that was that, which is effectively an equivalent of any modern FMV. More abstract games didn’t need any. Pac-Man eats pills and tries to avoid the Ghosts. That’s the minimum amount of framing a game needs to fully justify its play. Funnily enough, that is also the description of the play, getting two birds with one stone.

The framing fights the player agency because it’s not the content, the play is. Nowadays we take for granted how large the overall framing is to give a whole world for the play to be justified, which is overreaching it rather hard, but it is one of the easier and most accessible aspects to analyse regarding games. This is because we are taught to read from a young age and how to analyse media overall. Film criticism comes a bit later, but often we build our own preferences based on certain aspects of films, which makes the whole analysing this framing device very easy.

It’s not as easy with other media, where specialised knowledge is more or less necessary to understand how the content is being framed. To drag the remains of the horse’s corpse here for a moment, not many people concentrate on the frames of a painting or on the pedestal of a statue despite the possibility that they too could have seen masterful works themselves. A painting is being elevated further when an unique frame has been designed and carved for it, accenting its strokes and colours properly. Often they just get overlooked and whatever readily made models are there on the table gets picked up, because the frame isn’t the main point. Not many know wood-crafting well enough to begin to appreciate the necessary skill and knowledge master framers have built up throughout the years to pair a painting perfectly to a frame, and proceed to frame it in an equally skilful manner. Everything from material selection to the attaching itself must be taken into account. Or, y’know, just nab that proper sized black frame from Ikea and go with that. Sure, same thing. I’m overstating this point because handiwork and craftsmanship isn’t something we all learn too deeply. We dabble in it and may learn base skills, but we aren’t taught them to any deeper extent. Craft lessons at school mostly just play rather than building up any true skill, unlike your native tongue lessons.

Games that rely heavily on the framing narrative also tend to decrease the agency of the player, the freedom of play. This doesn’t matter too much in games that are laid out as fields of challenge, like almost every action and racing game out there, but raises its ugly head when it comes to RPGs. More often than not, RPGs do not offer a whole lot of ways for the player to realise their own play. Some RPGs allow completely free character creation and follow in suit, but even then framing device is ready and sometimes can’t even be affected. When the developer concentrates on emphasizing their framing as a single narrative, the player agency is effectively nil. Very few times the framing allows the player to have a large agency on its course and in cases like YIIK the narrative is overwhelmingly more important than the play to the point of it having been designed to hate the player. The greater the narrative design, the more it has to rely on the techniques from other media, but marrying it to the play also requires an equal amount of design decisions regarding the play. For example, Kojima may have made his titles long-ass movies at times, but simply allowing the player to turn on the first person camera and look around for clues and easter eggs add to the player agency. While the player can’t continue the scene on their own terms, they are given control over an aspect nevertheless. A small thing that adds value to otherwise lengthy scenes of doing nothing.

While the framing narrative sees ever-rising budgets and effort to have the most well-scripted stories to be delivered, there is an immense lack of any effort to meld this narrative within the content. This, of course, would necessitate far larger scale of stories and pathways the player can take, making it necessary to consider completely opposite directions of their current framing narrative than intended. For example, imagine if during a Call of Duty campaign the player could at certain points make a decision to change sides. Perhaps this could be a multi-campaign element, where the player could choose to effectively change one campaign to another, but at the same time changing the way the framing of the campaign works from thereon. The rules of the game don’t change, but rather than being one of the Allied, he might end up playing a soldier who now fights for the Axis. This would offer the developers ways depict a more complex narrative as well as offer the player more options to explore. Perhaps even allow a third option of abandoning the war altogether and be chased throughout the fields by both sides. These aren’t RPG elements or the like, these would simply be options to be presented to the player in a similar manner that optional routes are. All this of course goes in the face of the current paradigm, where the narrative must one whole that the player must experience. The Last of Us 2 aimed to make the player uncomfortable by making enemies lament on their friends’ deaths while the narrative didn’t offer any other options but what the developers intended. It didn’t work out.

This isn’t exactly railroading the player as much as the paradigm for video and computer games haven’t shifted to consider these a valid option. Not that they necessarily should, as these spreading games are more or less considered gimmicks. Surprisingly, the Drakengard series, including Nier, has taken strides in this. Their multiple endings can be unlocked by player actions to different degrees, though usually, the first round is always the same. Nier: Automata has one of my favourite examples of this, where you can turn around as 9S when you first get control of him in New Game + and just fuck off from starting point, you achieve an end to the game. Another example would be when the player reaches the peaceful robot village, and despite their pacifism, the player proceeds to murder every robot there, gaining another ending. Again, these are minor things and yet they show how the developers considered possible player actions or at least their want of certain kind of action, and realised it as a solution or a path as part of the framing narrative. None of this, of course, would function if the frame wouldn’t have designed to house these deviating rules of play.

The thing is, with games making the framing is easier than making the content. The content isn’t as freeform or artsy, it requires intensive labour hours and demands a lot of skill even if you use a ready engine. The designs of play and choices made have to function, each and every programming error and design mistake compound on top of each other faster than it does in the framing narrative. Creating the framing for a game is the fun part, but creating the game itself is where the true difficulties lie. It’s no wonder that a multi-branching game that would allow the frames to change at the player’s decisions are still rather rare, and even then some franchises make clear-cut marketing that this is an element of their play, that routes are a franchise gimmick. That’s not even what I’m truly trying to convey with this post.

Let me try to rephrase the whole thing in short; Computer and video games still rely on methods of film and literature in their framing narrative and have not been able to truly marry it to the play. This some times comes through as route selections, sometimes as exposition being spouted during a boss battle. The main split is whether or not the player is in control. The marriage of the frame and the content would need to be as with painting that has specifically made frames for; a player should have large agency, perhaps even control, to move the framing narrative. This way the story, that is the player actions during play, would be part of the narrative. This is just a solution. Furthermore, the more the framing device aims to be the main point of the game, the more the game will suffer as it still has to accommodate the play. This is why video game adaptation on the silver screen can’t work as intended because they are written and planned around the game. Point of a game is to be played, to be the active participant.

Here’s a point where this is apparent. During TGS 2020, Square-Enix released a trailer of the new Final Fantasy because overseas customers wanted to see a trailer that shows the game’s play footage. What SquEnix did first was to offer the game’s frame, as that has always been their forté. However, what the customer always wants to see is the content and that applies to every field. You can jingle shiny keys in front of the customer however much you want, but at the end of the day, they want to go for a drive too.

Digital takeover?

With nations going to lockdown modes, travelling being restricted and products unable to move from place A to place B, the world faces changes. Some of the changes will be long lasting, while others will be temporary at best. In a way, we’re faced with a moment in time, where only the essentials should matter. If you’re not directly in relation of producing foods or essential services, or are able to work from home, chances are you’re going to miss some work. Entertainment is, to be brutally honest, is probably the least important part of life. While the modern society is mostly used to have content provided via whatever screen we choose, numerous places that offer entertainment outside your home environment. For example, the movie theatres are effectively closed for the time being, hurting their income and their workers’ pay. With the theatres closed, some of the studios have opted to stream their movies in much faster order than usual.

The discussion of digital superseding over physical is often only about the media, how games, music and movies are going to vanish from the store shelves in the future and be replaced with digital-only counterparts. While this is extremely rosy view of the future, this discussion should also include automatisation as an essential part of it. Some types of work will be replaced with their digital and automated, and on the long run, most work from medical care to translation can be automated. It’ll just take long time to get there, improvements in special kind of AI and automatisation, but nothing’s really out of question. At some point we are going to have discussions whether or not we are going to allow digitalisation of work to replace human workers in some particular fields. Futurism.com has an article about Artificial Intelligence that is able to make more accurate diagnoses as a doctor than a human one. In time, digitalisation will take things to the point that consumers will be taking goods and be served by automatons. Digitalisation promises offers of superior experience every which way. It is already spilling out from factories and whatnot to digital environment, where 3D models are already used to entice viewers to enjoy video contents more.

Though who needs mp3 players or whatnot when you can have a non-digital automaton playing tunes for you

The whole Virtual Youtuber thing is digitalisation at its best. Sure, you have someone acting behind the character, but the 3D model removes all the needs for the actors to change their body structures or put make up. Chaturbate users experienced what it means to compete with automated content, when Projekt Melody shot to the top and displaced most of the top models and was raking in money like no other. Projekt Melody is effectively a VTuber for porn and offers the exact same benefits that other automation offers; Better results in less time, and end result that will entice more customers. It’s more efficient and with the provider being able to deliver whatever visual designs and flavours the customers want, Projekt Melody is able deliver harder and faster the same experience live model have to work hard for. This lead many of the models on the site rioting, of course, resorting to name calling Projekt Melody’s viewers and fans (despite these exact same people are their potential customers) as well as claiming this was unfair competition. In reality, they are now facing the first steps in having digitalisation and automatisation entering their field of profession.

