Toshihiro Nagoshi Interview Summer 2006
Exclusive, detailed new interview with the Sega boss on the making of Yakuza, the latest with the Monkey Ball franchise, and various other Sega goings on. Special video feature of the interview highlights included.
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Kikizo: Some might say that Japanese players prefer a structured, linear narrative in their games, and being told specifically where to go and what to do, while Western players prefer a more open environment with set goals and various means of achieving them. Do you think there is any truth to this?
Nagoshi: I agree. However, the Japanese players are also getting to like games of the "roaming" type now. What we aimed to achieve was: even though the route is determined, the player can advance the game freely and they are kept excited without feeling stuffiness or monotony. In that sense, we have confidence that we could achieve a balance very well between enjoying the dramatic story and playing the game feely.
Kikizo: Yakuza comes at the end of a generation, and has been expensive to develop - are you worried about sales potential?
Nagoshi: I'm interested in PS3 as a next generation console, however, when looking at the market share, obviously PS2 is still the market leader. With that in mind, I wanted to make sure we got any many people as possible to play our game. That's why we chose PS2.
Kikizo: Is localization being taken care of in Japan, or in the US? Is it something you are personally involved with?
Nagoshi: The localization is being done in the US. We're working with Hollywood actors for the acting of some of the main characters, to make sure we deliver on the cinematic experience that the game has to offer.
Kikizo: Are there any additions to make it more accessible for a western audience?
Nagoshi: We didn't touch the game at all. We wanted to make sure we keep the game pure and as authentic as the Japanese version. The only change we made for the US and European version was the localization and voiceover. There are certain elements in the game that, unless you are Japanese, you may not fully understand, however, the core concept of the game is the story, and the general storyline in the game is something that western gamers can also relate to.
Kikizo: There was a one-hour movie made for the game in Japan. Are there any plans to release this in the west as well?
Nagoshi: We're certainly interested in releasing that in the Western market, however, at this point we don't have any particular plans on how to release it.
Kikizo: Perhaps it could release online, or be included with the game?
Nagoshi: Exactly - we haven't decided how we're going to roll that out. But we have already localized it, so we will definitely roll it out, one way or another.
Kikizo: The game itself, it's quite a difficult game. Many western gamers aren't used to difficult games any more. How do you think they will respond to it?
Nagoshi: The feedback I've been getting from the users in Japan is that they either think the game is easy, or that it's really hard - it's one or another, there's no middle ground, we found out. But I designed the game so that gamers of any level can enjoy it. For example, if the gamer does get stuck in one area, he can usually roam around the city and encounter random battles to gain experience to upgrade your characters, learn new skills... you know, to be stronger... or gain cash to collect health items. There are ways of getting around obstacles. I don't believe anyone would have such a difficult time that they couldn't reach the end of the storyline.
Kikizo: When did you first decide to develop Monkey Ball for the Wii?
Nagoshi: When I first listened to the presentation about the Wii hardware, I started thinking about a good match for what the hardware, and the first thing I thought of was Monkey Ball. The audience is also similar, in terms of gameplay and also in terms of marketing.
Kikizo: So how long ago was that, then?
Nagoshi: I can't really get into too much detail because of Nintendo's planning as well, but some point last year.
Kikizo: Your relationships with Nintendo is still strong. Are you still thinking about doing another game with Nintendo?
Nagoshi: Yeah, definitely.
Video Coverage (Latest Videos & Video FAQ) | |||
PLEASE DO NOT DIRECT LINK TO ANY MEDIA FILE ON KIKIZO | |||
Description | Dur. | Size | Details |
Toshihiro Nagoshi Interview Essential! Video interview highlights of this interview including varous game clips and stuff -- high quality version |
6:22 | 112MB | ED, 16:9 856x480p60 2.5Mbps |
Toshihiro Nagoshi Interview Lower quality version |
6:22 | 76MB | SD, 16:9 640x360p30 1.7Mbps |
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