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Should Japanese Games...Be Less Japanese?
Me
Monday, October 11, 2010

Keiji Inafune sounds like a lone Horseman of the Apocalypse for the Japanese gaming industry if you've followed his press over the past year. He might sound entirely like a pessimist at best, or a crackpot at worst, if not for other Japanese developers who express similar sentiments. Jun Takeuchi, the producer of Lost Planet 2 and Resident Evil 5, has said that the Japanese gaming industry doesn't have a "hope in hell" unless it keeps up with Western development. Tomonobu Itagaki, the creator of Ninja Gaiden and Dead or Alive, blames the state of the Japanese gaming industry not on a failure to innovate, but rather a failure of Japan to "understand the lessons of capitalism." While I can't speak to Japanese macroeconomics, I think that Itagaki is correct in that the root of the problem may lie in Japanese developers' collective inability to adapt to the worldwide gaming market, and the worldwide gamer. Put bluntly, Japanese games may be too Japanese.

It feels difficult to accept that the Japanese gaming industry is "dying" when we purely look at the numbers, because they arent universally bad. Nintendo may be down and currently suffering stock value losses due to the inability to release the 3DS for the holiday season, and Inafune's attitude (at least lately) is certainly informed by Capcom taking hits. Sony may not be turning profits even though hardware sales are up, but Sega has been posting profits and Square Enix has posted exceptional financial results this year. The data seems to indicate that the Japanese games market is slowly shrinking, not dying, and factors like the Japanese obsession with handhelds as a regional market surely plays into this. Inafune and Itagaki can reasonably be said to have their fingers on the pulse of their industry better than any outsider might, however, so it's reasonable to assume they are on to something, and to ask ourselves why Japanese developers might be in trouble.

In the 1990’s, it seemed like everyone was into anime and manga in my geek circles. I grew up watching Robotech and Akira in the 1980’s, but in the ‘90’s I discovered Mobile Suit Gundam, Ghost in the Shell, Appleseed, and Cowboy Bebop. Eventually I moved into headier fare such as Grave of the Fireflies, and Hayao Miyazaki’s epic films, such that I had a pretty wide breadth of experience in the genre, certainly enough to recognize its tropes and recurring themes.

Project Sylpheed was one of the last Japanese-developed games I purchased for the Xbox 360, and I was struck by how all the characters seemed right out of a lesser-quality anime with spiky, pastel-colored hair, vapid female idiots, and the villain-who-isn’t-really-a-villain-but-who-turns-out-to-be-good. That was when it struck me: the game was silly. I couldn’t take it seriously as a video game, and the more I thought about it, the more I realized that this problem feels pandemic to almost all the modern games which I could readily identify as "Japanese-developed."

Lost Planet: Extreme Condition had ludicrous anime-trope characters and Lost Planet 2 was criticized by Inafune as being "too Japanese." The anime-esque characters in Final Fantasy XIII and other JRPG’s are too preposterous to take seriously. The fact that we even have a genre called "JRPG's" may be indicative of the problem. When I played the demo for Vanguish, I couldn’t help but groan at the stilted, forced dialogue during the tutorial, the over-the-top gameplay, and the story of Russian robots attacking the United States is absurd. When I ran across Dead Rising: Case Zero’s homicidal mechanic I wasn’t surprised anymore with how wacky he was, rather I just yawned with the boring predictability of running into him.

There's no foul if Japanese developers are making games for Japanese gamers, but Japanese gaming companies are part of a world market, which means if they want to sell strongly outside of their home territory, they need to produce games which aren’t “Japanese,” but which are "just games.” The Tokyo Game Show just took place, and the news coming out of what is meant to be a major event in gaming culture didn't feel like such. Rather, it felt like a window into the Japanese gaming market, just another signpost in the division between the worldwide gaming market and Japan. Yakuza: Of The End? Are you serious?

Ubisoft is a French company, but they don’t make “French games.” Funcom is a Norwegian company. Would anyone call Age of Conan or Anarchy Online “Norwegian games?" France and Norway are still Western cultures, so it's reasonable to argue that neither of them are a perfect metaphor for Japan, but they do have unique cultures compared to the United States, and I don't hear American gamers taking any notice whatsoever of the national origins of these titles.

