Securing the launch and prosperity of Japanese Video Games throughout the world. (Starting with F...

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Securing the launch and prosperity of Japanese Video Games throughout the world. (Starting with France) da Mind Map: Securing the launch and prosperity of Japanese Video Games throughout the world. (Starting with France)

1. My solutions

1.1. Some people would say gamers are not particularly interested in where a game comes from or who created it, any more than someone buying a new car or dvd player. Supposedly a product for mass consumption only keeps the branding features of the trademark, all other characteristics might be subject to customisation due to the need to appeal to the local market. But this is where I digress and believe with firm conviction that if we can make the motto : "Made in Japan", come back to life again, we would conquer another segment of the pop and increase our market share

1.2. AAA games should cost no more than $800.000 to make and they should make more of them, that way when one of them is successful, the revenue it brings is more than enough to cover the cost for the others

1.3. There is a general feel in the air amongst population of gamers worldwide of boredness for usual western games like COD and Assassins Creed. They seem to want something new, now is the time for Japanese studios to give them that and rise to the top once again. Users will follow if game is great and has an online community behind it.

1.4. Keep all your staff except Online and Framerate coders for PC ports and get rid of your marketing/PR/sales teams

1.5. Faire passer Fire Emblem en complet freemium ou alors faire payer la premiere map, et ensuite au fur et a mesure

1.6. Don't put Zelda on mobile otherwise no one will buy on consoles

1.7. Create facebook page about games coming out

1.8. i can translate, find you translators, find you coders you need for online multiplayer and framerate

1.9. hadopi.fr, jeux video ne sont pas sur le site

1.10. Firms are spending money on features not demanded by the market

1.11. what really sells video games are 4 things, communication, online, are my friends playing it, word of mouth, japan devs have none of these

1.12. associate jap games with lasting games, coming out finished, offering full immediate content

1.13. akio morita put quote in book

1.14. put quote of tominaga shintaro

1.15. make youtube video of where to find my book

1.16. ESRB grades are ridiculous and do not accurately portray to parents the reality of the game, aka fantasy violence?

1.17. save costs by not using famous people's voices, nobody cares about japanese voice actors and especially not about american voice actors

1.18. Use MindMaps in company

1.19. il faut rester sur la niche mais c'est une grande niche

1.20. Make playasia bigger

1.21. faire un site internet avec tout le pipeline des studios

1.22. faire plus de versions collectors parce que ca marche, FF15 collector s'est ecoulee en 15 minutes sur le site officiel de square enix

1.23. mettre tous les jeux japs sur twitch ou les vrais hard core gamers se retrouvent pour savoir si le jeu vaut la peine d'etre acheter, youtube est pr les enfants

1.24. glisser une page dans le manga pour annoncer qu'il y aura aussi un jeu

1.25. pokken a eu 5 reza, mais 8 personnes voulaient l'acheter, resultat, perte de vents

1.26. la demande se cree par la communication et la mise en avant

1.27. japs ne payent pas pour bande-annonce tele

1.28. parents achetent jeux japs pour leurs gosses parce que les boites sont plus kid friendly et colores

2. Japanese games

2.1. Very loved by vocal group of die-hard fans that will buy niche games even at $60 price point

2.2. Some japanese games sell 10x as much in the US than in Japan

2.3. Star Ocean 4 le jeu le plus vendu au Japon sur xbox360

2.4. Saint Seiya games sell around 70.000 copies on their first week in Japan

2.5. Mario Maker fait 130.000 ventes la premiere semaine

2.6. MGS5 fait 475.000 ventes la premiere semaine

2.7. Grand Turismo vend grand max 250.000 unites la premiere semaine

2.8. Arslan Senki est la plus grosse license du moment avec le jeu video et l'anime

2.9. IPs work very well in Japan even if game is shite(Gundam series for 40 year olds)

2.10. Hard to predict if an original title will sell but not hard for a previously successful IP

2.11. too many derives

2.12. Until Dawn traduit et bcp de comm, donc il a marche, meme si le jeu est pourri

3. Consoles

3.1. Sony

3.1.1. Met la pression sur les developeurs pour qu'ils sortent leur jeu uniquement sur leur console et leur donnent proposent de payer pour la pub de leur jeux

