Double Agent
In my dreams I fly - June 5, 2000 - Chris Jones

Disclaimer: The opinions expressed within this column are those of the participants and the moderator, and do not necessarily reflect those of the GIA. There is coarse language and potentially offensive material afoot. It's chilly up here. In June. I LOVE THE NORTH! Don't say we didn't warn you.


Today was the busiest day I've had in a very long time. I had nearly 15 separate apartments to see, but finally settled on a good 'un. It's now a done deal for all intents and purposes, so this trip was worth it.

Strangely enough, in the middle of all this business I got a chance to catch up on some reading, mostly due to being away from my Playstation and net access. First up is an old Tim Powers novel, The Drawing of the Dark, which is interesting as a stylistic precursor to Powers books like On Stranger Tides and Last Call. It's also quite good in its own right. (And before you ask, no, the title has nothing to do with The Drawing of the Three. It's about beer and mythology. Tim Powers rocks.)

Also on the finished pile are some graphic novels: Miller's Batman: Year One, Moore's The Killing Joke, and the first compilation of Busiek's Astro City. Far be it from me to criticize Moore or Miller, but their works, while excellent, didn't compare that well to Astro City. And it's not surprising - nothing either writer does in "gritty deconstructionist mode" is going to surpass Watchmen or The Dark Knight Returns. Busiek takes an entirely different spin on matters: as he says in his intro, he's trying to put the disassembled superhero idea back together and make it run better than before. I haven't read enough to see if he's made good on his promise, but he's off to a promising start by telling solid character driven stories spun off from traditional comic conventions. If all you've been reading lately is Sandman (not that there's anything wrong with Sandman) try Astro City. It's a great change of pace.

Oh, and also met up with Mr. Jeremy Steimel, my first actual meeting with another member of the GIA. Thanks for driving out dude, it was fun.

Onward.

Think hoagie, kinda
Chris,

A catfish powhat? Speak english! Remember, you've got some readers living in Brooklyn.

Jon

Poboy. Catfish poboy. Like a submarine sandwich, but on real french bread (light and flaky as hell) with slabs of fried fish, mayo, lettuce, tomato and pickles. Not fancy (hence the poboy title - po' boy, poor boy, get it?) but very good.

Well, that clears things up *MGS spoilers*
Gary Oldman: I'm Guildenstern and he's Rosencrantz.

Tim Roth: (shakes head)

Gary Oldman: Sorry, I'm Rosencrantz and he's Guildenstern.

So there you have it.
-Sanagi

Liquid: I'm perfect and he's scum.

Solid: (shakes head)

Liquid: Sorry, I'm scum and he's perfect.

Now that's a useful little explanation ya got there, son!

Worst name ever!
Hi-ya Chris!

Yesterday Lee made the comment that Romeo Guildenstern was the "lamest name in videogame history." Not true. Apparently this man has never played all that many fighting games. My vote goes to Mario Mario (you know from SMB anyone who doesn't should be shot), he has the same last and first name! Mario in of it's self isn't a bad name but it would be the same if he was named John John or Fred Fred.

-Figure Four

PS: I have seen Four Rooms and it is pretty funny

So if that's Mario's full name, what's Luigi's full name? Luigi Mario? Luigi Luigi? (Capice paisan, capice paisan...)

But I always thought "Butz" was a poor choice, so what do I know?

Academic discourse on games: damn sexy
Well, it's too bad you withdrew your question about Western/Japanese cultural interactions, because I sorta came up with a little bit of an explanation/carefully pondered thoughts on it.

If you knew any half-Japanese Sociology Phds (a very rare breed indeed), they'd probably tell you one of the first things I've imbued from Sociology courses (and I have a Bachelor's in Sociology too, scarily enough). In a jist: social phenomena are best explained by taking into consideration the history and economics surrounding said phenomena.

Preferrably, you want to back your assertion up with statistical data (Talcott Parsons, once a giant in American Sociology, famously bucked that approach to Sociology, and I shall have to do so also, for brevity). Were I inclined to give this topic more weigh than it should have (though it'd be a nifty study to put together, were it considered to be the thing to fund by stuffy academics), I'd be inclined to get sales figures and other hard data to back up my thoughts on the topic. Rather, I'll use a Rationalist theory as a basis for my argument (People act the way they do if they feel that there are incentives in acting that way, and will continue to act as they always have unless the incentives change, and it becomes necessary to change one's ways), and point to which general economic trends would likely influence any competent business person. Bear with me, folks.

