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When he's not posting about obscure Japanese games, Josh helps run Destructoid's Japanophile sister site, Japanator.com. Go there for the best in anime, manga, and cool news from Glorious Nippon.
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If anyone's been following the industry over the past couple of years, you might have noticed a trend of seeming depression among Japanese game designers over the "rise" of "Western" (or rather non-Japanese) game design.

Capcom's Jun Takeuchi spoke of the rise of western gaming, Hideo Kojima is a well-known fanboy of western design, and Platinum Games honcho Atsushi Inaba went so far as to claim that western developers are superior. What's with that?

In order to address the issue, we should find out what the real question behind this group depression, the better to find its roots.

I think that the real question here isn't so much "Are Western games/developers superior?" but rather "Are Japanese games/developers inferior?"

So, are Japanese games inferior?

Of course not.

Again, we have to look further. Why would they (or we) ask such a question in the first place?

Let's look at history. Japanese devs have pretty much ruled the console roost for perhaps fifteen years, at least. In every place but the PC, the Japanese owned the platforms, led the development, and as such, held the advantage. What changed?

The environment changed. With the advent of the current generation of consoles, technology reached parity with the best PC gaming had to offer, and developers who grew up making PC titles, many of them western, found it even easier to bring their design philosophies over to the Japanese-dominated console field. The console warrior within me rages a little as I say this, but the Xbox helped a great deal with that.

As Gabe Newell said, the PC is still the most widespread gaming-ready platform in the world. That in mind, there were far more people with a computer than a console, and most players (thanks in part to piracy) grew up with PC designs, designs which emphasized open-ended gameplay, internet multiplayer, real-time action, and among other things (for better or worse), the first-person perspective.

The global market has expanded, and with it, the proportion of people whose tastes were more western than Japanese. Even today many Japanese games are designed with Japanese customers and tastes in mind. This is why so many of the developers who've voiced these concerns are worried about "reaching out" to the global market.

What does this mean? Are Japanese devs in a death spiral, a creative rut that will cause ever more insular design, until their industry implodes? Have they been passed by? Hardly.

There are a bunch of factors that are contributing to this perception, least among them the fact that we can't see the dregs of Japanese gaming development as easily as we see our own, and vice-versa. For every me-too grey-brown FPS and Imagine title we see, Japanese devs see a flood of poorly-written visual novels with little chance outside Japan and yet another bullet hell Shmup.

And of course, sales success is always a scene-stealer. Western designs have been selling better, their markets expanded. The Japanese have been somewhat slow to embrace online, social play has also stymied design evolution (though that's changing). This negativity is, at least in part, an overreaction of sorts to the end of Japanese market dominance.

Where does this leave our beloved Nippon? Should we be worried? Is Japanese design really inferior?

I don't think there's too much cause for concern. Japan is still home to many great game auteurs. I can't imagine a western publisher greenlighting something as crazy as Noby Noby BOY, or approving the schizophrenic diversions and disjointedness of games like Yakuza and Metal Gear Solid.

No one makes a better jRPG than the Japanese of course, and even there we're seeing adaptation. Atlus made Persona 3, a jRPG that, defies many long-held of the jRPG conventions. Even Final Fantasy XII, whose brand name practically signifies the kind of franchise-fatigue many concerned devs were complaining about, involves western-inspired mechanics that help make the experience both fresh and familiar.

Stylistic contrasts abound in games like Valkyria Chronicles, Odin Sphere, Ico, and GrimGrimoiree, and who can forget the works of Suda51?

Let's also not ignore that thousand-pound gorilla in the room, the Wii, and a damned large proportion of everything on it. Seriously.

So yeah, the landscape has changed, but our favorite bow-shaped archipelago, full of weird games, weird snacks, and weird porn, is in no danger of leaving us just yet.



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I think when Japanese developers talk about being inferior, as much as they are discussing their games they are also focusing on how design process there affects these things. Western developers have been using third party tools (re: Unreal Engine) for years now. As huge as the barrier to entry is to make a creative game like Mirror's Edge North America, that barrier is many times as large in Japan, where the market is smaller and most projects are growing from scratch. This has given Western developers the opportunity to expand, grow and change the way their games are made. This is a lot like what you said about the consoles inheriting PC development paradigms.

Whether or not this is an issue is hard to say. Regardless we have Japanese developers accepting open source and experimenting with creative processes. For every "me-too" feature of Last Remnant, the game also required a much lower investment and much less time than Final Fantasy XIII despite achieving a much higher standard of finish and sheen (Unreal Engine framerate problems aside).

There's still a lot of innovation to be had on both sides of the pond, and though Japan may have a lot to learn from the West in terms of development process I don't think it will affect that particularly Japanese style of game we'll continue to have.
they haven't lost it , our culture just changed. the mainstream crowd used to only consist of hardcore gamers but somewhere along the lines that changed. Unfortunately the new mainstream gamer consist of people that buy whats popular. The problem with that is being popular game and being good game don't necessarily go hand in hand.

Look at halo wars ( I not saying its bad just using it as an example ) It doesn't matter if the games awful it will sell millions because it has halo stamped on it. And this has alot of japanese devs puzzled, you have crap games that sell because it has 50 cent on the box and then you have masterpieces that will barely move any copies because in order to fully enjoy the game you have to turn on more than the shoot,kill,chainsaw,sh!t talk,sex part of your brain.
I mostly agree with your argument, although I argue that Shmups are far better than visual novels and FF12 was $#%^&*! horrible.

I would like to see Japanese games do more engine sharing and learn to lay off the J-pop some.
@Black Nexus - While it's true that some Western gamers will buy a game simply because it has a certain brand name on it or falls within a certain genre, the same goes for Japan - how many crappy Gundam and mah-jongg titles have become best-sellers over there over the years, and continue to do so? Japanese developers know and exploit this inclination just as well and as frequently as Western ones do.

@Killias - Interesting that you mention shmups, as that brings up the fact that "arcade culture" is, while not at the forefront, much more active these days in Japan than here, and is slowly re-planting its roots closer to home. There are few developers here who could be considered "experts" in producing those types of games (especially outside of downloadable format), and JP developers could be in a position to take advantage - I'm eager to see how well SF4 sells over here.
@bulletmagnet
You know I actually forgot about the gundam games for a moment,However( and this is just my opinion) those games seem more niche than bad. Our games just straight up suck and people will still buy them ( I'm lookin at you 50 cent bulletproof ) Say what you will about those games but from a technical standpoint I can find at least one reedeming quality.

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