Digitalisation doesn’t straight up mean that robots and automatisation replaces someone’s work. Well, in practice it does, as rarely the same person is trained to maintain the automation. At least one human has to be behind automated work to keep it in check, to ensure that it runs well. A welder would do good by aiming to move from manual welding to become a robot operator, if possible, as in time welding in factory conditions will slowly but surely replace the human worker. The companies themselves might be against this, be it trusting human worker more or due to sociopolitical issues, but robots will always end up being more efficient than the humans, be it in the factory, in the doctor’s office or something you want to jerk off to. We are already happily using platforms that are supplanting physical environs. Netflix may be new television, but it has been said to be the reason why movie theatres are dying, online shopping has been replacing physical stores (which is a terrific example of its implementation as the customer feels like their doing something significant and non-automated), especially now that you can order your foodstuff to be delivered to your door. I wouldn’t put it past the post offices around the world to aim replacing their postmen with drones, like how Amazon is testing their drones. It all might have a high up-front cost, yet on the long run it’ll be that much cheaper. This is one of those things where companies may not want to prioritise short-term gains over permanent long-term gains and begin automation. Current structures may not support automated environments straight up, but all that is easy to change.

While digital media has not phased physical media out, there is a possibility that the infrastructure for that is being implemented at this moment in time. After that, there really isn’t a need to go back. Digitalisation and automatisation go hand in hand, and while customers are now inconvenienced by the epidemic, the most inconvenient and easier way to consume and explore entertainment is digitally. The discussions about consumer rights and ownership is not even thought about, something this blog has been discussing to a major extent in the past. Consumer behaviour has been drastically altered now and it is possible we are seeing a strong paradigm shift. Not only customers are going for the digital option, either because of fears or convenience, the companies have to make due with whatever production methods they have at hand. China’s factories being closed means everything has to be postponed or other forms of delivery (i.e. digital) have to take priority. Local production may be emphasised and thoughts about becoming more independent from foreign produce. Of course, some nations can’t really match up the sheer volume in production others can achieve, which will lead into local produce being costlier than imported. Whether or not this would be a chance to increase local production, or if people will simply change their habits of consumption, is open in the air. It’ll be interesting to look back few years from now to see how both customers and industries have changed.

Unmade money with old games and consoles

Masayuki Uemura was interviewed by Nintendolife recently. He was the main engineer of the Nintendo Family Computer, as well as the guy who lead Super Famicom development. Naturally, he also was behind the workings of their American and Western equivalents. The interview covers decent ground and has some interesting factoids spread around. For example, all the innards of the FC was to cost give thousand yen and then sold for fifteen. Taking inflation into count, that five thousand is about six and half thousand yen, or about fifty five euro. The FC wasn’t exactly cutting edge for its time either, and the initial FC games are a whole another world from what the Western world came to know with the NES. You could even say that the split between the games, sort of, is pre and post Super Mario Bros., as that game was build to be the ultimate cartridge game before the disk system hit the corner. After SMB‘s success, the quality of the games on the system skyrocketed in number and begun yielding classic titles after another. I still maintain that the NES’ US launch line-up was one of the best a console has seen, as Nintendo of America had the chance to hand pick all the most fitting titles from the Japanese releases to fit the American taste. The Wii also had a relatively low-cost innards, which didn’t hamper its success. Nintendo’s lack of support after few years though, and Wii’s sales were still top notch.The Wii’s Virtual Console on the other hand, that sold the system to so many people.

Uemura mentions costs to be one of the driving elements in the design, and this is something the common consumer doesn’t tend to think. Certainly you know that better materials cost more money, but that’s only part of the equation. Shapes and colour add to the cost as well. For example, pink plastic has a higher melting point than blue plastic, requiring more time and energy to melt the plastic into the moulds. The colours themselves are also a factor, as mixing and making different colours cost different sums. Of course, you also have consider what that colour can do to plastic on the long run and if it’s worth it. For example, Beast Wars era Transformers toys have Gold Plastic Syndrome, where the colour and flakes added to the plastic have chemically interacted with each other and brittled the plastic, making it prone to break very easily. Some examples were found on the store shelves during the 1990’s already, and the issues has only become more pressing with time. Let’s not forget the shape. The more complex the shape, the more time and money it takes to develop needed production methods and finding the proper material to work with those shapes. Machining and maintenance are the key factors, and sometimes shapes need to be simplified due to either needing excess amount of parts or corners and loops that simply wouldn’t fill. Uemura mentioning that they went through numerous different variations for the controller is nothing surprising, but something that hasn’t been recorded and archived anywhere. If NES would’ve had the same kind of joystick as the Atari 2600, it would not have been the same success. The choice to try out Game & Watch Directional Pad appears to have been a somewhat desperate attempt to cull costs and prevent breakage if a child steps on the controller, and it worked.

The most interesting, and perhaps even most important section in the interview, is Uemura talking about the Famicom Mini;

Why make it mini? I think they could still develop a regular Famicom and people would still buy it.

Uemura’s hitting the nail with this, and it’s not just Nintendo that this applies to. Unlike what the industry wants to tell you, a console has no true life cycle or end of it. A system lives as long as the parent company decides to support it. However, the practice currently is to support one home console and one handheld at a time, thought the Switch really does both. All these reproduction consoles that are going about are an example how there is a market that’s untapped by the original companies. If Nintendo decided to develop and official GameBoy with a backlit screen, it would sell not only to the collectors, but to all interested parties. Reproducing cartridges nowadays is much simpler and cost effective. I’ve discussed this topic previously in a review. While it would increase the cost of the mini-consoles to add a port where consumers could use their own old cartridges, it is something these companies should have strongly considered. The games and their players have not gone anywhere. These same games are being published time and time again either as individual games or as parts of compilations. The game industry is almost schizophrenic in this. Something is supposed to have a limited lifetime, and yet people pirate ROMs to play these games and purchase compilations. Developers try to push for the new titles and games with high budgets and production values, and it’s the small side-game that’s more true to the older games that sells like hotcakes. We are still playing the same board and card games from hundreds if not thousands of years ago, and the could apply to electronic gaming if the industry wouldn’t treat them as one-time consumables. Yes, old cartridges and consoles will yield to time, to wear and tear, but the question really is why isn’t any of these companies willing to address this? There is a market that Sega, Konami, Sony, Nintendo etc. could go and tap.

Of course, developing a new console that would be planned to run old games would be time off from the more modern and current projects. Where’s the prestige in that? It would take some time and effort to see what made the original systems tick, if we’re to avoid emulation, and then expand what they can do. Using HDMI would be the first step, though if fans have created modifications to add HDMI output to old systems, so can the parent companies themselves. That is, if there is know-how and skill to do yet. Just like in the film industry, where colour and digitalisation effectively killed old skills (nobody knows how to make a true black and white movie anymore or how to properly run a reel, everything’s just a guess) the video game industry is in the process of forgetting how to develop for analogue platforms. Only the enthusiasts and retro-game programmers are keeping these skills alive. Hell, most big developers don’t even develop their engines any more, opting to use pre-existing engines. Capcom is one of the few developers that do their own in-house R&D, and it shows. Perhaps the kind of sameness games nowadays exhibit is partially because of this, and partially because games don’t develop as fast any more. In the 1980’s and early-to-mid 1990’s the industry kept developing fast and weren’t defined to the point of being set to stone. You had separation what kind of game was on what kind of system (PC, console or arcade) yet now more games are more the same. I’m ranting again about this, aren’t I?

There is money to be made with games and consoles, even if the industry perception is that they wouldn’t be much worth. The NES Mini outsold itself twice, the SNES Mini sold itself out about as fast, the Mega Drive Mini has been hailed from left to right as the best Mini system to date with excellent choice in games and the PlayStation Mini is still sitting on the shelves for being shit. There needs to be quality of course, as not even the hardest of the core customers will stand for lack of proper effort and lacklustre products. This market isn’t just for the small percentage of people stuck in the past. Old games, as long as they are available, will sell. A game is an ever-green product you can press again and again and sell it over and over again. They don’t grow old, playing games is an ageless pastime. They are mass consumer entertainment, and if you were to present them in their proper, original form with somewhat updated hardware for the new times, you’d have a new pillar to support your business with. Then again, we’ll always be an impasse, as that’d be looking back into the past and not trying to push the latest newfangled stuff.

Capcom’ next year’s plans is to continue on the same path

Capcom’s yearly integrated report was out at the end of the quarterly year, so nab yourself a .pdf copy if you’d rather read it yourself. Otherwise, let’s see what this year’s report says and how the year has come to pass. Grab some snacks and a drink, this’ll be a doozy.