Nintendo is one of the most iconic Japanese game developers in the world, but I never feel that their titles are “Japanese-developed.” When I’m playing titles like Zelda and Mario Brothers, they feel like regular-old video games. Part of the reason that Metroid: Other M is catching critical flak may be that it turns Samus into a woman who requires male approval or permission to act strongly, which is very much a Japanese cultural stereotype, and it did not serve the game well.

This is not about the superiority or inferiority of a culture, or a people. Rather, this is about video game culture as a distinct entity in and of itself which has its own trends and expectations. The division isn't between Eastern and Western games, but rather between Japanese games and "video games." If Japanese video game companies want to compete on a world market, they need to address breaking these barriers down. This doesn't mean that Japanese developers shouldn't continue to make quirky Japanese titles, and there are plenty of Western gamers who like those titles precisely because they are quirky and Japanese. It means that Japanese developers need to add to their lexicon and take efforts to make other kinds of games, as well. We're seeing baby steps in this direction with the Devil May Cry reboot being developed with English studio Ninja Theory.

News Editor AJ Glasser over at GamePro wrote an editorial last month where she seemed to confirm the root of this problem nicely. "The PlayStation 3's Valkyria Chronicles is one of my favorite games of all time -- but I don't love the sequel nearly as much. My reason? It's too Japanese," she said. The developers she spoke to may wish that games could just be considered outside of the nationality of the people who developed them, and Glasser may feel that "an RPG is an RPG whether it comes from Japan or India," but to many of us this isn't how the reality of Japanese-developed games plays out. Certainly personal aesthetics play a huge role in this - what one person considers ridiculous or silly, someone else may consider imaginative or quirky - but the fact remains that these divisions are still too easy to make if we look for them. Glasser may point out the solution to Japan's gaming industry problem when she brings up fighting games:

"With the exception of Mortal Kombat, all the great fighting games come from Japan -- Tekken, Dead or Alive, Street Fighter, Marvel vs. Capcom. Yet you'll never hear anybody describe a fighting game as a Japanese fighting game or an American fighting game. It's not because fighting games somehow transcend culture, but rather because fighting games make it a point to include all cultures." In other words, fighting games aren't Japanese games, but just games.


Dennis Scimeca is a freelance writer from Boston, MA. He has written for The Escapist, and maintains a blog at punchingsnakes.com.

 
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Comments (13)
Robsavillo
October 12, 2010


In a way, you're arguing that games need to shed their diverse creative influences and instead focus on a mythical "worldwide" gamer (but, I actually think you're taking a very ethnocentric view of "worldwide" in this instance).



I think what makes Japanese games unique should continue to develop and mature on its on accord -- not merely attempt to mimic the best-selling designs from other regions. Otherwise, we risk even more "me too" games full of bland sameness.


5211_100857553261324_100000112393199_12455_5449490_n
October 12, 2010


"Part of the reason that Metroid: Other M is catching critical flak may be that it turns Samus into a woman who requires male approval or permission to act strongly, which is very much a Japanese cultural stereotype, and it did not serve the game well."



I think you could certainly say that Other M might have failed on certain notes due to some misguided visions of the game's creators, but to say it's modeled after a Japanese meme seems slightly silly.  Metroid has been developed by Japanese teams for decades, literally decades.  Never before has this issue come up; she was a self-empowered bounty hunter that acted of her own volition.  



I don't think they attempted to "inject" a Japanese societal stereotype, but rather try to bring some depth to an otherwise completely mysterious person in a suit.  Can you and I say it's ridiculous?  Absolutely, because we've been reinforced in believing that she was her own woman for nearly 25 years now.  However, this isn't our vision.  Ultimately, the creators had the final say in which direction her character developed, and this is the road they've traveled.  I think it would be rude to assume they're attempting to reinforce a "stereotype".  Mis-step as it might have been, it was theirs to make.


Me
October 12, 2010


@Rob - Wouldn't I have to be arguing that the American gamer is the model for "the worldwide gamer" in order to be ethnocentric?



I would ask that we reflect on the specific context of my proposition - IF the Japanese gaming industry is shrinking, it MAY have to do with the fact that its products can often be so clearly out of touch with what the rest of the gaming industry is doing. I think that's a completely reasonable hypothesis, born out by the writing of critics and pundits who acknowledge this division all the time in the video game media. Any developer who doesn't develop for a world market is denying themselves the widest possible customer base. It seems like pretty simple economics to me...so Japanese developers have a choice to make, which is my point, and I think it's a fair one.



