Double Agent
Driver - June 7, 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. Way down there it's raining dust, and snakes police the road. Don't say we didn't warn you.


Finally got a chance to look over the most recent news. I read something about PS2 becoming an open platform, but I need to double check that. Also need to take a good long look at PlayOnline.com.

Otherwise not a lot else comes to mind, except that I really want some of those FFT character playing cards. Although not enough to buy a Japanese copy of a game I already have in English.

Onward.

Mistake #1
It's the 55th anniversary of D-Day? *scratches head* Meaning it was June 7th, 1945? That's kinda weird... especially since V-E day was April 25th, 1945.

-Anson

As someone else pointed out, 2000 - 1944 = 56 years. Like I said, I ain't real bright. Have pity.

(But I do know it's June 6th, not 7th.)

Japanese marketing rationale, take 2
Chris,

The idea that Japanese think Americans "too stupid" for RPGs, or that there is or was some conspiracy to keep some games out of the USA (or Europe more glaringly at present) is simply ridiculous. This is a company, with the purpose of making money (no matter what the game designers or founders of the company wanted, once a company reaches a certain size, they *have* to think about the bottom line first in order to successfully perpetuate themselves). This leads to pretty simple reasoning for the evolution of Japanese RPG localization strategies.

#1 They look at the number of the game console owned by the target populations.

#2 They look at the sales of other games in the particular genre within the target population, as well as the *total* number of games within this genre sold.

#3 They look at differences between "successful" (i.e., selling enough copies that similar sales would make the cost of localization of one of their games potentially profitable), and "unsuccessful" games. Remembering that these appelations are not the same when comparing numbers sold in the game designers own population, versus the extra costs associated with moving the game to other markets.

#4 Determining the number of games that they believe they can put in the market without creating a deluge of games that will sour the sales of each other, with this highly different now versus then.

#5 Other minor (maybe major that I didn't cover above?) details that will factor in potential sales.

Companies like Square see an increasing number of consoles in this target population (even so, thee are still more consoles in the japanese market in a population half the size of ours), increasing sales of the kind of games they make in this market, so slowly expand their products here in order to make money. The reason they don't localize all their games is most likely due to the fact that they see the potential loss of profit by releasing too many games, and do not know our "saturation point" yet, and they are not willing to risk losses by guessing at significantly higher values than have sold prior. So they adopt what is *still* a cautious approach by continuously localizing more and more games as they see them remain profitable, and if they come to a point where they lose money on too many games, they will cut back the number localized to "profitable levels" and probably remain there for awhile (especially if the number of consoles in the market do not increase significantly).

There will likely always be more games there than here because it costs more money to localize to the US or Europe due to shipping costs (and more shipping destinations than the more densely populated Nippon), and the costs of translation added to the cost of the game. Higher cost=higher risk for loss, and less likelyhood of localization by the cautious Japanese company.

Abazagaroth

Your analysis is pretty much dead on for any generic Japanese RPG company, but things are a little more complicated for someone like Square. I'd start talking about things like "monopolistic competition", but any further attempts to use technical economic terms would likely blow up in my face, I'll try to keep this simple.

A Final Fantasy game, a main-series DQ, and maybe a few other titles are substantially different from a plain vanilla RPG. Such games don't live or die by the percentage of existing market share they can capture, they make market share, for themselves and for other titles. In other words, there's something qualitatively different about an FF title (or a Mario or Zelda or even a Metal Gear game) that can't be accurately measured by mere numeric comparisons to how other games in that genre are doing. It'd be like trying to figure out how much business Star Wars: Episode 2 will do based on looking at the box office numbers for something like Pitch Black. (Good flick, by the way.)

That said, even from Square we'll probably never get all the games that are released over there. And that's just as well, because I'd just as soon not play something like Another Mind anyway.

Favorite son
Actually, Sakaguchi recently said in an interview that FF9 is his favorite FF title, replacing FF5. So...Er...There.

I personally think that bodes well for the game.

~Ian P.

I'd say that definitely bodes well for FF9, although what Sakaguchi likes best may not necessarily equate with what actually is best. FFV was good, and I actually played a bit of it prior to VI so I know what it was like in the time context, but I still think each of the three following games were better.

A lot of creators have skewed feelings about their games compared to what might be considered objectively good. I'm not saying they're wrong, I'm just saying it's difficult to understand something like the apparent lack of affection Stephen King has for The Stand. These people think differently, you see, that's the whole point.

Mistake #2
Chris,

Bravo on the Cryptonomicon references. In fact, I'm reading that book right now, so the lizard/WWII/addiction references struck me immediately. I must point out, however, that Shaftoe is addicted to morphine, not heroin.

-Matt Blackie

Yep, screwed up there too. I'd say more, but I don't want to spoil the book for people who haven't read it yet. I'll just point out that I read it more than a year ago, but still keep coming back to read particularly choice bits like the Yamamoto chapter over and over.

I just had to fit a Mana letter in here somewhere
Hey Chris,

I got Seiken Densetsu: Legend of Mana when it was released and. I played it, I beat it, I enjoyed it. However, I realized as I played this that people are going to hate this game. I hear everyone saying how great Secret of Mana and Seiken Densetsu 3 were, and saying how glad they are that the series is coming back over here. The game is not a whole lot like Seiken Densetsu 2 and 3, and people are afraid of change.