Right off the bat, the report states two thing; Monster Hunter World has been Capcom’s most successful game to date, though the state the number of shipped units rather than sold units. Shipped units just sounds better, as it always is a larger number. The claim for the game’s success is twofold; Globalisation and Digitalisation. The aim for Iceborne, the Ultimate or G expansion to the game, to push further sales. It should be noted that the two games are treated as two separate entities, as this sort of updated version of the base game has been the standard for Monster Hunter since the first game.

MHW made the series a global success. Despite 4U selling well on the 3DS, the truly wall-breaking moment was MHW. The game’s overseas sales ratio increased to 60% of total sales compared to previous 25%. Bulk of Iceborne’s sales are expected to be digital, and whatever data they gather from that will determine Capcom’s future plans. Considering how well the game has been doing on Steam alone, it’s probable that Capcom will push more of their games on digital frontier and cut down production of physical goods. This has been a trend for a while now, but this most likely will only matter for the Overseas markets, as Japanese markets still prefer physical goods over digital. If MHW was offered as a physical product for PCs without any ties to Steam, it’d sell just as well there.

The report starts properly after this, listing Capcom’s Capcom’s method of business and ideology. Capcom shows itself as Creator of entertainment culture that stimulate your senses. Bits like this should remind you that company indeed is Japanese. Their net sales for the end of the year, that is March 31st, was 82.9 billion yen. This is their main bread and butter, counting home video games, PC online, mobile titles and DLC. Their multimedia net sales, that is all the merch in books, toys etc, movies, their arcade games and Capcom’s own arcade centres, events and eSports, netted then 17.0 billion.

Here’s the kicker though; Capcom lists four of their major franchises next, the ones you should consider to be the essence of Capcom at this moment; Street Fighter, Resident Evil, Monster Hunter and Mega Man’s sales are listed, tho after the report Mega Man reached another million units sold. The sales numbers in respective order is, 42 million, 91 million, 54 million and 35 million, now 36. Fiscal year 2019’s biggest hits were, unsurprisingly, Devil May Cry 5 at 2.1 million units sold, REmake2 at 4.2 million and MHW at 4.5 .MHW is noted to be a catalog title, meaning it is a game that was published earlier and not during the fiscal year, showcasing that a game can continue to sell for a long damn time as long as it is available.

The core idea of Capcom’s Single Content, Multiple Usage is effectively effective franchising. It all starts with digital content and with a popular video game. The core of this digital content can be expanded to PC online gaming, via multiplayer modes or similar as well as create spinoff titles or additional tools, wallpapers or whatever other applications for mobile devices. The base concept of something like Resident Evil can be put into use in arcades by using the same world and characters in different pachislot games or similar arcade games. Other business section is major, as that mostly includes third and second parties using that core game to expand the amount of uses. Books, comics, character toys, events, tournaments, eSports, television shows and movies are all part of this extremely expansive Other Business section Capcom is not directly involved with in most cases. All this leads into creation of a new game, that will be used multiple times over. The importance is in having strong IPs that can be used multiple times, that the titles have global popularity to ensure that these franchised elements will sell (though if we’re completely honest, most of the franchised stuff Capcom puts out stays in Japan) and then you have the movies. It is probable that Capcom has the most games made movies out of. We can question their quality in many ways, but they still make money. Every time Street Fighter the Movie is shown on telly, Capcom gets about a million yen.

This method of using single content is nothing special in of itself, yet the whole movie business makes it a bit special. Konami, for example, has a very similar multimedia approach to their business, though they are rather separate in most cases. Konami can have a successful toy franchise going on, but no real game or other media of it. Capcom recognises their main point is the games, and they aim to make a mass-appealing game they can franchise further. This ideology probably permeates the game design at its core level, where designers at Capcom have to ask themselves How can this be used multiple times down the line? This also explains why certain IPs, despite being strong previously, have not appeared in any modern form outside ports, as they can’t be used multiple times nearly as easily.

This method of franchising is dependent on the core quality of the game, however. Capcom’s quality in games was all over the map during 00’s and early 10’s, but after some financial problems they’ve managed to level out with increasing sales. Their Operating Incopme is up 13.1% from last year, Margin is 1.1 point up, a slow but steady rise from 2016. Their net sales are 5.8% up, continuing the trend from 2015, where their sales dipped. It should be possible for Capcom to reach their 2014 level of sales during this next fiscal year. After the slump of net income from 2013, Capcom has been doing much better with 14.8% rise from last year, about triple the amount since 2014. Research and Development costs have gone down a bit, mostly thanks to establishing their new engines and streamlining development, but it is expected to rise next year. The balance of work in progress for games went down major 34%. This was gained by closing down overseas studios and release of games that requires lots of works, i.e. REmake2 and DMC5. This is interesting though; Capcom split its stocks 1:2 last fiscal year, meaning the payout was decreased, but dividends increased. They’ve been managing to pay out dividends 29 times in a row. More people may have access to stocks, but payout per stock is smaller. Might’ve been a good chance to jump into the bandwagon at that point. Return of Equity, a.k.a. the  measure of how effectively management is using a company’s assets to create profits, is up one point. Should be noted that it barely beat 2009, meaning ever since 2010 Capcom was in a rut and had to fight hard to get back up.

With WHO recognising gaming disorder, something I’ve covered few times already (it has no basis), Capcom has Sustainable Development Goals, effectively meaning Capcom wants to showcase themselves as a company that balances their own economic growth with the sustainability of the society. In short, Capcom is supposedly trying to showcase themselves as a company that would not take advantage of people with gaming disorder. EGS, Environmental, Social and Governance form EGS material issues that come in four sections; Securing and Training human resources, Promoting diversity, Development of Solid Relationship with Society, and Enhancement of Corporate Governance. This needs a bit breaking down, as EGD and the four spots mingle slightly. All this is according to UN’s goals, which Capcom wants to go by. Furthermore, Capcom is to continue their 2011 program of supporting educational themes whenever a classroom requests such, meaning that Capcom has a program that would educate students about video games and career opportunities. However, this is largely Japan-only, though with Capcom wanting to globalise themselves further, they might want to tackle most major schools around the world in some manner, and maybe even send e-mails to smaller schools around the globe, offering some assistance in game studies.

Capcom is tackling Environmental issues with the usual fashion, like changing old light bulbs to LEDs to reduce carbon dioxide emissions and reducing paper resources by digitalisation. This has reduced costs, but also means that Capcom can showcase their push for further digital sales as part of ESG. Energy conservation will be their future goal.

For Social, Capcom is aiming to hire more non-Japanese employees and increase the number of women in management position, but an approach like this won’t serve well in of itself. All these people need to be competent in their work, as companies that will hire or kick up people into the higher up’s board for the sake of diversity does no good for the company itself. Whether or not this goal will be healthy on the long run will be seen. Forced diversity is not a solution, but that is the wind of the era. Capcom has been increasing the amount of women workers in their ranks, though in reality it shouldn’t matter what junk the employee has between their legs, just the quality of their work. It should be noted though that Capcom’s Relationship with Customers has a spot mentioning how they’ve monetised DLC without high-pressure microtransactions, something that a company like EA can’t say with all the lootboxes and whatnot. According to Capcom, games should be enjoyed for the entertainment value they provide with gameplay, not fir the thrills associated winning a lottery. Capcom intends to deliver core content for free for their games, with DLC being its own thing at a low cost. With their mobile games, they supposedly intent to continue have small as possible gacha elements. Localisation and culturalisation gets mentioned as well, and rather than talk about translation or localisation, Capcom wants to culturalise games so they’d be enjoyed in whatever locale. This sounds highly suspicious, but it also explain why mention of dragons got removed from Monster Hunter World in China.

Capcom is surprisingly effective when it comes to Relationship with the Regional Community, as they Capcom is involved with number of events in Japan, offering possibilities for cities and municipalities to make profit off of their own from these events and whatnot. This also doubles as an effect of Capcom getting their name out there to people who wouldn’t recognise it otherwise.

For Governance, Capcom has been increasing ratio of external directors and increased dialogue with the shareholders. Basically, Capcom wants to have more openness with their shareholders as well as be more transparent all around. Capcom even lists reasons why external directors have been selected, e.g. Masao Sato is expected to be able to contribute to the auditing and supervision of the Board of Directors via his experience and knowledge from serving the police administration. This is part of the whole “visible” governance, and we’re even given a third-party assessment of Capcom’s corporate governance. Capcom’s strength lies in capital efficiency and information disclosure, with Effectiveness being the lowest. This is pretty much as expected, as per the business culture Capcom resides in.

Rather surprisingly, Capcom has an increasing number of annual discussions regarding the market opinion. Whether or not these discussions with take true market opinion into count, or just what the gaming press wants the opinion to be, is wholly another question.