3.1.2. Sony America's job is to get as many titles from Japan into US

3.1.3. Target audience:core gamers

3.1.4. PS4 not region blocked

3.1.5. sony offre de faire toute la pub pour un jeu si le studio accepte de ne sortir que sur cette plateforme la

3.2. Nintendo

3.2.1. Sont des long-sellers

3.2.2. Entre dans le marche mobile avec 5 jeux dont ils veulent tous en faire des succes

3.2.3. Target audiences:families

3.3. Adoption

3.3.1. People playing less console games

3.3.1.1. Because easier to play mobile games in trains

3.3.2. Convenience of hardware and cater to a large audience bcz of plug and play

3.3.3. Console gamers are usually hard core gamers or young people who have more free time on their hands

3.4. 3DS bloquee par region

4. Miscellaneous

4.1. when new console hits market there is a 60% decline after only one year

4.2. Japan's population now is older than ever so there are less young people to appeal to

4.3. In Japan it is very complicated to keep playing after you have finished university and have your first job

4.3.1. Otherwise you will be considered as an otaku

4.4. They feel like they are not understood, "we make jap games for jap people, on-jap people just don't understand us"

4.5. Seasonal industry with best games coming out near the end of lifetime of console

4.6. No interest on their part to learn english, only bright people and school professors learn english

4.7. MGS originally created for PC

4.8. Poland and Croatia is all about PC gaming, so no need to work hard for them

4.9. Social pressure for young devs to start their own company

4.10. Inafune-san says users will follow indie if devs put effort in

4.11. 1/2 of console owners are offline

4.12. Everything is centralized aroung major train station

4.13. Japanese gaming experience tends to follow social trends

4.14. Living space is limited in Japan thats why you see console makers trying to make their consoles small factor as opposed to the gigantic xbox original when it came out

4.15. Japan is a country of swords, West is a continent of guns

4.16. Video games rooted in ukiyo-e and 2D

4.17. Grandes surfaces vendent leur jeux a perte mais c quand meme rentable parce que les gens achetent d'autres choses aussi

4.18. Steam, playasia and republique boulevard voltaire is where people are buying most of their games nowadays

4.19. customer wanted a game to play for 2 people on xbox one and store clerk told her there was none

4.20. October worst time to launch bcz too much competition, september is better

4.21. moins de studios japs dans le monde

5. Strategy

5.1. Different target audiences for different companies

5.2. 2 types de vente

5.2.1. 3 semaines, vente de 300 jeux et ensuite presque plus rien

5.2.2. 15 jeux en 3 semaines mais pendant 1 an

6. History

6.1. 80-90s

6.1.1. No big shots, looked alot like Indie scene today with many many studios taking risks

7. Japanese gamers

7.1. Steam store is too dark, japanese love bright colors

7.2. Japanese gamers are more likely to purchase micro transactions than their western counterparts

7.3. Japs don't care for customization

7.4. Teenagers in Japan don't want to be gangsters killing innocents, which is what a lot of western games revolve around

7.5. Japanese gamers do not use chat let alone voice chat

7.6. Japanese audience does not care about social media integration on their consoles or indie support, they care about games

7.7. Young japanese men can spend up to 80.000yen a month on online games with rare cases such as that boy who spent his otoshidaman of 100.000 in 10 days

7.8. jap players play because in real world there is no hope, and in game u feel progress and achievement

8. Numbers

8.1. Margins

8.1.1. Consoles

8.1.1.1. $3

8.1.2. Games

8.1.2.1. $10

8.2. Managers tell me that japAAA games can double their sales of they make the effort

8.3. non - AAA jap games sell for same price as AAA

8.4. dead or alive extreme beach volley 3 most sold game in import

8.5. Level 5 va inonder le marche avec yokai watch, 8 jeux en 1 an, plus que pokemon

8.6. mobile has much more marketing than console

9. Localization

9.1. Levels

9.1.1. No localization

9.1.2. Box and documentation

9.1.3. Partial

9.1.3.1. Translation

9.1.3.1.1. French

9.1.3.1.2. English

9.1.3.1.3. Other languages not needed as your 2 main markets are U.S and France, with U.K and Germany not far behind

9.1.3.1.4. Developer

9.1.3.1.5. 3rd party

9.1.3.1.6. Fans

9.1.3.1.7. SCEE David Reeves said main reason why Europe is affected by delays and sometimes no release is because there are no incentives for developers to translate in multiple languages during development

