<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-32650776</id><updated>2012-01-30T14:25:36.294+09:00</updated><category term='Frequently Asked Questions'/><category term='Independent development'/><category term='Work in Japan'/><category term='The cast'/><category term='JDEV Confidential'/><category term='A giant leap'/><category term='Miscellaneous'/><category term='Gamesmanship'/><category term='Japanese'/><category term='Video Games'/><category term='Shopping'/><category term='Life in Japan'/><title type='text'>Japanmanship</title><subtitle type='html'>Life, work and video games in Japan</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default?start-index=101&amp;max-results=100'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>297</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-32650776.post-7822861264145224082</id><published>2010-05-17T13:34:00.004+09:00</published><updated>2010-05-17T14:07:58.940+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Miscellaneous'/><category scheme='http://www.blogger.com/atom/ns#' term='Independent development'/><title type='text'>Japanmanship is dead. Long live Japanmanship!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/S_DIfAmoKII/AAAAAAAABmQ/hq7w8kN18pA/s1600/scorestudios.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 178px; height: 250px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/S_DIfAmoKII/AAAAAAAABmQ/hq7w8kN18pA/s400/scorestudios.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5472093982318667906" /&gt;&lt;/a&gt;If the weekly StatCounter reports that still get sent to my email inbox, and are promptly ignored by myself, are anything to go by Japanmanship still seems to be getting some traffic. As you may have noticed, though, I've done extremely little to it over the last year orso. &lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The fact is, well, the blog is dead. Sorry. I simply don't have the time or inclination to keep it up anymore, just 1 post short of the 300 mark. And trust me, this has nothing to do with me being lazy or disinterested; I simply don't have the time anymore to keep it up, and since starting for myself I have very little of interest to write about concerning the subjects this blog used to cover. I know, I know, I killed it before, only to resurrect it within a year, but this time, I'm afraid, this is it. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;This doesn't mean, of course, that I've completely given up on dispensing spurious advice about Japan entirely. I'm still writing the occasional article here and there, and I have been thinking about turning the information covered in this blog into some kind of book or e-book manual, but that is a lot of work, so don't hold your breath!&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;As covered in a recent Gamasutra piece, I have crawled out from under my rock of anonymity since putting my money where my mouth is and starting an independent dev company with two like-minded expats in Tokyo. The company is called &lt;b&gt;Score Studios&lt;/b&gt;, for various clever reasons, and it has a website here: &lt;a href="http://score-studios.jp/" target="_blank"&gt;http://score-studios.jp/&lt;/a&gt;&lt;/div&gt;&lt;div&gt;I don't think it'd be too much to ask for any semi-regular reader of this blog to buy one of our games, like &lt;a href="http://score-studios.jp/?page=flockit" target="_blank"&gt;Flock It!&lt;/a&gt; as a show of support, for all the amazing and witty insights I've been providing on this blog &lt;i&gt;for free&lt;/i&gt; for so long! Yeah, I know, I wrote it for entirely selfish reasons over the years, but that doesn't mean I can't guilt a few of you into parting with some shinola, does it now? &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Though it covers more the pitfalls and pleasures of game development on a small scale, the Score Studios website does have its own blog, which can be found &lt;a href="http://score-studios.jp/?page=blog" target="_blank"&gt;here&lt;/a&gt;. For news, either follow the &lt;a href="http://score-studios.jp/?page=news" target="_blank"&gt;news page&lt;/a&gt; or our company &lt;a href="http://www.twitter.com/ScoreStudios" target="_blank"&gt;Twitter feed&lt;/a&gt;.  