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: Tell us about the Monkey Ball spin-off from Traveller's Tales.
Nagoshi: The concept for that game originated in Europe, to take the Monkey Ball characters and try to make a different sort of game. I took a look at the concept and talked to the developer, and I was happy that they could make a different game - a good game - so that's how that came about. I'm not really managing the day-to-day development of the game, but obviously I'm offering input and advice where I can. From what I've seen of the development, I think it's going in a good direction.
Kikizo: We've seen a bunch of portable versions, we've seen cellphone versions, there's Monkey Ball Adventure by Traveller's Tales, plus the Wii version you are working on. Are you worried there might be a Monkey Ball overkill?
Nagoshi: I think it's a good thing - it makes me happy; first of all, a lot of different users will get the chance to get their hands on a version of Monkey Ball. Different games appeal to different people but the most important thing to me is to make sure that each different game is good, and can stand on its own. So long as that is the case I think it is a good thing. There are certain differences for each different piece of hardware - the people who use it are different. But in the case of Monkey Ball, the game itself and the sort of gameplay that's going on in it, I think it generally appeals to a wide audience.
Kikizo: What do you personally think of the Wii controller?
Nagoshi: I've played with it a lot, and I think it plays very well. On a personal level I think a lot of the things I've heard and spoken to people about [at E3] - a lot of the buzz has been about the different hardware, about the consoles. In one sense, it's great that the consoles are generating a lot of buzz. But in another sense, I'm a little bit sad that there's not more buzz about the games, because, you know, it's a game show, so it should be about the software as well.
Kikizo: Mr. Naka has left Sega. You don't have any plans to leave and set up your own studio too?
Nagoshi: Let's not go there.
Kikizo: Your background consists mostly of high profile arcade games, but not so much these days - will we ever see arcade titles from you again?
Nagoshi: That is because we still have a lot of unfinished things left for the home videogame consoles. If we achieve these goals, I would like to return also to the development of arcade games.
Kikizo: Has your professional life become harder or easier since the merger with Sammy?
Nagoshi: No, it has not changed. But I got a hope that I may be able to work on a major-scale project in the future as we had obtained great funds.
Kikizo: How different is your job these days compared to your first few years at Sega back when you were working under Yu Suzuki at AM2?
Nagoshi: When I worked with Yu Suzuki, I largely worked in an assistance-like manner as I considered how I would create an environment where a genius called Suzuki could maximize his talents. But I learned various things there. My own ideas were also formed and I experienced a lot of things that turned out to be helpful later.
Kikizo: Since you are head of New Entertainment, to what extent are you positioned to oversee all development work for console games coming out of Sega Japan? Does this impact on your own studio's projects?
Nagoshi: I'm certainly [more] involved with all the games [my studio] is working on. There are certain games like Yakuza and Super Monkey Ball that I am much more deeply involved with. And with the other games [from the rest of Sega NE], my involvement is not as deep, but I do keep tabs on the games - I'm aware of where they're going, people come to me for advice, and so forth.
Kikizo: And your offices are moving back to Sega Building 3?
Nagoshi: Not yet, next week - you're very well informed!
Kikizo Staff
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Video Coverage (Latest Videos & Video FAQ) | |||
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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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