Regarding Capcom’s achievements for the year, there’s nothing much to cover. Their catalog titles i.e. older titles continued to sell decently, with MHW being still a top seller. Their two new releases, DMC5 and REmake2 sold extremely well, and apparently Capcom is satisfied with the sales of ports and such. As for arcades, Capcom apparently started an online crane game, and have been aiming to expand their target market towards middle-aged and the elderly. Plaza Capcom was opened in Hiroshima, which probably explain why they closed down one arcade and opened two new ones at different locations. Despite their five different Pachinko and Pachislot models sold reasonably, the changes they made in testing their equipment meant lower overall sales; 3,422 billion compared to last year’s 7,803 billion. Numerous events were held to maximise sales of games, as well as further use of eSports like Capcom Street FIghter League powered by Rage. Net sales increased and operating margin was 31.5%.

Capcom’s intention to build a strong business portfolio hasn’t changed any. Their aim, after all, is to make games they can make multiple uses out of. For the next year, Capcom seems to intent promoting their mobile games more and explore possibilities more, which is why we’re getting Rockman X DiVE rather than a home game release. Standard consumer releases are abound from major IPs. We already know REmake3 has been in the works for some time and will be out somewhat soon. Whether or not something else like DMC5 will be out is another question, tho Capcom would count MHW Iceborne on Steam a new title, and the base game a catalog title. Capcom also has to restructure their development to handle the new regulations Japan has made regarding gambling, as it impacts their pachinko and pachislot business. Business as usual, and in hindsight, REmake2 and DMC5 last year was Capcom reviving old IPs for new generation. Much less than what was expected, but the reception and sales of both titles speak for themselves.

Kenzo Tsujimoto’s section is up next, which is more or less a view on Capcom’s CEO’s commitment and look at the company’s history. Without much going in too deep, Capcom has six points in their philosophy, something we’ve already seen; Aim to become the best in the world, Compete with strong IPs, Stable long-term growth, Managing their IPs and companies properly to ensure the two aforementioned, enforce and encourage relationship with societies locally and globally as well as with stakeholders; and avoiding management risks with transparency. We’ve effectively covered most of these spots, but I’d like to give some spotlight on the third bit about stable long-term growth.

Capcom struggled most of the new Millennium to find their spot in the gaming market after the crash of the arcades, but their long-term growth has been better than most of their competitors. Their Operating Margins have been overall better than their main competitors’ with +66% operating income and margin being +7.9 points. While Konami may have +90% income, their margin is just below Capcom’s at +7.5 points. Contrast this to Square-Enix, who has -8% income and -3.3 points in margin. This of course could change during next fiscal year, when Final Fantasy VII Remake hits the store shelves. Neither Sega Sammy or Bandai-Namco can really compete with Capcom or Namco, as their respective numbers are -53% and +41% in Operating Income, with +1.8 and +1.1 points in margins. Effectively, Capcom has been making most of their last financial year’s success with just three titles, one of which was a catalog title. If they manage to keep both REmake2 and DMC5 selling well as catalog titles all the while rolling new titles as part of their main growth driver as per their management strategy, they should see further increases in profits and margins during 2020. Nevertheless, it seems that their most stable source of profit is still in arcade and amusement equipment with no real changes how well they’re selling.

Capcom will aim to increase profits with three-angled long-term plan. This plan consists of increasing digital sales on the global marketplace, preparing for the next generation of standards that will be rolling around during the next few years as well as focusing on eSports and aiming to popularise a new culture for content. First part is easy, overall speaking. All Capcom needs to do is release their new games via Steam alongside the usual home console market. That’s effectively what it amounts to. Capcom’s overseas games sales have increased drastically since 2015, while homeland sales have not really changed any. You could say that Capcom’s secret of being successful is to have IPs that are globally attractive. After all, Japan in itself is a very small market compared to the Americas, Europe and Australia, and the rest. China is of course a place they’d like to gain a strong foothold, but that’s going to be difficult still. Make digital the first option, and you’ll save in manufacturing costs. Capcom is also taking note of both Cloud gaming and Subscription services and are exploring ways to enter both of these. Cloud gaming, however, is still a pipe dream, while subscription services should be nothing new to them, technically speaking.

With new standards like 5G wireless, Capcom can’t help but make use of third-party outsider know-how. This is mostly for mobile market and most likely relevant only in Japan, but the underlying message does touch upon upcoming Microsoft and Sony consoles as well.

eSports was a major thing for Capcom last year, and apparently it netted some 1,096 million USD for them during 2019. That’s nothing to be scoffed at, and it is estimated 2020 eSport scene would net some 1,790 million USD. This is through the usual establishing of new leagues, analysis of trends and then promoting regional developments. As long as Capcom manages to establish a profitable and sustainable ecosystem, they should be able to maintain their practices. I’m sure this is part of the reason why Street Fighter V is the way it is, where the game is stable and easily accessible in various regions. The Marvel VS series, while superbly popular in the US, didn’t exactly have the same position in Europe, for example. Street Fighter V aimed to be very safe game and something they can build further revisions on easily, and it has been that. Certainly a success in financial terms, but not really a loved game in the series. However, in the next five years Capcom will assess if there is any more growth in eSports and whether or not it is profitable to continue promoting sales through it.

All this really amounts to Capcom’s plans to effectively follow 2019’s lead in terms of business. MHW has made them recognise that games can, and in future will have, longer sales periods than before. This is partially because digital marketplaces don’t run out of copies and are constantly available. On the long-term, if Capcom is to keep their current standards in visuals and sounds, the Hollywood look in their games, it will cost them more to research and develop. Something they are well aware. This probably means Capcom will put out only few new games per year, which most likely will be sequels or remakes, that they will bet on as their heavy hitters all the while ports and catalog sales are supporting them and making the risk of these big titles slightly smaller. Digital, however, is the thing that is being pushed further.

Interestingly enough, Capcom seems to aim to have their younger employees work on their popular IPs, meaning legacy IP in Capcom is a living thing. If there are more people like Yoshinori Ono, who want to revive a sleeping but still popular IP, in principle we could see some level of resurgence of some IPs down the line. This might be wishful thinking, but history has shown how legacy IP under younger employees can bloom like no other. Take Mega Man and Street Fighter as examples.

Rather than establishing new IPs, Capcom intents to expand new markets and find new customers. You can expect to see more remakes in the future, as games are considered to be obsolete after some time have passed. This seems to be their long-term plan; remakes and ports. At the same time, they aim to curb sales of used-games somehow as well as address piracy, especially in the Asian markets. Capcom loves to talk about their IPs, but at the same time the they’re not having new blood in their library. In the end, their aim is to expand into new territories they’ve yet to make an impact and raise global earnings. This applies to their arcade business as well, where they aim to attract new customers and enhance their lineup of titles.

Their analysis of game industry and market hasn’t changed, with general consumer and PC market overlapping somewhat and offering the most balanced place to be successful in. Mobile market may have large sums of money moving about, but the competition is extremely intense. Consumer market is 77% of all of Capcom’s net sales, followed up by mobile with 2%. PC online, like the crane catcher, makes double that at 4%. While they are in a good position to expand, Capcom currently has mostly high-risk options in their Value, Rarity, Inimitability and Organisational evaluation. Capcom doesn’t have as high competitive edge as they want to believe, as other companies possess all the same external edges as they do. Capcom being slow at making quick decisions probably have already bitten them in the ass couple of times, but the lack of direct competitors to their main selling IPs should be a concern. In Mobile market, however, Capcom is still at a complete loss. Then you have their directors competitors still rolling their IPs in the media and can easily overcome Capcom.

What is Capcom’s plan for the future then? To use their existing Intellectual Properties to make games and leverage them into further franchising. They are no intending to make new IPs at the moment, but deliver further remakes. REmake3 is the direct result of this. Long-term and steady growth seems to be their aim. Expanding their target market and find some new regions in Asia to make some more money. While all this probably will continue to continue kicking just fine, Capcom is not offering anything that could add to their existing strategies or IPs. Perhaps it could be said that Capcom intents to keep their current core customers happy while offering new generation of players the possibility to play classics in a remade fashion and in modern terms. Their plant to “make use of sleeping IPs” ultimately ended up being a remake and DMC5 with some ports. Maybe they could follow suit with some other of their sleeping IPs, like Commando and turn it into a generic Call of Duty clone or something similar. I don’t expect Capcom to expand IP library anytime soon. Now if they’d begin to remake games that would need them, like the original Street Fighter, rather than games that were already well made.

