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Chalk Talk: Japanese Game Designers and Their Zany Ideas

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Japanese game designers may have some of the most outrageous ideas for games, which may be a blessing in the eyes of jaded game consumers. However, the actual realization of these ideas may not make for a worthwhile consumer product.

We have heard many complaints about Japanese designers before, one of the loudest being an alleged disconnect between them and market reality (which may have contributed to their ability to come up with outrageous ideas anyway). There had also been other complaints, like lack of interest in the computer games market beyond MMOs, "visual novels" and other genres that had become (rather awful) stereotypes. Then, there is their neglect of markets outside of Japan.

However, through my years of observing them and their products, it is difficult to deny that they have one kind of thing in abundance: ideas.

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ZANY IDEAS

The Japanese game designers can think of ideas that no one else would ever think of conceiving - largely because their ideas are quite outrageous.

One of the oldest examples is Shigeru Miyamoto's original Donkey Kong. Who else would have conceived the idea of a blue-collar worker risking his life to save a damsel in distress from an oversized gorilla chucking barrels down rickety construction projects?

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(Perhaps Merian C. Cooper, if he had knowledge of electronics and access to the necessary technology during this time - but I doubt even he would have considered an Italian plumber as the protagonist.)

I have to say here that if there are any game-makers that can raise my eyebrows in amusement these days, they would be the Japanese ones.

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... BUT SLIGHTLY "INSPIRED" IDEAS

Ultimately, their ideas still have to come from somewhere. I will cite an obscure Japanese game as an example here: Gungrave. This game has a protagonist that lugs around a coffin, drawing weapons from it when necessary; this concept was quite outrageous during its time.

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However, the inspirations for the character design should be quite apparent to fans of Japanese anime (especially the not-kid-friendly ones), and the concept of a protagonist that lugs around a container that is cumbersomely huge should not be so difficult to figure out either.

(Of course, I am aware that the sources of inspiration themselves may in turn be inspired by even older works of fiction. If you know of this, do tell me.)

On the other hand, perhaps to their credit, the Japanese game designers are generally candid and frank about where their ideas came from. The most prominent example is Shigeru Miyamoto (who described his pastimes as his sources of inspiration), and another younger (and more inane) example is Suda Goichi. I personally find this honesty refreshing, and that it goes a long way towards allaying suspicions of plagiarism.

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SOMETIMES BAD IMPLEMENTATION

That is not saying that all of their ideas are good though. The concepts behind them may be fresh, but the implementation can be awfully frustrating, lack polish or have little value, or all of that. The aforementioned Gungrave is one such example, having wasted its potential on unremarkable gunplay.

More recent examples include arguably shallow games that try to sell themselves on their premise and concept. Granted, the outrageousness of these games may be enough to sway some game consumers, but for the harsher ones, the value is not there.

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I should mention here that I had known of this game for a long while, and while I looked forward to it, I do not have expectations of it being good.


Then, there are also well-conceived games but which happen to have very poor considerations of the consumer's needs, such as Dark Souls: Prepare to Die, which had very lazy designs for its keyboard/mouse controls and which would certainly have alienated those who insist on playing with such controls.

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WESTERN INFLUENCE: GOOD OR BAD?

If one who prefers the older Resident Evil games looks at Capcom now, he/she is likely to say "bad".

Unfortunately, or not, the reality is that corporations like Capcom and Square Enix are now becoming more multinational than completely and ideologically Japanese, as they open up their stocks and board of directors to investors from nations other than Japan. A couple of consequences of this are that they take less risks, and will takeinternational markets into consideration when conceiving the ideas for their games.

These are not necessarily bad changes of course, but the benefits would not certainly be apparent to those who wish for more surprising innovation from them, especially Capcom.

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Next, there are the changes in their business practices of course. However, to cut Japanese game-makers some slack, the changes have varying consequences on consumer friendliness, and may not have been due to Western influence. However, that these changes mostly happened after they have opened themselves up to investors outside of Japan is difficult to overlook.

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Personally, I wish that the Japanese game-makers do not stop conceiving zany ideas for their games. To me, zany ideas always make for entertaining games, though not necessarily high-value ones; to achieve this, the games need to have satisfactory polish, variety in designs and plenty of content. I believe that Japanese game-makers can achieve these too, if they are willing to learn from feedback by customers and critics.

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kletoskletos

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Edited By kletoskletos

This is not directly related to the post.I am not sure that i am right to assume that you watched Trigun but if you did i was wondering of which is your most liked episode from the anime .

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Gelugon_baat

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@kletoskletos: It's a long time ago. The only episode that I still remember is the one in which the investigator uses the ridiculous number of holdout pistols in her trenchcoat, and then her partner has to retrieve each one of them afterwards.

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kletoskletos

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@Gelugon_baat:

You are speaking about Meryl.I barely remember anything from Trigun myself although only around 6 years have passed since i have seen it.My favorite episode is the one that Vash fights Rai Dei the Blade, one of the few Gung-Ho Guns who are skilled enough in order to notice Vash's extraordinary abilities in battle.

Btw I have to say that your writings are really extraordinary , some of your reviews are reminiscent of academic papers about historical events.Your analyses are almost always multidimensional(beside your usual observations about the gameplay).At other times your reviews remind me a bit more of reviews of scientific papers in top journals where you even suggest what may be missed opportunities of the game designers.

I will also like to know if you have an active quora account.If the answer is yes and you like to share the name i will happily follow you.

If you don't, i think if you create an account there you will quickly amass a much greater audience due to the fact that insightful answers tend to be upvoted by people with large audiences which in turn makes these answers more visible to their audience some of which also upvote the answers which are then visible to their audience etc.

Although the top authors(and usually (self)proclaimed geniuses with iq's in the mid 160s(sd16) (for an intellectual dwarf like myself these people look giants whose height i can't really determine)) that i am following there usually give extremely well written and logically well connected answers i will have to say that you have the edge on them in terms of philosophical and verbal originality(of course they seem to spend only some minutes for most of their answers and are not native english speakers).

Since quora requires a name you can use a pseudonym if you have a privacy concern(i am assuming that this is the main reason that you may not have a quora account).

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Gelugon_baat

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@kletoskletos: I don't have a Quora account. I am not looking to expand my online profiles either.

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kletoskletos

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@Gelugon_baat: Why?

Btw there is something wrong with Glitchspot here and i can't upvote your answer

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Gelugon_baat

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@kletoskletos: Damn right you can't do that on GlitchSpot - this site certainly earns its nickname.

The "upvote" feature isn't working for you, likely because blog pages have their own coding, but blog pages had been neglected by long-time users or overlooked by newer ones ever since 2011, when the site decided that it wants more traffic rather than a core user-base. The blog coding hasn't been upgraded since then.

As for why, I don't have the energy to maintain any more online presence. I may be taking the time to write this post for you to read, but that's just from force of habit - same goes for the user reviews that I write.

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kletoskletos

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@Gelugon_baat: I believe you.That somewhat explains that your post number is steadily decreasing since at least late 2010. I guess i should feel lucky for being able to chat with you on a one to one basis.People of your intellectual caliber rarely hang around in forums and have little to none online presence .When they do are online they are in sites like Quora where they reach a wide audience.

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Gelugon_baat

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@kletoskletos: Likely because people like me are busy with other things too - like work. ;)

I am aware of Quora, and its segment on video games. However, I would say that a better place to go ask about games are the forums for that game's official website, especially if the game has complex gameplay. I know I did that for Stellaris and Fallen London.

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