@Bryan - The stereotype of the Japanese woman is that she's very submissive. Ninja Theory didn't "inject" a stereotype, that implies intention. I think that how it got there is less relevant than the fact that it's there, period, and it's difficult, if not naive, to look at what Ninja Theory did to Samus and ignore the application of this stereotype. We wouldn't turn a blind eye to foreign-developed games painting Americans as cigar-chomping macho idiots, would we?


Robsavillo
October 12, 2010


I just think your hypothesis is flat wrong -- I notice you conveniently gloss over the worldwide sales success of Final Fantasy 13 in your article. What about Dragon Quest 9? You even use Sony's increase in market share and sales, Sega's profits, and Square's exceptional sales this year as evidence of a shrinking Japanese market! Not to mention that Nintendo's Wii bubble is an outlier in all this (and your link doesn't even mention anything about a drop in stock price). Furthermore, any discussion of shrinking market (from the Kotaku article) should put that into context of the global recession beginning in 2007 (the first year of their analysis).



You also fail to examine the other side of this adequately -- we've seen western developers "westernize" Japanese gaming concepts with spectacular failure. Is anyone really talking about Front Mission Evolved, for instance? Would you bet that it sells more than Front Mission 5, a turn-based strategy game that went on to Sony's Greatest Hits collection and was released only in Japan?



We have many different flavors of video games -- Japanese is just one of them. We have American-flavored games, too. And Eastern European ones. All of these culturally diverse approaches have a place in video-game culture, but your ethnocentrism shows when you describe Japanese games as "other" (i.e., "The division isn't between Eastern and Western games, but rather between Japanese games and 'video games.'").



I don't think Japanese games need to be "less Japanese." That just reeks of a superiority complex.


Me
October 12, 2010


Au contraire, I very specifically admitted that it's difficult to quantify the claims of Inafune purely using the numbers. I'm also not sure whether "westernized" Japanese concepts failing doesn't actually validate my argument, unless you think it's entirely possible to scrub Japanese cultural artifacts from design. I don't think it is.



Can you name some video games that have been acknowledged by major video game journalists as "Eastern European?" Perhaps I need to be educated...but I've never heard of one. I honestly am a little baffled at debating the point about whether Japanese games are extremely unique compared to other fare. I wasn't aware that this was a point that anyone even disagreed about anymore, rather that the debate was centered on whether this was a good thing or a bad thing.



To try and stay on point, I think that either Inafune and the others are on to something, or they're not, and if they are, I've laid out a hypothesis for why their industry is suffering. If someone else has another idea I hope they write about it, because it's an interesting conversation to have for its own sake. :)


Bitpro
October 12, 2010


"Metroid: Other M is catching critical flak may be that it turns Samus into a woman who requires male approval or permission to act strongly"



Samus simply follows Adam's orders out of respect for her former commander, not because she has to or forced to. She certainly didn't have to follow his orders -- she made the decision to do that herself.  There were instances where she activated her powers without Adam's consent anyway -- Samus was still in control here. Did everyone fall asleep during the scenes where Samus explains why Adam is the only person she trusts with her life? I guess so...


Robsavillo
October 12, 2010


Tons of turn-based strategy games come out of there, which play much differently from your Gears of Wars and Halos (and even from the very few turn-based games from American developers). Whether "acknowledged" is besides the point -- these games are built from different cultural influences, much like Japanese games.



You're essentially arguing that a monolithic game culture coupled with a one-right-way to success exists. Your subtext seems to imply that western and American tastes are that ideal, which is what I take issue with.



The basis of your argument (that Japan must be doing something wrong because its market is shrinking) isn't supported by any evidence -- whether numerical or not. I'm not sure what conversation you hope to initiate with this article, but I'd much rather developers retain their own local flavor and make the games they want to make -- not just the games that Americans will buy.


Jamespic4
October 12, 2010


S.T.A.L.K.E.R., Crysis, Cryostasis, Metro 2033, The Witcher, Patrician 4, and The Settlers were all created in and are all associated with Eastern Europe.



