By Simon Carless

Interview: Nippon Ichi On Finding The Hardcore RPG Sweet Spot

[Our own Brandon Sheffield sat down with Nippon Ichi president and COO Souhei Niikawa and Disgaea team development lead Masahiro Yamamoto to discuss the SRPG-focused company's new PSP game, as well as its philosophy and operating practices.]

For over 15 years, Japanese developer and publisher Nippon Ichi Software has been releasing hardcore-targeted RPGs, particularly strategy RPGs like the successful Disgaea series.

Most recently, the team behind Disgaea has announced its newest game, Zettai Hero Kaizou Keikaku (which Siliconera translates as Absolute Hero Modding Project), a PSP dungeon-crawling action RPG that -- like many other Nippon Ichi games -- features plenty of randomly-generated content.

We talked with NIS president and COO Souhei Niikawa and Disgaea team development lead Masahiro Yamamoto to discuss the small company's attitude toward game development, its RPG success, and why throwing characters is such a big deal in its titles:

Your focus has been on RPGs, particularly Disgaea. Where will you focus going forward?

Souhei Niikawa: Well, RPGs remain a popular genre for the hardcore audience, so I think that RPGs will still be a central part of our strategy.

Disgaea is certainly an important title for Nippon Ichi. We'll continue to grow that game by doing what's best for that particular series. Placing our fortunes on nothing but Disgaea wouldn't be right at all. For example, we want to grow this new game in the same way that we've grown Disgaea. We want to make games that are different from Disgaea, of course, but sell just as well as that.

A lot of Nippon Ichi's character designs have "moe" and "loli" elements. Will that continue? Has for the market for that become smaller?

SN: We made games for the people who play them. If the audience's needs shift away from moe or loli, then we'd certainly go with a different design. We still think there's a demand for that, though, so it will probably continue. From the creator's perspective, we think it's very important to keep trying new things, and as a result, we naturally don't want to stick with any one thing for too long.

What made you adopt that style in the beginning? Did it start out with what the development team liked?

SN: Yes. Well, it's undeniable that a large part of our audience is what people would call game otaku, or hardcore game fans. So we want to make what they want, but at the same time, we're all pretty hardcore too. So, there's that. (laughs)

The first Disgaea really seemed to be designed around picking up and throwing characters. That influenced the rest of the dungeon design and combos in battle. Would you agree with that?

SN: Certainly. Well, not just with Disgaea, but it's been an important aspect of a lot of our games, including this one here. It's been that way from around that time.

It's sort of a Nippon Ichi trademark.

SN: Yeah. We're all about throwing people. (laughs) Using that as a vital tactical tool.

Where did the idea for that come from?

SN: The original task before us was to figure out how this game would be different from the rest. We needed some strong and unique gameplay aspect that would give this project some sort of individual hook. I think it's something that's worked, as you can see how the series has progressed from 1 to 3.

Masahiro Yamamoto: I don't really remember the individual process that led to the pick-up-and-throw idea, but we were coming up with all kinds of ideas to put in the game and make it unique.

The original Disgaea is full of original little ideas like that, but it's undeniable that the throwing system is the idea that stuck out the most in gamers' minds once it came out. It's the result of that kind of thought process.

Just thinking about it by itself, it's hard to conceptualize how it'd be fun. How did you decide that the feature was so important to have?

MY: Well, we're a very small company, and none of the teams behind our projects is particularly large. That structure allows individuals to test out assorted ideas pretty quickly as they come up with them, then show them around to see what the rest of the team thinks.

I don't think that teams the size of what you have for Final Fantasy would be able to try out such risky things within development. I think that's one of the merits of having a small company like ours; it's easier to try new challenges, and that's how a lot of features in our games are born.

You go through a lot of iterations.

MY: I think so, yeah.

How much content is too much for one game? With the item world, you could keep going forever. How do you know when to stop?

SN: I guess you could say it's when we feel like there's nothing left to add to the gameplay.

MY: Oh, we never really stop. (laughs) We put so much stuff into each project, and eventually we get to a point where we ask ourselves, "Do we really need all this?"

When a majority of staffers start answering, "I'm not sure" to that question, that's when we stop. (laughs) That's pretty much how it works.

We really think that having a lot to explore in our games is very important -- especially with the Disgaea series, where it's become kind of a hallmark. Of course, we definitely can't take that approach with all of our titles; instead, we find different ways of making the games engaging and fun to our audience.

I was wondering if you're concerned that if you give too much, there might not be any need to buy sequels.

MY: That's not really much of a worry to us. The way we see it, in fact, most of audience goes through our games pretty quickly, especially the really hardcore people who support the Disgaea series. It's really something, the amount of time they put into playing our stuff. I wouldn't call it a big worry.

Nippon Ichi is pretty much the only game company in Gifu Prefecture. Do you think your company has any regional flavor since you're isolated from other developers?