9.1.3.1.8. Studios should request the services of executive director Mark MacDonald for localization firm based in Tokyo called 8-4

9.1.4. Full

9.1.4.1. Altering assets

9.1.4.1.1. Packaging and manuals

9.1.4.1.2. Art

9.1.4.1.3. Recording new audio

9.1.4.1.4. Cutting out whole portions of the game and adding new sessions

10. Communication

10.1. Forums

10.1.1. Sony's english forum have 1000 posts or more whilst their japanese forum have a dozen

10.2. Trade Shows

10.2.1. GDC and other western tradeshows have devs sharing knowledge about technical stuff in development, in Japan, nothing like this exists and all studios and tradeshows are secretive

10.2.1.1. By the time new technology or development practice reaches the coast of Japan, West is already ahead

10.2.2. Nobody comes to the mobile stands during the TGS

10.2.3. Japan

10.2.3.1. TGS

10.2.3.1.1. Frequentation a officiellement augmente

10.2.4. America

10.2.4.1. E3

10.2.4.2. GDC

10.2.5. France

10.2.5.1. Paris Games Week

10.2.6. Germany

10.2.6.1. Gamescom

10.2.7. Game shows serve regional audiences not anglo-american press

10.2.8. No point for japanese devlopers to make the effort to travel to a country their game wasn't developed for

10.3. Youtube

10.3.1. Shift occuring in Japan where some youtube stars promote the game and consumers buy because of them

10.3.2. 2 youtubers had their own stand at TGS 2015, which is a first

10.4. Twitch

10.5. Marketing

10.5.1. Western games only have realism going for them, yet people are buying that more than jap games because they don't see jap games in shelves and if they do see them, they don't know what it is because they have never heard of it

10.5.2. not agressive enough when existent, almost non-existent

10.5.3. not enough direct contact with retailers

10.5.4. means not put in place and money spent elsewhere to their hurt

10.5.5. sales and marketing team get brought into the office after game is complete

10.5.6. meeting is held to maximise sales in EU and only person not present is the european

10.6. Twiitter

10.6.1. La meilleure plateforme pour promouvoir jeu au Japon grâce a l'espace limite d'ecriture qui s'adapte parfaitement aux kanjis japonais, et tous les japs y sont inscris

10.7. Press

10.7.1. Anglo-American press biased against Japanese games

10.7.2. Japs do not realize the impact that anglo american press have on the sales of their overseas

10.7.3. lack of communication with press

10.7.4. famitsu.com/biz/ranking

10.7.5. Stories about video games are only popular in niches, and niches are not of interest for the traditional games media

10.7.6. 4gamer.net

10.7.7. jin115.com

10.7.8. gematsu.com

11. Japanese Video Game Market

11.1. Troubles

11.1.1. Decreasing pool of suitable and talented developer applicants that apply at Japanese studios

11.1.2. Japanese studios only have Japanese staff working on their game because of the language barrier. West on the other hand has global pool of talent

11.2. Success

11.2.1. In its lifetime in Japan, Xbox One sold 70.000 units only

11.2.2. Japan's strength has always been to take something that already exists and make it better

11.2.3. Consoles have longer life than in the West

11.2.4. Japanese people do not pirate games

11.3. In decline?

11.3.1. Yes

11.3.1.1. Japan's population peaked in 2008 and is now in decline which of course contributes to the decreased sales in an industry where young people represent a huge chunk of the consumers