I mentioned Capcom Hollywood games, because it sounds what Hollywood blockbusters are doing; one or two big budget titles per year by using well established IPs carrying the whole studio. Smaller games are not even a thing really with Capcom anymore. Mega Man 11 seems to have been a sort of fluke, as the franchise was moved to mobile once again. All the small titles Capcom has been pushing out as of late have been ports and re-releases. Currently, it seems Capcom is not intending to launch a new IP anytime soon, but in long-term, that should be one of their priorities as well. After all, all of the IPs they like to talk about has to be established at some point, and it is necessary to have something that’s designed from the ground up to the current generation. However, the global popular culture has been marred with rehashes, remakes, adaptations and reboots for good two decades more than previously. Sadly, it must be admitted that relying on existing franchises and IPs with a built-in fanbase to revitalise business has been successful. However, as of late we’ve seen big franchises like Star Wars and Star Trek faulting during the run with lessening revenues and falling consumer interest. Capcom’s management has to work hard to avoid the same pits Hollywood studios have stumbled upon. Capcom has a history of falling on their face and success with this kind of approach, but there’s only so much they can use as existing material for remakes, unless there’s going to be complete and utter reboots.

Old, reheating Capcom

Despite Capcom having big hit titles in the few recent years, mainly Devil May Cry 5, Monster Hunter World and Resident Evil 2 Remake, that’s pretty much it. Street Fighter V has been extremely safe game for them, the SF fandom can be very, very tribal about their loved title, and Capcom fighting games overall are still considered the golden standard. For a good reason too, but that’s not the main topic here, maybe we’ll revisit that a bit later.

For 2019, Capcom has released no truly new game. Everything Capcom has released this year has been either a remake, sequel or a port. 2018 was the same deal. Back in the day in the late 1980’s and 1990’s Capcom was blamed to rehash the same game over and over again with new sequels. This isn’t true, despite it feeling like that with a new Mega Man game almost every year or yet another variation of Street Fighter II. The Golden Age of Mega Man was a wild time in many ways, but at the same time Capcom kept pushing out new franchises to expand their library and offering. If there wasn’t something new on a console, the arcades probably had something interesting to check out, like Darkstalkers.

Modern Capcom is satisfied with the status quo they have going on now, at least on the front. Capcom is relying on their big-name, big-business titles. While SNK wants to become Marvel of video games, Capcom used to have this spot. I say used to, because as we are now, Capcom has become the company that does nothing but sequels or rehashes. Even Mega Man, franchise that used to renew itself every few years to some extent, is effectively buried again. Capcom lost all the momentum they gained with Mega Man 11 by not publishing any solid information of a new Mega Man game being developed. Well, there is Rockman X DiVE, but as with every other Capcom franchise, they go to die on mobile. DiVE is far from being a new Mega Man 11 in terms of impact and presence, mostly because the title is competing in a different market from the main bulk of Mega Man games. In the end, it is still a sequel, or rather a spinoff, to a well known franchise.

Has Capcom abandoned making new and strong IPs? In business, especially in Japanese business, sticking to what you know best and what has already established market slot and pull is the way to go. The reason you don’t get new sequels to long-dead franchises all the time or new IPs to bolster the library is because the current corporate culture in Capcom is not there. The young Capcom needed to expand and make new titles all the time. Not because they threw everything a the wall to see what stuck, but because there was that drive. The people who work in Capcom now are not the same people who launched these game IPs originally, and it’ll take someone exceptional, like Yoshinori Ono, to suggest and bear the weight of reviving an IP.

You would think that reviving an old IP with strong history would fit the category just fine. Reviving, however, means that the IP is dormant or dead, often because it has either seen a slouch in sales or the driving force behind the franchise is missing. Resident Evil has consistently seen good amount of sales and is considered Capcom’s modern mainstay franchise next to Monster Hunter. Both of these series are old, but have been reinvented as they’ve come along. They’re also consistent with Capcom’s changing image, with new blood coming in and tasked to make a new game for the series. Capcom shows that you can live off a limited amount of IPs under your belt just fine, as long as you keep quality high and the number of releases constant. A stagnant series that doesn’t have the drive behind or, or the corporate support compared to the other projects that are going on at the same time, doesn’t have much chances. As much as Final Fight plays an important role in Capcom’s history, it is a legacy series they can use to promote themselves and other titles for the old guard that’s out there, but Final Fight has been superseded by Devil May Cry as the action game.

At some point, old IPs become new again after they’ve been dormant long enough. Street Fighter IV is a great example of this, and we can see Toho doing the same thing Godzilla periodically. Capcom still intents to revive some of their old, sleeping IPs (just like they said last year) but what are the chances of that happening? Perhaps what they mean by reviving they mean remaking old games that were big hits for the modern generations that hear the legends of these old games but won’t play because they’re too old. Maybe it means more ports upon ports. Probably both, as rumours say Capcom is already working on Resident Evil 3 remake. Understandable, considering how well REmake2 was did in sales and reception. While Capcom has loads of legacy franchises under its belt, they’re intentionally not making any use of them outside collections and re-releases. All the R&D goes to big name titles, which is closer to putting your eggs into one basket rather than betting on multiples. It seems to be working for Capcom just fine, but as argued last year, Capcom has both the manpower and economic capacity to develop smaller titles with smaller teams. They sort of are doing this with their mobile department, but that’s a different market from home consoles, and arguably different from PC market as well.

There’s no reason for Capcom to change their pattern right now, their big budget titles sell well and they are successful. Their caution is to back these up with re-releases. It’s safe and sure way to make business, and business is their main thing. Capcom wants big titles, big revenues. Small titles with meager sales won’t make that cut, but putting some money on re-releases, that’s a different thing. I wouldn’t expect Capcom to actually revive an old IP that doesn’t have some presence already. Sad to say, but at the moment, Capcom truly is the company they were joked to be, rehashing everything and unwilling to bring anything new to the table.

Multi-disk/c

When looking back at these last few generations of gaming consoles, sometimes it seems like they have been exceptional in some ways. Not in terms of games, quality or the like, but the machines themselves. Outside Nintendo’s offerings, the HD Twins, as they were called, don’t really separate themselves too much anymore from what they do and how. Both Sony and Microsoft tend to push similar boundaries with their consoles without really doing anything special on the side. Microsoft has that whole Windows ecology to work with, and the Xbox brand has become their universal mark of gaming, more or less. Sony’s jumping the multiplatform cross-over play, for whatever reason, but I guess now that developers can make shit work across all major platforms is a positive thing to have in your back pocket. Then you have the whole upgraded systems thing, which hasn’t been a thing since the second generation of consoles, but came back rather hard with all the new upgraded consoles all the three major console companies have been pumping out. Guess the first modern example would be DSi.

One thing that seems to be making a comeback is games spanning multiple discs. Historically speaking this has always been a thing in gaming, with old PC games spanning multiples diskettes. I remember Beneath the Steel Sky coming on fifteen disks on the Amiga. X-Plane 10 supposedly spans eight DVDs. Everquest 2 was on ten CDs when it was released. Command and Conquer may have only come on two discs, one of each having campaign for the two respectable sides. Consoles didn’t have multi-cartridge games in similar manner due to how you can’t just yank the cart from the console without the danger of damaging both the console and the game. After all, there is a live current going through the cart, it is effectively part of the machine itself. Disk and discs are read and not part of the PCB, after all.

Not to say multi-disc games have been gone at any point really. The X360 used DVDs and many of its larger games came on multiple discs compared to their PlayStation 3 counterparts. Lords of Shadow is one, for example, and came on two discs. Blue Dragon supposedly required three. The Blu-Ray Disc, or BD, really allowed just to throw everything on the disc uncompressed. It’s sound files that most often take the space hungry spot, be it music or voices. Mostly voices nowadays. Because of practices like this, game filesizes have been increasing steadily to the point of stupid. Games that are several tens of gigabytes, or perhaps even hundreds, could be shaved down in size by compressing and packing things properly, but it seems that skill has been lost to modern game developers. Maybe it’s because all the tools and engines that are around are readily made and nobody really wants to tackle a problem nobody sees a problem, at least not in the industry itself. Consumers on the other hand tend to groan when they have to wait for several hours for their game to download when it’s a digital entry, not to mention shit has to be installed. I miss the days when I could throw a game inside a console and let ‘er rip, but nowadays I need to sit back and wait another thirty minutes it to install. There’s a damn good reason I keep playing Switch more than PS4 nowadays.