The game is probably going to remind people of SaGa Frontier, with the non-linearity and all. Even the movement is a lot like SaGa Frontier. People are going to treat this game like SaGa Frontier. I don't mind saying that I really liked SaGa Frontier, and, I'm going to say this pre-emptively, I really liked Legend of Mana.

People are going to be whining that the music isn't done by Hiroki Kikuta, even though the soundtrack is still one of the greatest with Yoko Shimomura doing the music. Seiken Densetsu 1's music wasn't done by Kikuta either, it was Kenji Ito.

They're probably going to whine about the game being non-linear. They're not going to like the character design, they're going to compare the hand-drawn artwork with that of SaGa Frontier 2, even though they're done by different people in games that have completely different settings. They'll come up with some BS like it's too "cartoony." They are definitely not going to like the landmake system, because it's probably too complicated.

I've watched over a decade of RPGs go by, and the way people reacted to them, and the way Legend of Mana is, not a whole lot of people are going to like it. The game's not going to sell very well, because Square didn't advertise it (That's the only reason Vagrant Story sold well, because Square put it on TV and said "BUY THIS" so the people complied, little did they know about the deep plot and satire against Christianity that they couldn't possibly understand). Only a handful of the underground understand games like Vagrant Story, not the mainstream.

Just wait until the letters start pouring in on how much people hate this game (naturally they're going to be comparing it to Secret of Mana, conveniently forgetting how different Seiken Densetsu 1 and 2 are). You can't compare two games that have infinite differences. When I review a game, I review a game as the game, I don't compare it to something else. That's how people should look at Legend of Mana not as "THE SEQUEL TO SECRET OF MANA!!!!!" That's not what the game is like.

-Zane Merritt

Er, gosh, you're not, like, an elitist or anything are you?

I picked up LoM on my way home today (and I'm somewhat ticked because they didn't have the soundtracks in yet) but I'm not gonna look at it until I've finished Vagrant Story, hopefully this weekend. In the meantime, I thought it was worth putting your hypothesis down in HTML so we can compare it to the reviews we're sure to get in the future. You could be right, but I seem to have a little more faith in the general gaming population being able to handle something new and complex than you. We shall see.

Slow down there, cowboy
Dear Agent dude:

Despite what you might think, I was very good at videogames as a kid. I could play better than most of my friends in fact. I was able to just pick up a game and play it like a pro. Even though I couldn't run in SMB1, I beat the game nurmerous times.

As for R-type, I beat R-type 3 the first time I ever played it. It was the first of the series I ever played mind you.

-Antimatter

Calm down, amigo. I didn't mean to insinuate that you were some kind of gaming retard - when I published your letter I figured that it must have been because of something like the explanation you gave AK. (That you were very young when you first got it, didn't spend all that much time with it and didn't come back to it for years.) I just thought, as you did, that your tale of a severe gaming snafu was interesting and well worth sharing with my readers. That's all.

<Insert Jar Jar joke here>
Just look at Episode One? WTF? Episode One made at least 300 million dollars or more in the US alone (it may be a lot more but I don't feel like looking it up). I wouldn't really call it a botched entry. The only reputation Lucas hurt was the reputation among freaky scifi trekkies. OoOoOo big freakin deal. I'm sure he's just having sobbing fits daily just because of it. Using Episode One as your example is just totally ridiculous. You could have used something that was at least halfway viable as an example.

If Square really is ignoring the marketing for FF9 a lot more than the last 2 previous FF games then why do YOU think they are if you are so smart? You've shot down just about everyone else's theories. My only guess is that they are just getting cocky. FF7 and FF8 were huge successes and they think that don't have to waste as much money pushing the game because they think people will come out in droves to buy it anyway.

Pendy (that zany, wacky DQ/DW freak)
Maintainer of the Dragon Quest Dragon Warrior News Network

Considering the strength of the Star Wars brand and the hype surrounding the film's release, Episode 1 probably would have made 100 million had it consisted entirely of Lucas telling jokes in front of a brick wall for an hour and a half. I'm not saying it was a bad film, but it wasn't a great one, and didn't live up to the expectations people had for the series. That's the opinion of just about everyone I've talked to personally on the matter, diehard fan and disinterested observer alike.

I don't think Square's ignoring the marketing for FF9, quite the opposite, so the question is moot.

Double Agent: tastes great, less filling
The term "Po'boy" came from when the sandwiches were provided free to longshoremen during their strikes, "those po'boys." anyhow, thats what the history channel said on their special "American Eats"

--
"Itchy. Tasty." -- Resident Evil
Aaron Gover (aka VincentValintine)

I only regret that the school year is over for many school students, because now they can't point to this letter when asked by their teachers if they're getting educational material off the web.

Closing Comments:

Good to be home. I suspect I'll be more animated once I've had a chance to soak up some more news, including what the potential repercussions would be for the X-Box if Microsoft really does get broken in two. But for now, let's hear whatever you want to talk about. Later.

-Chris Jones, back in Austin, which has a cool statue of a great guitar player

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