11.3.1.2. Japanese games represent 30% of the US market and only 13% of the world market

11.3.1.3. Decline in arcade is due to shift for mobile and more powerful PC like consoles

11.3.1.4. Xbox360 came out with distinctly PC architecture and all western devs took advantage of that

11.3.1.5. Console market hit biggest low in 24 years

11.3.1.6. PS3 lost to xbox360 bcz cell processor too hard for devs to grasp and higher pricepoint for console

11.3.2. No

11.3.2.1. Japan has much bigger IP choice than the West with TV, manga, anime, toys, goods etc.

11.3.2.2. Software libraries much more expansive in japan

11.3.2.3. Its been 25 years since console controllers conquered our hearts, its not any time soon that mobile controls are going to replace our dear controllers

11.3.2.4. 2nd hand market is huge

11.3.2.5. has been split by the diversification of platforms

11.3.2.6. Jap market is huge so the west is not really a factor

11.3.2.7. much better track record of exporting game ips to the world

11.4. Developers

11.4.1. Capcom

11.4.1.1. Capcom announced that they are releasing three video game titles this year due to the rise of their net sales at $714 million from April 2015 to March 2016. Read more: http://en.yibada.com/articles/123116/20160513/devil-may-cry-5-rumors.htm#ixzz497uuGi8N

11.4.1.2. N'a pas reussi sa diversification sur smartphone

11.4.1.3. Only studio to offer its MT framework to the world

11.4.2. Atlus

11.4.2.1. Persona 5 has 121 employees working on it

11.4.3. Level 5

11.4.3.1. Yokai Watch

11.4.4. Konami

11.4.4.1. Est parti sur mobile pour de bon

11.4.4.2. Ont tourne le dos sur leur patrimoine et se sont vendus aux actionnaires

11.4.4.3. Ont tue Suikoden et MGS

11.4.5. Square Enix

11.4.5.1. Multiplication d'activite

11.4.5.2. Branched out into MMORPG

11.4.6. Bandai Namco

11.4.6.1. Depose le mot RPG et Imageepoch a depose le mot JRPG

11.5. Mobile

11.5.1. People are starting to realize that mobile games are very risky to make

11.5.2. rpgs and fighting games dont translate to mobile

11.5.3. Jeux japs en smartphone ne passent quasiment pas la frontiere

11.5.4. Success is elusive and risky, only one game gets to have all the profits

11.5.5. Developing for this platform is not the best choice because of the recent Consumer Affairs Agency of Japan is seeking to ban many business practices due to too many addiction incidents

11.6. F2P

11.6.1. Puzzle & Dragon, Monster Strike

11.7. PC

11.7.1. PCs are too expensive, pc gamers have bad connotation bcz of erotic games, not enough space for a desktop pc in your average japanese home, family shares one laptop

11.7.2. PC ports only cost $50, so Japanese developers have no excuse to make thousand more sales

11.7.3. You don't have to buy a developer's kit if you produce for PC

11.8. Handhelds

11.8.1. Much bigger market in japan bcz people are rarely at home and spend more time commuting

12. Competition

12.1. International Market

12.1.1. U.S.A

12.1.1.1. Xbox 360 changed landscape and power position between the 2 hemispheres

12.1.1.2. West invests 10x more in Marketing than Japan

12.1.2. France

12.1.2.1. Release more often so that their IPs are more visible and remain longer in shelf.

13. Development

13.1. Production

13.1.1. Methods

13.1.1.1. Kanban

13.1.1.1.1. XBOX uses Kanban

13.1.1.2. SCRUM

13.1.1.2.1. Blizzard uses SCRUM

13.1.1.3. Waterfall

13.1.1.3.1. Japanese use waterfall

13.2. Cut costs

13.2.1. No lip syncing

13.2.2. No demos

13.2.3. 2-2.5 year production time

13.2.4. No open world

13.2.5. No 360 camera

13.2.6. No need for fully rendered backgrounds

13.2.7. Do not create new game engine

13.3. Older vs Younger generations

13.3.1. Development costs for PS2 and Gamecube generation were around $3 to $5 million but for PS3 and Xbox360 they were around $10 million