SN: Well, the Internet is everywhere, and we're a game company, after all, so it's certainly not an inconvenience or anything.

I would say [our flavor] is not in the location so much as our style of company. Since we're kind of out in the country and have small development teams, that helps to add individuality to our games.

In Tokyo, you have a lot of developers who have gone from company to company, quitting one job and picking up another one right off. I think the fact that we've not experienced that as much helps us keep consistent in the sorts of games we release.

Do your staffers come from all over Japan?

SN: Yes. We don't really headhunt from other companies or anything. Sometimes we hire new grads who apply to our company; sometimes we get people who have previous experience with other game companies.

Finally, when you start a new game, from what point do you begin -- an idea, a list of features? What is your jumping-off point?

MY: In the beginning, there's only an outline, a very general idea of what kind of game we want to make -- what kind of world we want, for example. Then things just expand off from there, and eventually we figure out what sort of genre would be best, like how this game turned out to be a dungeon RPG. That's how things begin.

By Jennifer Schommer

Wii Fit Plus Gets Release Date

Nintendo announced Wii Fit Plus will be available in North America on October 4th. Wii Fit Plus will replace the original Wii Fit on the retail shelves. which will eliminate any confusion. Wii Fit Plus is an enhanced version of Wii Fit with more exercises added and the option to focus on one body area. If [...] Continue reading
By Simon Carless

Tapout Shirts For Iron Fist Tournament’s Fighters, Players

Mixed martial arts clothing company Tapout and mixed martial arts video game Tekken are teaming up for a co-branding partnership that will see five pieces of Tapout apparel included as customization options in Tekken 6 (releasing to Xbox 360, PSP, and PS3 this Fall).

In addition to enabling players to outfit Ling Xiaoyu with a shirt advertising a huge, pink Tapout logo, the agreement will also bring five real-life Tekken 6-branded Tapout shirts to Tapout's network of specialty retailers and its site this September.

"Tekken 6 and Tapout fans share a deep-rooted passion for the mixed-martial-arts lifestyle," says Makoto Iwai, EVP and COO of Tekken series publisher Namco Bandai Games America Inc. "This partnership will bring TapouT’s signature style into the world of Tekken, giving new experiences to video game enthusiasts and MMA fans alike."

More photos of the in-game shirts below and in Namco Bandai's Tapout Flickr set:

By Jennifer Schommer

Bombermania: New Browser Based Game

Apaja Online Entertainment has announced the release of Bombermania, a browser based game. Bombermania is an arcade style game that up to eight players can compete against each other. The game is inspired by the classic Bomberman game. “We are excited by the immediate success of Bombermania. Our users are having a blast competing in it [...] Continue reading
By Simon Carless

E3 Interview: Nintendo’s Kaigler: ‘We Need Core Gamers’

[Continuing our 'best of Gamasutra' GSW-relevant excerpts - Nintendo's VP of corporate affairs speaks to Christian Nutt on its competitors' motion control solutions, the esoteric Wii Vitality Sensor, and why the house of Mario "needs core gamers".]

Depending on who you listen to, Nintendo has had a stronger or weaker showing at E3 -- but the general consensus, even among the enthusiast press, seems to be trending positively.

The company is largely in iterative mode, relying on trusted IP on both the casual (Wii Sports Resort) and hardcore (Metroid: Other M) sides, with two new Mario games in between. The major surprise was the Wii Vitality Sensor, which showed -- uncharacteristically -- without so much as a concept demo.

Meanwhile, the competition in the console wars, Sony and Microsoft, both showed advanced motion control solutions for their platforms.

Gamasutra spoke to Denise Kaigler, Nintendo of America's VP of corporate affairs, to find out her take on the show's announcements at her company and at the others, and to see if we could gauge the mindset of the company that seems locked into the industry's number one spot at the moment.

During the press conference, Nintendo of America president and COO Reggie Fils-Aime joked, prior to debuting hardcore darling Metroid: Other M, that he reads the blogs and is well aware that Nintendo's core, long-term fan base has been less than impressed with the company's output. How much does that audience impact the company's strategy?

"We all read the blogs -- everyone does," Kaigler says. "If you're asking if what we read on the blogs has an absolute impact on our strategy, I guess the simple answer is that our strategy isn't done right at that moment... our strategy is long-term. Our strategy has always been to expand the gaming universe."

However, she says, "We need core gamers. We recognize that and we've always known that, though. We announce games when they're ready to be announced. I'm glad you described the overall tone of the press conference as being balanced, because that's what our strategy is."

Kaigler makes clear that the company appreciates its fans: "To hear the sound of the applause when we announced Metroid: Other M was amazing. We got chills."

The Wii Fit Audience

Wii Fit Plus, as implied by its title, isn't so much a sequel to the original game as an expansion that improves its basic functionality -- in fact, Kaigler confirmed that it will supplant the original title and is compatible with its save data, and contains all of its content.