It’s strange to think that multiple discs per game would be a detriment in itself as it has been a standard practice, well, since the first floppy diskette couldn’t hold all the DnD characters some nerd had cooked up during his university days. Reading a bit around, I can’t really find any bonafide dislike toward multi-disc games, but there are some individuals here and there that seem to consider the industry is pushing for digital-only due to lack of space per disc, like Allie-RX, a Youtuber of some sorts. Should we consider multiple discs to be a valid reason to further a push for digital-only materials? Hard to say, but it might as well be one of the arguments, but with modern politics, the argument wouldn’t sway to the direction of lack of space. It’d be about how it is more environmentally more sound to have digital-only, that we’re going to save the planet by not printing all that plastic. Wording which is largely horse shit. As space limitation on the disc, BD XL has 128 Gb of space, and 4K Ultra HD BD discs offer some 100Gb. While we talk about terabytes and petabytes in modern computing as the standard large-scale units, we a game taking over 100Gb should raise an eyebrow and make you question what exactly is taking all that space. As mentioned, it’s largely the uncompressed data on the disc and the lack of know-how regarding compression and packing. We’re well past the era when developers had to develop new compression algorithms to shove everything to a disc or cut down the number of discs. For example, Capcom had to come up new effective ways to compress all sprite data of Mega Man X4 in order not to run out of space. The PlayStation really sucked for 2D sprite games with its limited RAM, and some companies had to come up clever ways to change the sprites in memory on the fly. Then you have companies that want to go for the flashy stuff, like Square and its FMVs in same era Final Fantasy games. Despite their quality and compression, these FMVs still took majority of the discs’ space. If you’d remove the FMVs from the games, each game would’ve fit into one CD just fine. That, I would argue, is where modern mindset comes from. It’s not that there isn’t enough space on modern discs, but that developers don’t need to concern themselves with limitation of space. Much like so many other aspects of game development, space is a thing that has lost its limitation and it is very easy just to let it bloat like a dead body in the water. So much rotten hot air inside, and the colour ain’t really healthy either.

Digital isn’t really a solution to the problem the industry supposedly faces. Not everyone has multiple terabytes of free space on their computers. Some people have the minimum required amount of space bloat on their PCs, some can’t even use external devices in of themselves to expand the memory. It’s a case where we may have all this space in our hands, yet there are surprising amount of consumers limited by it. An easy argument for streaming perhaps, but streaming anything has its own issues. It might be a solution for films, music, television and Visual Novels, but not for computer or console games. There is no real solution to any of this, though I guess HVD would be one if they ever managed to finalise this decade old tech and launch it commercially as BD’s successor, but BD still has life left to it. Still, 3.9 Tb of space on a single disc should be more than enough for all your needs regarding movies or games. I doubt people are willing to pay 100 bucks for a movie ever again, unlike what they did with VHS and LDs back in the day. Of course, the industry could also stop wasting space, but that ain’t happening.

Complexity and difficulty do not deter sales

Continuing from last week’s ex tempore Guilty Gear post, the concept of making something more accessible in video games should be looked at a bit closer. The myth is very clear cut; make a game’s play less demanding in order to attract consumers. For long running franchises, there already exists an installed consumer base, changing a series’ latest entry to be less whole than its predecessor usually isn’t met with the most positive reception. Fighting games are interesting in this regard, because they exhibit series-within-series mentality. All five mainline Street Fighter games series have their own unique approach to the core mechanics introduced in Street Fighter. Street Fighter II expanded on the cast and introduced combos by accident. Later Street Fighter II games would introduce speed modification, new input methods and the industry standard Super moves. Street Fighter III revamped the whole pace of the game and made Parrying an essential part of the game. Third Strike landed Ex Moves into the series, which have become more or less franchise standard. Street Fighter IV modified Super concept a bit more with Revenge Gauge as well as introducing Focus Attacks and Red Focus Attack would be introduced later. Street Fighter V is a platform for each and every update for the game. This sort of tweaking applies to Guilty Gear as well, where most of the sub-titled game outside the first game have iterative versions. X has X+, XX has its fair share of update to the point of some arguing Accent Core should be considered a sub-series on its own rights. Xrd of course had Sign first before Revelator, and then Rev.2 came around. With New Guilty Gear, we should expect them to take a step back toward the original game, as that’s the standard procedure with both Capcom and ArcSys, and build up from there. However, every time a developer announced they want their game to attract new customers, or that they want certain customer crowd, red flags are raised. However, not for the reason you’d think.

Games have always been complex and stupidly hard. Dark Souls is not any exception to the rule, but it the series is perhaps the best example of a game that mainstream has taken under its wing despite it being brutally difficult, requiring relatively high execution due to its relatively complex mechanics. Dark Souls is just modern equivalent of the NES era Castlevania anyhow. Both are based on Western horror and both are deemed brutally hard games. Both are very successful franchises. The NES era is very good example of games becoming more complex and the same time gaining more popularity and seeing increase sales. Castlevania is of course example of this, but so would Super Mario Bros. By modern standards the first game is archaic, extremely basic. When it first rolled out, it was one of the most technologically advanced game on consoles, the game to define cartridge games before Nintendo rolled out Disk System. We know how that went down. Super Mario Bros. 2 made more characters available with different properties, much longer stages with numerous tricks to them, and more demanding game overall. It may not be Lost Levels, but Lost Levels is just an update for the first game with new enemies and no mechanical changes. Super Mario Bros. 3 on the other hand wiped the slate clean with more demanding stages, more complexity with flying, more mechanics to play with new suits and options, stage gimmicks and so on. If complexity and difficulty would deter the customer, none of these aforementioned series would’ve been successful.

Modern video and computer game developers should look at the arcades’ success to learn a thing or two. Arcade games were often butt puckeringly difficult in order to make their earnings, but with that they also were required to deliver excellent burst of gameplay. Cabinets that didn’t were quickly empty, with customers slotting their quarters into something more worthwhile. The games needed to attract the customers first, and that’s why the cabinet design had to be excellent, eye-catching and sometimes extremely wild. The attract mode was integral to this, which either was pretty damn good or rather terrible. There was no real in-between. The standard was to start with some sort of video sequence that sets up the setting for the game, showcasing some of the characters before the title screen hits, often with a bang. After that it would move to gameplay, which would be either AI playing the game either via game’s own instructions or prerecorded inputs, or just have the player character being dumb and taking hits before dying. Show some scores from other players, maybe splash the title screen once more than then loop the whole thing, until a player throws a coin in. Later in the 1990’s, these attract modes would find themselves very sophisticated, like how Choukou Senki Kikaioh presented itself as an opening animation for a Saturday morning cartoon.

I’d also recommend checking out Konami’s Teenage Mutant Ninja Turtles arcade gamesattract modes.

Presentation is all-important with games still. That is the first thing the consumer will see, from advertisement to in-game graphics. Graphical fidelity in itself is not as important as how those graphics are represented. ArcSys has always been able to pull this off, devising visual flavour that pulls in the audience. The main reason original Guilty Gear is a footnote in the series, and in fighting game history overall, is that it was just another game among others in a time when 2D fighting games were pushed away in favour of 3D. It didn’t make its mark because of being difficult or too complex, Tekken had more on it than Guilty Gear. Third Strike: Street Fighter III hit the scene years later, and you can guess which one of the two are is more complex and more played nowadays. Of course, SFIII wasn’t exactly a mass hit during that time either, but that was the era when arcades were dying. That, and SFIII a totally new cast that rubbed SFII fans the wrong way. Very few companies would be willing to completely replace their game’s cast nowadays, though SFIII‘s unique cast has been accepted retroactively as worthy successors and the initial reaction is seen rather overly drastic. Visuals is what the player will be looking at all the time, and if they’re up to par in terms of design and sheer quality of ’em, the game has to pull double duty on making the entry worthwhile.

That is only the start though, an ever-important one. Once you’ve gotten the customer’s attention, the best way is to engage the him to full possible extent with well designed and coded play. The answer to rope in new players is not in making game easier to play, that is the wrong way to make a game more accessible. Easy to learn, hard to master is the mantra of every great game out there, not just electronic. The best card games are easy to understand and learn, but stupidly hard to master due to other elements. Poker, for example, is simple enough to teach to a three-years old, but everything else calculating odds to reading other players takes time and effort. This isn’t an argument for people to get good at a game, but rather that by allowing the player to naturally learn what does what should be the priority rather than automate things. Automation and cutscenes take away control from the player, and though it helps early on and may give a cinematic effect, it should always be an option to remove automation once the player has learned enough. Autocombos as an element try to alleviate the execution barrier in fighting games, and while they do work as a first step helper, it should always be optional and the game should make an effort to encourage the player to abandon it rather than give them a safe tool they can roll with all the time. Its not a rare mindset to use the tool that’s the easiest and safest because it just works. Repeat it again and again until desired result is gained. The incentive of more damage with better combos doesn’t really sound appealing to general player if such tool exists.

Give a controller to a complete newcomer to fighting games and tell them what the buttons do, and then do things. They’ll be in complete awe what’s going on. There has been much discussion on mechanic complexity, but less so about inputs. Sure, methods of inputs is a big topic, pad vs stick and so on, but less so if there are too many single inputs. What I mean by this that, for example, Street Fighter has six buttons. Three for punches, three for kicks. King of Fighters has four, two punches and two kicks. Tekken has four, one for each limb. Melty Blood runs four as well, but with three attacks and a special. Virtua Fighter has three; punch, kick, guard. Which one of these would you say would make a newcomer most confident? Then consider which of these franchises has seen most revenue. Number of inputs is related to complex execution. More ways to input stuff, the more motor skills are required. Add the mechanics to this, and it becomes easy to see why some would argue lessening complexity is the way to go. Nothing keeps you from using all the buttons on the controller, but at the same time nothing says you should. All that said, the core fighting game design with the system starts with how many buttons there are. It might look intimidating to a complete novice who has never played a game, but this is something no game can really deal with. A player must start somewhere to work over the complex controllers, but a well designed game wins the player over with good design.