13.4. Culture

13.4.1. 'Cultural differences play a big role' says Hamamura Hirokazu

13.4.2. Mark MacDonald says shift occured from fantasy worlds to gritty warfare

13.4.3. Rise of console FPS in 2007 with COD mordern warfare alienated japanese consumers

13.4.4. Different heroes for different hemispheres

13.5. Western development practices and tastes

13.5.1. Bright colors used by Japanese games are considered 'gay'

13.5.2. Characters

13.5.2.1. Americans like grown middle-aged strong men says Satomi Hajime who is the founder of Sammy Corporation, which merged with Sega to form the holding company Sega Sammy Holdings

13.5.2.2. Bully macho main char

13.5.3. Development

13.5.3.1. Immersion demands more realism, so that is what they do

13.5.3.2. Experience and immersion is king the rest is accessory

13.5.3.3. All western games are 2 dimensional and interchangeable, they lack vision and innovation

13.5.3.4. 'If a game plays like a tech demo, it's probably because it is one'

13.5.3.5. Games can be played for 15-30min without much mental effort

13.5.3.6. Addictive online mode

13.5.3.7. Safe options and less expression for ideas because u are just a number inside a huge team

13.5.3.8. 2-3 creative directors sometimes, absolute madness

13.5.3.9. Brainstorming and design by consensus

13.5.3.10. Indie games are West's secret weapon

13.5.4. Themes

13.5.4.1. Brownish gritty colors and backgrounds

13.5.4.2. Revolves around killing people and destroying stuff

13.5.4.3. Themes: War is awesome, killing relationships, authority has cool guns

13.5.5. Management

13.5.5.1. CEOs have less power and influence during production

13.5.5.2. Too much reliance on technology

13.5.5.3. Make their franchises an annual event and near annual release

13.5.5.4. Publisher decides shaders that are gonna be used in the game

13.5.5.5. U.S and E.U avoid direct competition

13.5.6. Graphics

13.5.6.1. Particular interest in amazing graphics

13.5.6.2. Too much detail, too much useless stuff, everything but the kitchen sink

13.5.6.3. Exquisite craftmanship but little replayability and enjoyability

13.5.6.4. Functional homogeneity and because of that the only way to differentiate yourself is to have the best graphics

13.5.6.4.1. This leads to a graphical arms race that induces high development costs and closures of studios

13.5.7. Marketing

13.5.7.1. PR and Sales department have so much power that they can tell the lead designer

13.6. Japanese development practices and tastes

13.6.1. Graphics

13.6.1.1. For the most part, no interest in amazing graphics, some game still look like PS2 titles

13.6.2. Online

13.6.2.1. For the most part, no online mode

13.6.3. Management

13.6.3.1. CEOs have way too much power and influence and can change project scope on a whim increasing costs and time

13.6.3.2. Publishers decide deadlines before consulting PM resulting in delays and unrealistic expectations

13.6.3.3. Companies fall by bad management but managers themselves stay safe when companies merge together

13.6.3.4. Try something new but do it cheaply and fast

13.6.3.5. Too much paperwork, several levels of management, each level having to approve with a stamp a particular decision from the designer

13.6.3.6. Ringiseido

13.6.3.7. Main problem is to figure out how to make money in a world where profitability escapes all games except million dollar mega hit

13.6.4. Story

13.6.4.1. Story is everything for Japanese studios

13.6.4.2. Japanese gamers prefer to be led by a good story rather than deciding story as they go

13.6.5. Characters

13.6.5.1. Ageless, androgynous main characters

13.6.5.2. Camera and how characters look on screen is the preferred method instead of how they look on the artists board

13.6.5.3. Control scheme and character design take precedence in japan

13.6.5.4. Characters are given much importance because if they are successful, they can be turned into million dollar making IPs