Oh yeah, you may have also heard of a little game called Tetris. :)


Me
October 12, 2010


@ Rob - Unless you want to argue that gaming isn't a global market, or that games with high international sales do not represent, to a meaningful degree, the sort of games that "gamers" want to play regardless of nationality or culture, I think you're imposing a reactionary view against perceived bias rather than responding to the thrust of the article's argument.



Even fans of Japanese games, who by their very definition would not be ethnocentric, are acknowledging the existence of the divide by calling themselves "fans of Japanese games." Have you ever heard anyone say that they are "fans of Eastern European games?"



Let me ask you directly, then, Rob: do you think that Inafune and company are on to something, their being on the inside of an industry which you and I can only watch from a very far-removed outsider perspective, or do you think they are full of it?



(and I don't set out to initiate any sort of conversation other than whichever one springs into existence)



@ James - None of those games feel like "Eastern European" games to me, which is precisely my point. Even Metro 2033, which SHOULD feel like "a Russian game" due to its source material, just felt to me like "a first person shooter," not "a Russian first person shooter."



I was a Russian history major in college before I went into film. Russian culture is VASTLY different from American or Western European cultures. There was this whole invasion of the Mongols they had to deal with...but I genuinely don't feel that Tetris feels "Russian," either. Well, maybe a *little* in the music. *grin*


Robsavillo
October 12, 2010


For one, Inafune's comments are two-fold -- he's also critical of Japanese publishers' and developers' ability to spend insane amounts of money on production and promotion. I'm already of the opinion that American-styled game development isn't a sustainable business -- how often have we witnessed one flop completely destroy a studio?



Furthermore, I don't feel that Japanese games have experienced stagnating innovation -- what about Valkryia Chronicles, Demon's Souls, or Chomehounds? Each offered new and different twists on old game concepts. Even Final Fantasy radically diverted from the series' established design, and your linked article mentions 5.5 million sales worldwide!



I'm just not seeing the same problem they are, and I'm especially suspect because they (like you) seem to discount the entirely of Nintendo's offerings. You can't just arbitrarily declare Nintendo to be outside of Japanese gaming because they don't fit your argument.



And these observations aren't anything new, either. I've been hearing for years the traditional line that "Japan needs to change; American-styled games are better." I find nothing particularly insightful about this.


5211_100857553261324_100000112393199_12455_5449490_n
October 12, 2010


@Dennis: No, I would laugh if Japanese games started depicting Americans as cigar-chomping macho idiots, much as I have when they *did*.  Movies, television, anime, games; they all do it.  I'm of the mind where, when I find something stereotypical to the point of being borderline offensive, the only logical thing TO do at it is laugh.  



And let's not turn this into a "Holier-than-thou-art" argument; American publishers are guilty of the exact same things you seem to be implying.  



For the longest time, I've held that if you, a gamer/reader/listener/observer are actively looking for a reason to be offended at any given situation, you will find it and squeeze it like a stress-ball and milk everything you can out of it, regardless of actual intent or validity.  Just take a step back, breathe, and focus your willpower.



At least one of the commentators above pointed out justification for Samus's apparent "regression" as a conscious decision to trust her commanding officer, something made apparent if you're focusing less on specific details out of context and more on the actual, fully-fledged picture with all the details laid out and examined.


Me
October 12, 2010


@ Bryan - I appreciate the advice, but I could care less if Japanese games depict Americans in that fashion. The point is that if we call this out, no one accuses the Japanese developer of being "ethnocentric." There's a knee-jerk reaction to these sorts of conversations to automatically assume cultural bias, and there's really no way to dissaude anyone from thinking that once the charge is thrown. Therefore, I find it counterproductive in its obviousness.



@ Rob - Nintendo has -always- operated in a very unique space they've carved out for themselves, such that I think lumping them in with everyone else is a little disingenuous as a counter-argument.


Photo3-web
March 05, 2011


For the last decade. Japanese titles still dominated the sales charts. But, with the exception of Pokemon, none were very emblematic of Japanese culture. I don't think Wii Fit or Wii Sports could be deemed "too Japanese." On the other hand, Final Fantasy X was the only Japanese title on the list not developed by Nintendo. So the tide is obviously turning. Quirky "Japanese games" may sell well in Japan, but not worldwide. The Japanese games that do well worldwide are mostly either Western-oriented or culturally agnostic (Wii Sports and Fit are pretty neutral on the cultural chart).


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