Here's my thesis: while localizing in the US is finally looking to be profitable and I dare say, desirable, the same does not hold true in Europe.

Let's back up from the latter part of the statement, and focus on the assertion that localization is only now starting to seem profitable in the US. If we explain why that was not always the case, then we will have identified reasons why the same is not the case in Europe. I'll use Square as a model for RPG developers because: (a) they're a giant in that fraction of the game market; (b) they have totally jumped on the bandwagon of porting games to the US; (c) their actions was what fueled the speculations we are presently engaged in.

It used to be that Square would not touch US gamers with a ten foot pole, and if it did so, it usually dumped on them inferior product, or watered down games (FFII easy type, being the famous example of the latter).

Ah, but one has to keep a few things in mind: RPGers were a tiny fraction of the US Videogaming market, a situation that is not mirrored by the Japanese gaming market; most games (and art in general), if overtly or covertly, reflect the cultural morae of the creator; any one person, in any given culture, tends to not only mistrust what is foreign, but to assume that the feeling is reciprocated by foreigners.

So here's why few games would get ported to the US: until very recently, it made economic and common sense to focus on the Japanese gamer as the primary source of income for Square. If your game was made by Japanese, they probably reasoned, then only a Japanese audience would truly appreciate the cultural facets that made one feel involved on a personal level with the game (that's what Role Playing is all about). Americans, bless their little hearts, would probably be weirded out and plain confused/frustrated by the same product (This reasoning, as I stated above, is automatic in any culture. Multiculturalism is hard to achieve and agree on, just ask people living in the Balkans, or locally, look at race-based polls). So it makes business sense to cater to the part of the population you know will buy your product, i.e., Japanese gamers. This part of the argument is nothing new, I know.

The interesting part is: why and how did things change for RPG developers, so that they started to look differently at American gamers (i.e., as the potential cash cows we are)? As they would say to satirize Ross Perot: "It's the economy, stupid!"

My guess would be that on the economic front (in general), it nowadays makes more business sense to cater to Americans. I hate capitalism as much as the next person, but I have to admit that it seems to work for the US: the Dollar has never been stronger abroad. On the Japanese front, instead, that country has just emerged from a Recession that for a while preoccupied even the US. If said Recession has taught anything to Japanese businessmen, it is that they better not invest too much of their business locally (though US still imports a lot of goods from Japan, Japanese customers make up the bulk of Japanese business' consuming base), lest they be bitten in the butt (so to speak) by a panicked local economy. Rather, expanding your customer base internationally seems the thing to do, and fast.

Square, being the best in their business pond, is of course the first to think about said base expansion. In a way, they even anticipate the potential benefits of it with FFVII (scary, neh?). Even so, they are still unconvinced that it will work, so they localize some of their games (FFT, PE, Xenogears), but print only a limited number of copies. The surprise to Square comes in the fact that the game which seems to be most adaptable to our culture out of the three (PE), and looks to be the sales winner of the trio, falters in sales, while the other two gain a strong, if limited, following. This following is comprised of very vocal customers: give us more of that stuff, they protest to Square of America (or later to EA Square). So Square executives must scratch their heads for a while, and then it hits them: even though these are Japanese games, their underlying themes must be general enough (death, loss, glory and hope) to appeal to any audience (repeat with me: "WELL, DUH!!!"). So, they figure, maybe they could turn a profit, after all. So it starts raining Square games.

Europe? Well, the Euro is really not that stable as a currency yet, and most European nations do have economic issues of stagnation, not unlike the recent situation in the Asian market. So where would you throw your hat, so to speak? I thought so.