For insights into what I'm having for lunch every day and other nonsense, there is of course &lt;a href="http://www.twitter.com/JCBKay" target="_blank"&gt;my very own Twitter account&lt;/a&gt;, and those of my colleagues who go by the on-line handles &lt;a href="http://www.twitter.com/beatwho" target="_blank"&gt;Beatwho&lt;/a&gt; and &lt;a href="http://www.twitter.com/hamouras" target="_blank"&gt;Hamouras&lt;/a&gt;. You can find out more about us on our aptly named &lt;a href="http://score-studios.jp/?page=aboutus" target="_blank"&gt;"about us" page&lt;/a&gt;. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;That, as they say, is that. This blog has been good to me over the years. It has provided some sanity and, I have been told, has helped the occasional hopeful to make up his or her mind about working in Japan. With so many more foreigners working in game development in Japan compared to even a few years ago I am confident some other smart-arse will at some point take of the reigns and provide insider insight, and maybe help future expats on their quest for information.  I have also been fortunate to meet a few readers, as well as being in touch with some interesting characters who have graciously let me write for real, &lt;i&gt;actual &lt;/i&gt;magazines and what have you. I hope it has been good for you too, or if you're new to this blog, will provide at least a few hours worth of distraction. I don't know what Google's policy is on dead blogs, but I'll leave it up as long as it's allowed and maybe, just maybe, in the future, write that 300th post to announce the Japanmanship book if I ever get my act together enough or if the Earth slows down drastically so as to cram a few more hours into each day. Whichever happens first (though we're talking cosmic timeframes either way).&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Your humble servant,&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;"JC"&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-7822861264145224082?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/7822861264145224082/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2010/05/japanmanship-is-dead-long-live.html#comment-form' title='20 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7822861264145224082'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7822861264145224082'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2010/05/japanmanship-is-dead-long-live.html' title='Japanmanship is dead. Long live Japanmanship!'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/S_DIfAmoKII/AAAAAAAABmQ/hq7w8kN18pA/s72-c/scorestudios.jpg' height='72' width='72'/><thr:total>20</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-6374300615546213377</id><published>2009-06-16T12:03:00.002+09:00</published><updated>2009-06-16T12:12:12.205+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><category scheme='http://www.blogger.com/atom/ns#' term='Miscellaneous'/><title type='text'>Otaku Encyclopaedia</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SjcLuQuI8eI/AAAAAAAABgc/tflQeKfHA3Q/s1600-h/japanmanship_otakuencyclopedia.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 142px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SjcLuQuI8eI/AAAAAAAABgc/tflQeKfHA3Q/s400/japanmanship_otakuencyclopedia.jpg" alt="" id="BLOGGER_PHOTO_ID_5347755971916132834" border="0" /&gt;&lt;/a&gt;This month saw the release of the &lt;a href="http://www.theotakuencyclopedia.com/" target="_blank"&gt;Otaku Encyclopaedia&lt;/a&gt;, written by Japan’s foremost gaijin geek &lt;a href="http://www.otaku2.com/articleView.php?item=213" target="_blank"&gt;Patrick W. Galbraith&lt;/a&gt;, of whom any interested net citizen will have seen photos, dressed as Dragonball-Z’s Goku on the streets of Akihabara.&lt;br /&gt;&lt;br /&gt;Probably to the annoyance of overseas readers I am &lt;span style="font-style: italic;"&gt;not &lt;/span&gt;much into the stereotypical aspects of Japanese subculture, like manga or anime, as seems to be the standard with a lot of Western immigrants here. Sure, I own Akira on DVD and really enjoyed Ghost in the Shell, but I almost never visit Akihabara nor go to Mandarake and never watch anime on television. At first it might have been the language barrier, but these days it is simply disinterest. Hell, I’ve met average game otaku who knew more about stuff I’ve worked on than I do. It is a little scary and daunting sometimes. I’m not against any of that, mind, I’m just not that into it.