But will such a strategy appeal to the millions who own the original? "We do believe that [Wii Fit Plus] will appeal to the audience," says Kaigler. "It has everything that the millions of consumers who have already expressed their love for Wii Fit, and has everything else."

Working With Developers

Kaigler referred to Nintendo president Satoru Iwata's GDC keynote when asked about Nintendo's relationship with its developers. Says Kaigler, "I know you were at GDC, and I know that one of the reasons Mr. Iwata wanted to speak at GDC and hand [developers] on a silver platter 150 million consumers [on DS and Wii] -- what an install base!"

But is the technical and design expertise of Nintendo filtering down to the development teams? Does Nintendo have processes in place to make sure that happens? Kaigler was a bit more vague on that.

"I would hope and assume that the information is getting down to the folks that need it." Says, Kaigler, "All you need to do is read any news report to understand the opportunity." Sure, the opportunity's obvious -- but is appealing to Nintendo's audience? That question is murkier.

With the market penetration for the Balance Board peripheral which comes packed with Wii Fit so high, Kaigler says the company is "making sure our partners understand the opportunity that the Balance Board presents for them." Commercial opportunities are there, but assistance may prove elusive.

But Kaigler does see strong support on the E3 show floor. 5th Cell and Warner Bros. Interactive's Scribblenauts for the DS is being touted by many as the sleeper hit of the show.

"We're glad they've [the developers] made that shift" in thinking about creating DS games that take advantage of the platform, says Kaigler -- and "It's so cool that [Ubisoft] has demonstrated their commitment to Wii Motion Plus by making Red Steel 2 exclusive" to the peripheral.

On Being, Staying Number One

"It's up to us to make sure that we're continuing to push the envelope" on software design, says Kaigler. "We've been fortunate that consumers have chosen Nintendo time and time again. We're going to try to keep that level of support among consumers of all generations."

With Wii Motion Plus, says Kaigler -- despite the fact that it's packed in with surefire hit Wii Sports Resort -- "We're not taking anything for granted. We never take anything for granted. You can open up any newspaper and see companies who were number one and don't even exist anymore... It's up to us to earn our place at number one."

Our discussion with Kaigler ventured into the shifting fortunes of the different companies over the history of E3 -- when the show began in the '90s, the big fight was Sony versus Sega, with Sony the obvious and clear winner.

"That's exactly my point. For Nintendo to take anything for granted would be crazy, it would be stupid, it would be irresponsible. We don't make the decision to be number one. We make the decision to bring to market certain products and technologies," says Kaigler, and consumers respond.

"Pick any number of technologies out there," she continues. "We didn't know how much we needed them until we got them. That's what our philosophy is -- to develop and bring to market fun experiences that the consumer won't even know they want until they've got them!" 


Important Questions Remain

Kaigler was a little bit reticent to talk about the mysterious Wii Vitality Sensor, but when pressed, did mention some concrete details. "We're going to hear more about it ... They're working on it. It's slated to hit retail next year, 2010. The accessory will come bundled with the software, much like Wii Fit comes bundled with the balance board."

Another important question is just how well Nintendo's audience responds to its downloadable content efforts -- its network just doesn't seem as robust as the competition. Unfortunately, in the case of DSi, Kaigler wasn't answering. "I don't have the data handy on what our downloads are for DSiWare. It hasn't been out for very long and it's finding its audience."

Nintendo is truly a global company, but the vast majority of its development takes place in Japan. This can be a pitfall for companies, as has been absolutely demonstrated over the course of this generation. Does NOA truly have input into Nintendo Ltd.'s software decisions?

Says Kaigler, "It's a collaboration, it really is. It's a true collaboration."

"Reggie and the localization teams in the US work very closely with Mr. Iwata and Mr. Miyamoto and the development teams in Japan. I think one of the reasons those games appeal to such a broad range of consumers is that collaboration."

Three Consoles, Three Motion Control Solutions

Of course, both Sony and Microsoft debuted motion control solutions at E3 -- Microsoft's Project Natal, Sony with its prototype camera/controller hybrid.

What's Nintendo's reaction? Says Kaigler, "It's great to see that motion sensing control has now become an industry standard. It's great when anything is announced that can continue to build on what Nintendo started years ago. Anything that continues to expand the market and bring more gamers into the video game industry is great for the industry, certainly great for consumers, and it's great for Nintendo."

However, she says, "There's no information to really judge; we don't know anything about the price or availability of the products that were announced. Certainly the key difference is that we pioneered motion sensing control three years ago."

"It's here and it's now. And show attendees can go down to the show floor and actually have fun playing with our technology and our games today. Seeing the smiles and laughs around the Nintendo booth is fabulous, it's contagious."

But surely these companies have the potential to bring these products to market with compelling software solutions, right? "You said one key word twice -- 'potentially'. That's a pretty critical word: potential. For us to respond to potential, there's nothing for us to respond to; nothing for us to react to. We're going to keep doing our thing and hope that the consumer continues to have fun with our products."

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