I am really not striving for groundbreaking realizations. Deep down, we've known the above all along. I also am not saying that Square is wholly justified in their conduct. It's merely that they have yet to see enough potential in the European market. Their mind will only be changed by two things: (1) if they start seeing substantial sales in the games they will localize; (2) if the gaming public abroad make themselves heard by Square of Europe by being very vocal about what they think they OUGHT to port. I know US gamers (if by e-mail addy only) that used to e-mail complaints/rants to Squaresoft weekly. Now that's dedication (I'm not that rabid a fan yet).

I'd say more, but I've already spent a while on this...and it's probably too long for print already anyway. The beauty of a good Liberal Education is that you can never be at a loss for words... unless you're ambushed, that is...

Princess Jemmy, who hasn't ruled out doing Sociology for a living someday, and who really needs to get back to Vagrant Story

Good lord, that's probably the sexiest thing a woman's ever said to me. If there weren't an army of ethical issues preventing me from using the DA column to hit on intellectually hot girls, I'd be asking you to marry me right now. As it is you can probably expect me on your front doorstep the day after I retire, armed with a chunk of crystallized carbon and/or a pre-release beta of the latest Final Fantasy, whichever you prefer as a proposal offering.

I like your theory, and I admit you have the advantage of me as far as legitimate academic credentials are concerned. But I'd still like to offer a counter hypothesis since you seem to have made an assumption I find common among academics - treating people and cultures as reactive objects, and not giving them enough credit as self-aware, proactive entities. (You in turn are free to flame me for my dilettante armchair analysis.)

While it is true Square has in the past been reluctant to send their full cornucopia of gaming goodness across the Pacific, I think their current move toward giving us more games has less to do with a gradual realization that there's money to be made out here in the boondocks, and more to do with a planned attempt to foster a global market for Square's products. Consider the great care with which they marketed FF7 and 8. By inundating the media with placement ads, not only was Square moving copies of the latest Sakaguchi masterwork, it was deliberately creating a base of fans ready to lap up their next offering. Old school gamers may hate that so many recent players started with FF7, but those rookies are a mighty "cha-ching!" to Square's ears.

Also consider that Square as of late shows every desire to be far more than a mere gaming company. They plan to assault the cinematic world with the Final Fantasy Movie, and carve out a niche in the Internet world with Play Online. In Japan the FF series apparently has enough clout to put a can of Coke in every teenager's hand. Compare this diversification to the actions of Square's close ally Sony - only 20 years ago the company was dubious about shipping this "Walkman" thing over to the States, afraid it would be too intrusive in our bucolic non-technical world. Now Sony's electronics business has expanded into owning major movie and music labels, and the PS2 looks to be a beachhead for a massive multimedia assault into every home in America. Likewise, Square's many extensions seem to be a calculated ploy to strengthen the Square name all over the world.

That said, another reason why Europe might now be seeing Chrono Cross raises its head. Lack of translators aside, it's possible that "Square Europe", as a relatively new entity, wishes to play things very carefully and by the book. FF9 looks to be SE's first major product launch, and it wouldn't surprise me if each of the 5 release languages saw heavy promotional campaigns as well, thus prepping the various countries to accept more RPGs in their gaming diets. After these campaigns and FF9's release, Europe will be primed to accept more Square games, but as it stands SE may feel that launching Chrono Cross prior to FF9 would simply be a waste of effort. And from a purely economic standpoint, they might be right.

Games warp the minds of the very young, but you already knew that
So what if this guy Antimatter couldn't figure out how to run in SMB when he was four. When I was four, I beat R-Type on the Master System twice over in the same game. Do you know how many gamers have even beat the game once, not to mention the harder mode that they fling you in when you've passed all eight stages? Not many. Not many at all.

Although, I was stuck at the second level for the longest time. You see, I thought that the giant upside-down bandaged elephant boss on stage two was going to pop out of the T.V. and get me. Well, what can I say, I was only four!

~Dr. Uzuki

Can't say I was ever scared by games as a kid, although when I was four "really good graphics" meant Pac Man. Or Combat on the Atari at home.

No, it took several years and the advent of stuff like Galerians and Silent Hill to freak me out. And that's good. I think.

Maybe.

I want my Yuffie! Wait, no I don't...
In fact, FF7 does have multiple endings, but not in the sense that you would believe.

In the Japanese Version, four endings were possible, but had no effect on the story. One with Yuffie at the end, one with Vincent at the end, one with both of the characters at the end, and one with neither character at the end.