&lt;br /&gt;&lt;br /&gt;In preparation for the launch Mr. Galbraith attended this month’s &lt;a href="http://jeansnow.net/pausetalk/" target="_blank"&gt;PauseTalk&lt;/a&gt; as well as, post-launch, this week’s &lt;a href="http://www.dannychoo.com/cgm/jpn/" target="_blank"&gt;CGM Night&lt;/a&gt; to do some serious PR pimping. I have been informed he’ll be making a presentation at this month’s &lt;a href="http://www.pecha-kucha.org/" target="_blank"&gt;PechaKucha Night&lt;/a&gt; as well. At only 2,000Yen and with the author there to autograph my copy I had little excuse but to pick one up.&lt;br /&gt;&lt;br /&gt;The book is, as the title suggest, encyclopedic, in layout if maybe not content. That isn’t to say it isn’t extensive, at 247 pages and each listing taking up a page at most, though often only a few paragraphs, it does seem to cover a &lt;span style="font-style: italic;"&gt;lot&lt;/span&gt; of ground, and is interspersed with interviews with otaku notables, like Anno Haruna, the retro-game otaku, and figurine maker Bome. Though it does cover subjects I would not have thought “otaku”, such as bosozoku (bike gangs) and yakuza, I do guess these are part of Japan’s subculture and probably feature heavily in manga.&lt;br /&gt;&lt;br /&gt;Even if you do consider yourself a hard-core otaku I’m sure this book will surprise you, as the scene here is very wide and encompasses many kinks and quirks. It was certainly an eye opener for me, and I’ll keep it at hand when browsing the darker, pinker, stickier corners of the internet. It helps to be informed about these things.&lt;br /&gt;&lt;br /&gt;You can get it from Amazon &lt;a href="http://www.amazon.com/Otaku-Encyclopedia-Insiders-Guide-Subculture/dp/4770031017/ref=sr_1_1?ie=UTF8&amp;amp;s=books&amp;amp;qid=1245120402&amp;amp;sr=8-1" target="_blank"&gt;here&lt;/a&gt;, or if you’re in Japan, &lt;a href="http://www.amazon.co.jp/exec/obidos/ASIN/4770031017/mitsu-101-22/ref=nosim" target="_blank"&gt;here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-6374300615546213377?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/6374300615546213377/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/06/otaku-encyclopaedia.html#comment-form' title='18 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6374300615546213377'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6374300615546213377'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/06/otaku-encyclopaedia.html' title='Otaku Encyclopaedia'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SjcLuQuI8eI/AAAAAAAABgc/tflQeKfHA3Q/s72-c/japanmanship_otakuencyclopedia.jpg' height='72' width='72'/><thr:total>18</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-706857306459473851</id><published>2009-06-03T16:46:00.002+09:00</published><updated>2009-06-03T16:57:36.073+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Rape games maybe not so nice afterall</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SiYqraAaJ8I/AAAAAAAABgU/RQfeeQlCnAQ/s1600-h/japanmanship_rapelay.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 142px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SiYqraAaJ8I/AAAAAAAABgU/RQfeeQlCnAQ/s400/japanmanship_rapelay.JPG" alt="" id="BLOGGER_PHOTO_ID_5343004933125449666" border="0" /&gt;&lt;/a&gt;I have written, quite a while back now, how Japan’s loose and fast obsession with nymphets is something that makes my skin crawl. The sexualisation, &lt;span style="font-style: italic;"&gt;exploitation &lt;/span&gt;even, of extremely young girls, sometimes even prepubescent, may be a cultural phenomenon that I should try to accept in my attempts to integrate, but as a liberal lefty some things are beyond the pale. It is true that Japan generally has a&lt;span style="font-style: italic;"&gt; laissez faire&lt;/span&gt; attitude towards personal proclivities; if you want to spend your Sundays dressed as a game character walking around Yoyogi park or spend all your money on “hug pillows” then, well, bless you. It is &lt;span style="font-style: italic;"&gt;generally &lt;/span&gt;a great attitude, where people don’t necessarily get judged for being weird or wanting to do odd things, but it does sadly also include the more extreme behaviours.