Not even kidding. Back when I was studying psychology and used games to run experiments, few of them were so completely bewildered by a SNES controller they might as well have used this

However, this design is hard to implement into a fighting game. The reason for this is that fighting games are pure one-screen games. There are no stages that the developer could design around for the player to intuitively learn controls and mechanics, like they can with Super Mario Bros. There are no attract modes anymore to show how the game flows. All you really can do is hit the Training mode and hope for the best. With the Internet, this shouldn’t be the case anymore. People learned how to play Street Fighter II by being there in the arcades, playing games with others and tradings tips and tricks. That wholesome interaction may be gone now, but online play could help. Have people play few matches against the CPU to measure how good they are and then throw them into online matches with equally ranked opponents. This doesn’t seem to be happening though. Often what seems to happen is that you just keep losing to people online and have to learn about things before you can match others.

The thing is that this happens with everything. You don’t get good at reading before you learn the alphabets and how language works. You don’t learn to drive right away. You don’t learn to draw a straight line until you’ve done it thousands of times. Playing soccer takes ages to get good. Building and painting model kits takes years to learn. Even something like Pokémon Go demands you to drag your ass out there to spin those stops and join the raids for the best Legendaries out there. This is not an issue of getting good at a game, though it does bloody sound like it. The issue is of genre. Fighting games, despite being one of the most readily accessible genre out there, is all about having that crazy shit happen on screen, but as always it should be the crazy shit the player is doing, not the game. Games are about user action, and the less user action there is, the less play a game has. While this post largely equates play with mechanics, the two are inseparable aspects. Fighting games are interesting in that everything is laid out right away in terms of mechanics and they’re easy to do. Making use of them, that’s something that can only come from repeated play. Call it a detriment of the genre or whatever else, but you can only really prepare for a match in a fighting game is to play the game. With RPGs you can get your noggin jogging and consider things in terms of elemental weaknesses and the like. While you can use this in fighting games with rock-paper-scissors elements, timing them right still takes some experience. With a game like Final Fantasy, the issue of getting good at the game is in understanding the mechanics, not really being able to execute them with some motor skill fidelity. Lowering the mechanics skill ceiling might sound attractive, yet it will lead with into more experienced players dominating over newcomers that much more. While Darkstalkers 3 is technically and mechanically very demanding game, it is an example of a game where you medium skill players are very rare. You’ll either be in less skilled floor, or someone who has spend years with the game and have broken through the ceiling. There really is no middle ground, and that probably will be the end result if a fighting game series decides to downgrade its play mechanics.

Holding on to your current consumer base is easier than making a new one. While as a creator it may seem dreadful to tweak an existing formula again and again, that is partially expected from a sequel. Street Fighter does break this mentality, but only if you go by number-by-number rather than iteration-by-iteration. Consumers expect a new numbered Street Fighter to mix things to some extend outside its core basics, but this is not the case with Guilty Gear. XX and Xrd set the expectation that while system tweaks and additions are to be expected, no major or drastic approach would be done in of themselves. The brand expectation for Guilty Gear is what it is, a high-speed fighting game with expansive and complex mechanics that support offensive play the most. Things like Burst, Instant Kills, Gatling Combos, Dust Attacks and the sheer way the games have played have become more or less as part of the core expectations because ArcSys has never given the series a significant system change after GGX. New Guilty Gear will most likely aim to cater with these ideas, but it as a game will have brand confusion. There have been different Guilty Gear experiences before, as Ishiwatari put it, with all the spin-off titles. It would serve the franchise better if the core fighting game line would continue as per standard, catering to both Red Ocean and shallow Blue Ocean customers, all the while the franchise would see a new spin-off that would give it a completely new spin. There is more room for Guilty Gear titles that do something different with the same core basics. From business perspective, you’d keep the interest of your current consumers with a new sub-title to the series all the while still catering to them with the core series, but also attracting newcomers with something they could get into.

Guilty Gear 2 is still a thing, and it changed the genre. ArcSys could do more things like this

It still bogs down to the content, not mechanics’ complexity. You have to have something to nab to consumer in with presentation, you have to have good play to keep the player interested and entertained so he is willing to spend more time, and what he spends his time on is content. When the player consumes a game’s content, he naturally learns the ropes. However, if the content is lacking doesn’t keep interest high. This is why Street Fighter V is a weird case study, as it discarded the idea of iteration in favour of constant content updates. Content for a fighting game would be characters and the various modes, though the main mean would always be the fighting itself. Xrd‘s movie story mode is an excellent example of utterly trash content for a game, whereas previous entries’ multiple paths storymode based on matches and player decisions in those matches is a great example. It keeps the player more engaged, and it gives him motivation to keep playing in order to see all the characters’ story paths. For 25 characters that would mean 50 different endings to unlock. Good online keeps all players along the ride too for some time, but there needs to be content. Marvel VS Capcom: Infinite failed at presentation the very moment trailers hit the scene. The mechanics were great and gameplay had autocombos too, but there was no content people were looking for. On the opposite, Marvel VS Capcom 3 had more complex controls than its predecessor, Tatsunoko Vs Capcom, but obviously had more content that interested general audiences more outside Japan. It should not surprise that it saw more play by all and higher sales.

Video games are stupidly large entertainment industry now, but the true and tested way to expand to the Blue Ocean market still applies; disrupt the market with a new quality product that hits the current paradigm. A revamped Guilty Gear might be this product for sure, but only if it truly is able to pull off everything right. In other words, it would need to be the same kind of title as Street Fighter II was to previous fighting games. Its branding alone drags it down. It would serve ArcSys better if they’d launch a new, high-caliber series with the same energy, with the same effort and the same enthusiasm. They are playing with a marketing grenade in their hands at the moment. ArcSys could pull it off, but chances are consumer expectations are against them harder than Ishiwatari thinks.

Another Epic PR disaster

When the Epic Game Store came around the first time, I considered it an addition to the whole economy of digital games stores. There’s always more room to challenge Valve, GOG and the rest as long as the service is right, the price it tight and products stand out. The last bit Epic has been working on overtime, but not the way most consumers would want. Its not that Epic has put studios to work for unique games, but they’ve been doshing dough around like no other, picking up games off from developers from Patreon, Kickstarted products and such. Kickstarted products is the sore point, as many were promised either physical PC release or a Steam key, but with Epic bringing its bang to the table, these promises turn empty and they’re given Epic codes instead. While Kickstarter is not a store and changes are always going to happen, keeping tight on your delivered products. When things are like this, you need some good PR management skills to handle the situation. Ok, let’s be realistic; you need someone with excellent PR skill and background to manage the consumers and dampen all the possible damage. You never go in head first yourself, because you don’t have the skills or knowhow. You’d be an idiot to assume that consumers of any sort are a kind bunch. Outside already promised products e.g. via Kickstarter changing their form and direction, in principle there’s nothing wrong in Epic’s way of making exclusives. Personal opinion doesn’t exactly matter, when the majority has made their negative view on the platform rather vocal.

Consider why each and every successful corporation, company or individual businessman has a front while everything happens behind the curtains. That is to keep the consumer at an arm’s length away to keep some details behind the curtain while having proper discourse with the customer.

You probably already know ins and outs how Ben and his wife Rebecca have been working on a game titled Ooblets and how it became a timed-exclusive for Epic Store. I didn’t know about them two days ago, and apparently not many others had either. Still, Ben doesn’t mention his last name or sign with full title, so I’m going to call him just Ben, uncharacteristically. Sorry Benjamin, don’t mean to mix you with this Ben. After Ben announced the situation, he and his wife got some heavy backlash, which should have been completely expected considering how negative reception Epic has. Of course, being Ben he went on to Medium and wrote a long response. Archived version for your pleasure. We’re mostly going to concentrate on this, but you can jump on their Discord if you want to read how easily Ben is willing to take a shot at people for whatever reason. OneAngryGamer has some of them archived, just like his article is.

It really is largely trite to read through, as anyone who have followed any standard events regarding production of games from the start within the indie scene should know, especially the title has been Kickstarted. Most interaction with fans is positive, until you fuck up somehow. When you fuck up, that brings in the rest of your silent backers and other potential customers in like a lightning rod. Ben describes how their style has been jolly and non-serious all this time, which is the first error most of these independent creators do, because that means nobody can never really trust their info without analysing through the bullshit you’re spouting. Having a joke here or there to break the ice is great, but being tongue-in-cheek as your standard style of interaction is about as welcome as a rash on your ass. Sure its colourful and gives you attention, but in the end you want that clear and fresh feeling instead.

