Another interview by Matsuura-san

 Posted by (Visited 9690 times)  Game talk
Jan 182006
 

Over at the Japanese O’Reilly site, there’s another interview of me conducted by Masaya Matsuura. The Japanese link is O’Reilly Village / オラの村: 『「おもしろい」のゲームデザイン』の原著者に松浦雅也さんがインタビュー, but here’s my original replies in English:

Matsuura-san: Congratulations on the publication of the translated version of your book in Japan. How would you like it?

I am very excited! Japan is well-known as a country where there is a long tradition of game playing, and where games are taken seriously as a major medium. This is not true in all countries of the world; in many places, games are still considered fit only for children. I hope that my book offers some small contribution to the game community in Japan.

Question 2: It is popular to play games with a cellular phone in Japan recently and the number of game software using cellular phone which could play on Internet will increase. What would you think the current US and Europe market where is not getting hot enough like Japan? Especially what would you say to the Asian people life style which has a close connection to a cellular phone. Lots of Asian young people do everything using cellular phones.

There are many reasons, I think, why cellular phone usage in the US is not yet where it is in Europe and the US. Europe’s cell phone usage is actually well ahead of the US, approaching that of Japan and the rest of Asia. People there are much more comfortable with it.

Here in the US, I think that much needs to change in terms of regulation and how the cellphone business works before we can see that sort of adoption. We also still haven’t gotten excellent coverage in all parts of the country yet!

Question 3: Is there any difference in technical expert’s way of thinking and attitude as to what and how to develop the game?

I think so, yes. Any person will bring their own knowledge and experience to the table when they go to develop a game. Someone whose background is film is likely to want to make a game that is like a movie; someone who is a musician likes to have musical elements in their game. Similarly, people who are technical will approach the problems in making a game somewhat differently.

There are many ways to be a technical expert, of course. There are hardware experts, software experts, interface designers, industrial designers, architects, and so on. I think each type of knowledge will tend to bring different things to the table.

I am personally a fan of reading widely, and always self-educating. Learning more about more subjects is one of the best ways to stay mentally flexible, and I can only see that helping one’s work in game design.

Question 4: Regarding players, what would be the difference between American and Japanese? Also what is between Korean, Chinese and Japan?

Most of the big differences I see have to do with cultural aspects such as art styles that people are comfortable with, how much individualism is regarded as a virtue as opposed to collective action, how acceptable direct conflict is, and so on. My observation has been that many of those differences are breaking down today because of the Internet.

Right now, I’d say that Korean and Chinese players tend to be extremely competitive, and in my personal area of expertise, online games, they also tend to prefer games with large scale groups, guild vs guild warfare, and so on. They are more open to PvP than American players are (though this is changing in the US). American players are less welcoming of the “cute” look in general than Asian players are, preferring fairly dark, gritty, and realistic visuals. Japanese players welcome gameplay styles that would be seen as unusual in the US, such as dating sims, Bemani games, and many other more experimental titles.

Question 5: To make out a session at universities which are designed for game programmers in Japan, what kind of textbook and field to study would be suitable?

I believe that the best way to become a good game designer is to get a liberal arts education–refuse to specialize as long as you can. Learn to write, to draw, to make music, study history and art and architecture and culture in general. Learn about psychology and science. Be a sponge, and absorb as much as you can. Games are models of real world systems, so the broader your knowledge of the real world, the more you will being to the table when making games.

Question 6: Thank you for all your answers. Last, would you give your message to Japanese readers?

My message is always the same: be content, but never satisfied. By which I mean, be content with what you have achieved, and do not torment yourself over not doing better. But never be satisfied that this is all you can do–there is always more to be done and greater heights to reach.

And, I hope that you enjoy the book!

For an amusing contrast showing the limitations of machine translation, here’s the Google Translation… my favorite quote:

Please learn the method of writing the composition, the method of drawing the picture and the method of making the music learn all history, art, construction and culture. Please learn concerning psychology and science. Like the sponge, please absorb many things as much as possible.

It comes across as so polite!

  10 Responses to “Another interview by Matsuura-san”

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  2. The Japanese version sounds like a polite order, your original sounds like sound advice 😀

    Im a bit curious about this tho:

    Games are models of real world systems

    Can you really be that determined, or is it a generalization at a high level?

    To jump ahead my vision of reality in games says – what is real lies in the eye of the beholder. Which, in some cases, can make games more real than ‘The real World’ reality. In my world this provides the core promise and delivery of the mmorpg genre.(Which you ofcourse cant say to anyone or they will look at you funny.)

  3. On the other hand, being rather dark, the plate having been attached, you like the game which had realistic appearance.

    The plate having been attached? Woah boy, it’s going to be a while before we have good translation algorithms, isn’t it. 🙂

  4. Wolfe, that’s what much of A Theory of Fun is about…

    Games, at their most fundamental, are simulations, models. The “real world” things they model may be nothing more than hypothetical mathematical situations, or crazily abstracted things, and they are often “dressed” as something entirely different than what they are modeling.

  5. Your answer to #5 just justified 4 years of my battling through lots of advice saying I need to specialize. To me, if your passion is truely to design games (which mine is), it would be difficult to approach the problem from a very narrow perspective or background.

    Anyway, I’m a huge fan of your book and design philosophy in general, and had a question for you. How were you able to prove or demonstrate to employers early in your career that you really understood what fun was when, typically, the people doing the hiring are not “design types” to understand what skills are desirable? I feel like I have put a lot of work into developing game design skills, yet I never get a chance in interviews to demonstrate this (thus, I’m forced to focus on my technical or art skills to prove I can still be a worthwhile addition to a team…where as I feel I’m more valuable in a design role).

    Or to put it another way, how do people who aspire to be game designers in the truest sense get into a game design position in today’s game dev environment? I feel like if I start talking about “grokking” or that “fun is learning”, I’d just be laughed out of a producer’s office :>

    Thanks for continuing to drop the knowledge on us on your blog–it is a great read always.

  6. Well, as far as getting a job is concerned, it’s all about being able to demonstrate your stuff. Same for any “artistic” profession — it’s about your portfolio. So, to get a job, have some games to show. Board games, web games, casual games, level design for an FPS, a mod, a total conversion you helped on, whatever you can get together.

  7. I’m sorry, I didn’t mean to come off as a student looking for breaking-in advice, as I think that I have that stuff down for the most part (but thank you for the response, I definitely agree and am trying to make sure my portfolio does just that). My question is more related to the fact that I think there are a lot of people fronting about their knowledge of what actually makes a fun game..thus, I was wondering how you bridge the gap in knowledge so to speak when trying to explain your designs to them. I guess it may just be wishful thinking that all developers could speak and understand the same language of game design that I think you and other designers are starting to develop.

  8. I think employers are a lot more interested in the portfolio than they are in talk about fun. Fun in practice versus fun in theory, so to speak.

    As far as presenting a design, it has to stand on its own as sounding cool without any of the theoretical underpinnings…

  9. I agree with you there, it shouldn’t take an essay to demonstrate why something is fun. Thanks a lot for the response!

    As a side note, I will be at GDC at the IGF booth with my student showcase winning game, Ballistic, and would be honored to demo it for you if you stop by the booth. 🙂

    -Scott

  10. Oh, cool! I hadn’t connected you and Ballstic in my mind before.

    I’m off to download it now…!

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