&lt;br /&gt;&lt;br /&gt;Now &lt;a href="http://kotaku.com/5275409/rape-games-officially-banned-in-japan" target="_blank"&gt;Kotaku reports&lt;/a&gt; that the Ethics Organization of Computer Software, the &lt;a href="http://zepy.momotato.com/2009/06/02/about-the-eocs/" target="_blank"&gt;EOCS&lt;/a&gt;, in Japan, have decided, in a non-legally binding or official way, to curb the creation of rape-type games. People with an eye for news of the weird may have heard of a little title called “Rapelay”, &lt;a href="http://www.somethingawful.com/d/hentai-game-reviews/rapelay.php" target="_blank"&gt;reviewed on SomethingAwful&lt;/a&gt; and sold, then &lt;a href="http://www.telegraph.co.uk/scienceandtechnology/technology/4611161/Rapelay-virtual-rape-game-banned-by-Amazon.html" target="_blank"&gt;banned from Amazon&lt;/a&gt; outside of Japan. In it the player takes control of a character that rapes three women, or rather a mother and her two &lt;span style="font-style: italic;"&gt;young &lt;/span&gt;daughters, with all manner of features like pregnancy and forced abortions. You wouldn’t believe the furore this title caused in Japan upon its release: &lt;span style="font-style: italic;"&gt;virtually none&lt;/span&gt;. Japan, purveyor of perverted pornography, pretty much provides anything to anybody, whatever ails you, you’ll find it, and things &lt;span style="font-style: italic;"&gt;much &lt;/span&gt;more disturbing, for sale in Japan, though you may have to delve into the deeper backstreets of Akihabara for your own particular whims. And though I have never discussed titles like “Rapelay” with Japanese people &lt;span style="color: rgb(102, 102, 102);font-size:85%;" &gt;(the title makes more sense, so to speak, in Japanese combining the last katakana of “&lt;span style="font-style: italic;"&gt;re-pu&lt;/span&gt;”, rape, with the first of “&lt;span style="font-style: italic;"&gt;pu-re-i&lt;/span&gt;”, play)&lt;/span&gt; and am pretty sure most people would be horrified at the idea, the attitude most prevailing regarding dubious issues seems to be one of “well, whatever turns people on” or “as long as they have fun” or some such.&lt;br /&gt;&lt;br /&gt;The link between explicit titles, involving rape and paedophilia, and real-life crime are hard to prove in Japan, with so many of such crimes remaining unreported. Though personally I feel paedophilia having to be reined in by law &lt;span style="font-style: italic;"&gt;should &lt;/span&gt;be an issue beyond discussion, it’s a little harder when it comes to sexual fantasies, especially between consenting adults. Ero-games are usually sold in specialty shops or special areas of bigger stores, and there are fairly decent protections in place to keep such games out of the hands of children, including a built-in morality sense where &lt;span style="font-style: italic;"&gt;most &lt;/span&gt;kids seem to stay away from illegal activities and products until they are of age, like alcohol and tobacco. Rape fantasies are not unique to Japan, let’s face it. But I &lt;span style="font-style: italic;"&gt;don’t&lt;/span&gt; think games are an Art, they are a product and as such have some responsibilities. That said, I’m also no great fan of censorship, and riling against sexuality explicit games, especially coming from a gun-porn and violence heavy culture, is rather hypocritical. This is why I am quite glad this is a voluntary move made by a body of developers and not a law passed by the government. Will it make any difference? Perhaps not in the short term. “Rapelay” was made quite a while ago and it is only now, amidst a mini-flood of negative press and outcry from the West, that the Japanese have sat down and said to themselves “hmm, &lt;span style="font-style: italic;"&gt;maybe &lt;/span&gt;rape isn’t so nice”.