The Internet is nothing new when it comes to mad people. It is a misconception that the Internet brought us some sort of new era of hate messages or the like. No, hate mail has always existed. Before direct messaging and emails, people used letters published in news papers or sent directly to the provider, or simply calling by phone. The Internet just has democratised who and how they are able to voice their opinion. Ben listing some examples of people going over the board does show that there are people either genuinely mad, or that there are just people wanting to pitch in for good time’s sake. Neither really is constructive, but emotions tend to take over people very easily.

Ben makes clear that he doesn’t consider anyone a customer. He or his wife hasn’t sold anything to anyone, so there isn’t a provider-consumer relationship. He’d be wrong. The relationship that exists between the two and their audience is potential consumer base, which has effectively become their fanbase that they were nurturing. In the face of law this is the case, he can argue that. However, considering he team has a Patreon that is directly about funding the game. Still, they don’t offer any of the game there, just some merch when they begin to produce it. Maybe.

However, when you have a fanbase and interact with and constantly update them on your progress, you have a group of people you have cultivated as your main consumer base. There is a certain silent agreement between you and this group of people about a transaction and this has been going on for three years. If Ben thought for a moment that there wasn’t meta-transaction on an emotional level going on, he has been sorely mistaken. He can call people entitled all he wants or whatnot, but do remember that when you are promising a product to fans, and have given your word (despite this not being a binding contract), you’ve already made emotional connections and managed to tie the future consumer of your future product to your brand. That tongue-in-cheek nature nature of messages and updates is an element that backfires twice as worse in situation like these, as that tone is often seen as facetious and deceptive. At best it’ll be regarded as condescending, though often that’s the underlying tone. There has been implied promises going on for three years. Morally speaking, Ben and his wife do owe to these people. Furthermore, they owe their very current monetary situation and success to their fans and especially to their patrons.

Ben admits he has a PR disaster in his hands. Yet he blames this on a portion of gaming community rather than acknowledging  his own fuck-up. His business sense overrode the work he had done with his PR, where Epic’s offer for a timed-exclusive seemed a better option over long-term positive feedback. Even my sorry ass has heard enough tales of consumers and fans getting riled up over developers and publishers being swayed by Epic’s bucks. Any and all devs at this very moment should ask themselves Is my fame more worth than the money I’m currently offered? Hell, I’ll even argue that if a dev now would make a bold announcement that they have rejected Epic’s offer for exclusivity in favour if fans’ and consumers’ preference in a proper way, they’d be hailed, in words of an Australian, as fucking heroes.

If you screw your PR like this and make widely unpopular move all the while taking a good shit on people who could have been customers, then still proceed to take numerous dumps on people, belittling people, don’t go cry over a massive backlash. While regrettable, it is also the harsh truth of business and maintaining your image. Ben’s and Rebecca’s first ride on the PR train and it getting off the tracks was, ultimately, their own doing. A reaction always requires something to start it going. Just to make sure, I didn’t say they deserve getting the worst of the rap that’s raining on them, but they are the source of this reaction, which could have been mostly avoided. Not the way Ben and his folks were maintaining their interactions though.

This whole deal shows basic lack of consumer research and expectations evaluation. Both PC and console consumers have been vocal about Epic’s misgivings and even more about how the developers and publishers seem to have lost all contact with the people who buy their stuff. I shouldn’t underline the bottom line with this repetition, but as a provider, albeit as one who has not yet delivered one product, everything hangs on the people who are willing give you money. Now, with their decision to handle things like this, not practicing good sense and proper manners when interacting with audience and not clowning around, they’ll probably see less success and a very tarnished reputation. That’ll take some polishing to fix.

Providers aren’t your friend. They’re in the field to get paid. Directly interacting with them won’t change this, no matter what sort of relationship and emotional connection you have with them.

Heads in the clouds

Cloud gaming making some waves again, with Sony and Microsoft announcing collaboration with each other to explore solutions with their own streaming solutions. At least according to official statement from Microsoft. Despite being rivals within gaming market. We should always remind ourselves that out of the Big Three, only Nintendo deals exclusively with games. Both Microsoft and Sony have their fingers spread elsewhere, with Sony having movie and music studios, Microsoft with Windows and whatnot and so on. While Sony does rely heavily on the profits their gaming department is making (to the point of relying most of their profits coming from there seeing everything else has been going downhill for them), Microsoft doesn’t as much. I’m not even sure if Microsoft is still making any profit on their Xbox brand and products, considering neither the original box or the 360 saw any real profit throughout their lifespans. It’s like a prestige project for them, they gotta have their fingers in the biggest industry out there. The more competition, the better though. This does mean that neither Amazon or Google can partner with Sony for similar venture, but perhaps this was more or less a calculated move on both of their parts.

It does make sense that the two would collaborate to support each other in cloud and streaming venture though. Sony already has an infrastructure for streaming gaming content with their PlayStation Now while Microsoft has the whole Azure cloud centre set up. The MS Azure contains lots of features, from computing  virtual machines and high density hosting of websites, to general and scalable data management all the way to media streaming and global content delivery. Safest bet would be that both MS and Sony are intending to share their know-how of content streaming, but it is doubtful if the two will actually share any content. Perhaps Sony’s music and films will be seen on Microsoft’s services, but don’t count on the games. However, I can’t help but guess if multiplatform games between the two could be specifically designed and developed for their combined streaming efforts. That’s a bit out there, as the collaboration is to find new solutions rather than build a common service the two would use. This is, like Satya Nadella said, about bringing MS Azure to further power Sony’s streaming services, and that’s completely different part of market from games at its core.

This does seem like Enemy-of-enemy like situation. Google’s Stadia is touted to be the next big hitter on the game market. It’s not unexpected for the two giants pull something that would weaken Stadia’s standing. This, despite Stadia already having boatloads of obstacles already, ranging from control latency to the quality of the streaming itself (end-user Internet connection still matters, especially if you live in the middle of nowhere surrounded by dense forests) to the very content itself probably being less than unique. Let’s not kid ourselves, cloud gaming is not for everyone despite what Google’s PR department wants you to think. Not everyone has the money or infrastructure to have a proper connection for cloud gaming. Anecdotes be damned, but there are lots of people living around here who have to rely on wireless Internet for everything, especially up North, because the population is so spread apart that putting data cables into the ground would not be worth it. Early 2000’s modem speeds are not unexpected, they’re a standard. If early reports on Stadia are to be believed, there’s some serious lag and latency on standard Internet connections. It’s not going to play well with someone who doesn’t put a whole lot money into their Internet connection, or just can’t. If we’re going to be completely open about this, only a fraction of the world can handle cloud gaming. 10.7 teraflop computing power and 4K resolutions for Stadia? A pipe dream at best.

Steaming interactive content like video and computer games is not easy. Music and video, that’s comparatively easy, just send that data to the consumer and you’re pretty much done. Gaming requires two-way communication at all times, and on top of that the service has to keep tabs on what’s going on at both ends within the game. No matter how robust the data centres are, no matter what sort of AI solutions are implemented, it all comes down to the whole thing about latency between the data centre and the end-user. Perhaps the best solution would be split the difference in a similar manner how mobile games have partial data on the phone whole syncing with the server side all the time. That, of course, would be pretty much against the whole core idea of cloud gaming, where the end-user would just hold an input device and a screen.

Cloud gaming has been tried for about a decade now. It’s still ways off, but it’s very understandable from the corporations’ perspective why they’d like it to become mainstream and successful. For one, it would remove one of the biggest hurdles from the consumer side; getting the hardware. You could just use your existing computer or smartypants phone to run things and you’re set. Maybe have a controller, but you can get those for twenty bucks. No need to pay several hundreds for a separate device just to run separate media software. Cloud gaming would be the next step in digital-only distribution, which would also offer better protection from piracy. Control is the major aspect of cloud gaming, where the end-user would have effectively none. You would have no saying in what games you have access to. One of the well marketed modern myths about streaming services is that everything is available 24/7, when in reality everything is determined by licenses. Star Trek vanished from Netflix for a time being, because the license ended, for example. This happens all the time. I’m sure there’s some list of lost media listing somewhere about digital-only films and shows that were lost due to publishing rights and licenses expiring. Lots of games having vanished from both Steam and GOG because of this, and if there are no physical copies floating around, pirating is your only option. For something like the Deadpool game, you can only get second-hand or newold stock, as the developer’s and publisher’s license expired few years back.

Will cloud gaming be the future? Probably at some point, but the infrastructure is way off still for it to become any sort of standard. It is, in the end, another take on the decentralised gaming Nintendo has going on with the Switch, moving away from the home media centre that the smartphones brought to us. Cloud gaming will take take firmer hold once they beat systems with local storage in value and performance. For now, enjoy the screen in your pocket.