13.6.5.4.1. Easier to transfer a loved character into other mediums

13.6.6. Colors are mostly saturated adding to sense of unrealism

13.6.7. Technology

13.6.7.1. Low tech knowledge

13.6.8. Development

13.6.8.1. Fast moving forward with many risks and innovations

13.6.8.2. Creative Director calls all the shots

13.6.8.3. Problems aren't avoided, they are dealt with when they arise

13.6.8.4. Develop in-house engines for each game, but they are only now starting to realize that this is ridiculous

13.6.8.5. They make games that can be played in arcades

13.6.8.6. Tried to make games for West and failed

13.6.8.7. Different teams working on the same problem without knowing it

13.6.8.8. Weekly unproductive meetings

13.6.8.9. Slow development process

13.6.8.10. SCRUM and XP not used apart from Square Enix

13.6.8.11. Minimalist, core ideas pushed to the extreme

13.6.8.12. More self expression and encouraged crazy ideas during prototyping

13.6.9. Mechanics

13.6.9.1. Getting better at the game is highly valued

13.6.9.2. Jap games have mis-en-scene and beat technical prowess

13.6.9.3. Games need time, patience and most of the time brain matter to play

13.6.9.4. Focus on low level mechanics and type of input

13.6.9.5. Focus on risk/reward and gameplay balance

13.6.10. Coding

13.6.10.1. console coding coders are programming right down to machine code and not using any middleware

13.6.11. Themes

13.6.11.1. Suspension of disbelief

13.6.11.2. Horrible cost of war, value of relationships, danger of authority

13.7. Kickstarter

13.7.1. Recycle les anciennes gloires du jeux video Japonais

14. Distribution

14.1. Digital Distribution Platforms

14.1.1. Steam

14.1.1.1. Steam only introduced Japanese language and the possibility to pay in Yens, 11 years after its creation, so in 2014

14.1.1.2. Valkyria chronicles sold so well on Steam that only now are Japanese publishers understanding

14.1.1.3. Users in Japan according to Steamspy statistics amount to 2.4 million

14.1.1.4. Grandia 2 remasterise sur Steam apres un sondage, donc les sondages marchent

14.1.1.5. bayonetta designer Kamiya Hideki not interested inSteam

14.1.2. GOG Ltd

14.1.3. Humble Bundle

14.2. Retailers

14.2.1. Micromania

14.2.1.1. Distribute more copies of the game

14.2.1.1.1. Publishers have upper hand in negotiations

14.2.1.2. There is no demand for certain types of japanese games

14.2.1.3. 1/100 achete un jeu reserve non-AAA jap

14.2.1.4. Lors des soldes les jeux japs sont les premiers a partir

14.2.1.5. 2 copies recues en magasin, pas assez d'offre

14.2.1.6. 0 reza sur 3/4 des jeux japs

14.2.1.7. aucun PLV, point of sale display par les studios japs, alors qu'Assassins creed a eu tout un univers cree autour des jeux

14.2.1.8. 10% de casual gamers micromania pensent que un jeu equivaut a un autre

14.2.2. Fnac

14.2.2.1. Warn retailers in advance for a release date or for upcoming game

14.2.2.1.1. Nobody knows if and when jap games are coming out in EU

14.3. Shipping

14.3.1. Sim-ship

14.3.1.1. Because games have short shelf life and are prone to being pirated, there is profit to be made in releasing simultaneously all over the world

14.3.2. Post-gold

14.4. Dates

14.4.1. Rentree des classes au Japon en Avril

15. Sales

15.1. Usually a successful console game will sell 2 million units without PR or MKT

15.2. Japan

15.2.1. Top 10 selling games in Japan were all Nintendo with 8 of them being for 3DS

15.2.2. PS4 has currently 40 million units sold worldwide

15.2.3. Not a single Japanese game listed in U.K's 2014 best selling games

15.2.4. Japan is 1/5 of global spend on games

15.2.5. overall market for games in japan is double that of 2005

15.3. US

15.3.1. Blizzard and Valve turn up blanks in Japan

15.4. EU

15.5. Physical

15.6. Digital

16. Japanese video games noteworthy for mistakes

16.1. Metal Gear Solid 5

16.1.1. Cost more than $80 million to produce

16.2. Final Fantasy 15 took 10 years to make

16.3. Persona 3, trop jap, trop culturel

16.4. Tales of vesperia n'a jamais ete importe

16.5. yakuza n'a jamais ete traduit en francais

16.6. Monster Hunter never caught in the west

16.7. yakuza 0 arrive en europe en 2017

16.8. PES a fait 45.000 ventes en france en 2015