Now, look at the American version. We only have one ending accessable, the ending that does not feature Yuffie and Vincent. If you have an FF7 game save near the end of the game, check out the video.

It looks like either Square was too lazy to make subtitles for Vincent and Yuffie's speech in the FMV, or they thought the American Populous was too stupid to find either of them.

-Bē

I wouldn't underestimate the American Populous. A few Volcanoes followed up with some strong Knights and you've just about had it.

It may have indeed been the case that Square lacked the development resources to do the FMV subtitle translations properly, or perhaps they figured that Vincent and/or Yuffie's inclusion made little difference in light of the rest of the ending. It's not a big deal to me either way.

FF9, The Obscure
I'm pretty sure the marketing for FF9 is low key simply because Square isn't invested as heavily in it as they have been in previous games. Think about FF7 -- when that game was released, it was a new age. Square was introducing a game for a brand new system, their first FF in almost three years, and they had revolutionized the way they create games. (Big budget blockbuster as opposed to limited-appeal charm.) The marketing for FF7 reflects this. In comparison, FF8 and FF9 are pretty safe bets.

Rumors persist that FF8 was completed almost a year before it was released, and that the final year was mostly used for tweaking, localization and the like. Contrast this to FF7 in which Square had to contract out portions of the final CG sequence because they didn't have the time or resources to render it. (All those extra names appear in the credits.) It is likely that a similar process was undertaken for FF9 as well, which would make it less of a major event in the eyes of the company.

FF9 may have less personal interest to Hironobu Sakaguchi as well. After all this game is "retro"; it incorporates a lot of features of the previous games as opposed to building on the strong, swords-'n'-sorcery free elements in FF8 that Sakaguchi was so proud of. ('Realistic' character models, etc.) FF9 is different enough that the EGM article you mentioned states Sakaguchi debated "whether to call this game 'FF9' at all."

Finally, consider the viewpoint of a forward looking technology company. To Square Co. Ltd., the PSX is a dead system. They have no games in development for it. All eyes are on the PS2. As a result, I'm confident that the marketing Square doesn't see fit to give us for FF9 will show up in force for the PS2, and especially for FF10. If Sony is smart (and they are) they will give as much emphasis to the next FF game being exclusively on their system as they did with FF7.

Considering all these things, the marketing for FF9 seems to make a little bit of sense ... well, at least when you think about it from Square's point of view.

JOHN FORD
Legendary Undead Director

Love your movies dude, but you're dead wrong on this one. It's true that FF9 was Square's last great push on the PSX, and that they're focusing their efforts much more on the PS2. This makes sense, since Square's always tried to be a cutting edge company playing to the latest and greatest: they were very early adopters on the SNES and didn't produce any significant Famicom games after FFIV, if I remember right.

But Square would be incredibly stupid to ignore FF9's marketing for a few reasons. For one thing, there are millions upon millions of PSXs out there, far more than there are PS2s. Not paying attention to how this title is sold would just lose money for Square, and that's not their bag, baby.

It's also a FINAL FANTASY title, which has to carry a significant amount of weight. Even if Sakaguchi wasn't all that thrilled with this specific game (and I'm not sure I believe that) he still has to protect the honor of the brand name for future releases. If you want an example of how much a botched entry in a great series can hurt the creator's reputation, just take a look at Episode One. Enough said.

What the hell?
I WANT A TELETUBBIES RPG

In the name of all that is good and cool, WHY?

Closing Comments:

Speaking of non sequiturs, I'm away from my bookshelf and good net access at a moment, so there's a line I'd appreciate your help placing, if you can: "Much has been lost, and there is much yet to lose." It's probably glaringly obvious, but I just can't think of the source at the moment.

Because I'm away from the net and good gaming news, I really don't feel like I know enough at the moment to give out a topic. (Heck, I haven't even seen the FF9 commercial yet.) If you must let's have some discussion of Legend of Mana coming out tomorrow, or the Seiken Densetsu series as a whole, but that's not a hard and fast limit. Catch you back in New Orleans.

-Chris Jones, coming to you live from the "Holidome"!

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