&lt;br /&gt;&lt;br /&gt;Earlier an American man was &lt;a href="http://www.wired.com/threatlevel/2009/05/manga-porn/" target="_blank"&gt;arrested for possessing paedophilic manga&lt;/a&gt;, importing it, as part of a much larger general manga collection, into the U.S. I am in &lt;span style="font-style: italic;"&gt;no wa&lt;/span&gt;y an expert on this, often getting rather hot-cheeked and embarrassed at the idea of it all, but I have been told it is still legal to own explicit material with minors, like such Lolicon manga, but not to sell it? Distribute it? I’m unsure. The law in Japan is often pretty vague and useless and unenforceable. But other reports have said this issue too is being looked into.&lt;br /&gt;&lt;br /&gt;With a crackdown, voluntarily or legally, on underage sexually explicit materials and rape-type games I am pretty sure these things will be pushed underground. No longer the banners in Akihabara shouting out the underagedness of the girls in question, but maybe under the counter approaches. In a country as happily perverted as Japan, where sexuality, and &lt;span style="font-style: italic;"&gt;explicit &lt;/span&gt;sexuality, in sharp contrast to the existing censorship laws, is rather exuberant and accepted, people will always try to provide for the proclivities of the &lt;span style="font-style: italic;"&gt;extremely &lt;/span&gt;perverted, as long as there’s a market. But it is good to see, though sadly only after rumblings in the West, that Japan generally is looking into these sticky issues and agreeing a more responsible approach might be required.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-706857306459473851?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/706857306459473851/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/06/rape-games-maybe-not-so-nice-afterall.html#comment-form' title='55 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/706857306459473851'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/706857306459473851'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/06/rape-games-maybe-not-so-nice-afterall.html' title='Rape games maybe not so nice afterall'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SiYqraAaJ8I/AAAAAAAABgU/RQfeeQlCnAQ/s72-c/japanmanship_rapelay.JPG' height='72' width='72'/><thr:total>55</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-2685145540792436371</id><published>2009-05-28T15:56:00.003+09:00</published><updated>2009-05-28T16:02:51.503+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><category scheme='http://www.blogger.com/atom/ns#' term='Miscellaneous'/><title type='text'>PechaKucha Night</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/Sh41w6FHT8I/AAAAAAAABgM/hOdtKzO_rQc/s1600-h/japanmanship_pechakucha.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 87px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/Sh41w6FHT8I/AAAAAAAABgM/hOdtKzO_rQc/s400/japanmanship_pechakucha.JPG" alt="" id="BLOGGER_PHOTO_ID_5340765322448687042" border="0" /&gt;&lt;/a&gt;This month was the first time I attended a &lt;a href="http://www.pecha-kucha.org/" target="blank"&gt;PechaKucha Night&lt;/a&gt;, a gathering of creatives and interested parties to mingle, drink and watch presentations. The cool part of the event is that any speaker can pretty much talk about anything but is limited to only 20 slides which show for 20 seconds each, making each presentation no longer than 6 minutes and 40 seconds. If anyone has even sat through a long presentation you’ll appreciate this approach, giving you insight in more fields without it ever becoming boring or, if a presentation is about something you’re not interested in you’ll know in a few minutes someone else will be speaking.&lt;br /&gt;&lt;br /&gt;The event took place at &lt;a href="http://www.super-deluxe.com/" target="blank"&gt;SuperDeluxe&lt;/a&gt; near Roppongi Hills, an underground space where previously I had attended Danny Choo’s &lt;a href="http://www.dannychoo.com/cgm/eng/" target="blank"&gt;CGM Night&lt;/a&gt;. This month’s event was pretty packed, making a short trip to the toilet a bit of a Herculean task, swimming through crowds and crowds of people. This also meant that the noise was sometimes a little distracting as people kept on chatting with each other during some of the presentations. Harsh though it may sound, it is a pretty decent indication of the level of interest in your talk; if you’re being drowned out by the crowd it might be because your presentation isn’t &lt;span style="font-style: italic;"&gt;that &lt;/span&gt;interesting. That said, each speaker got supportive applause and there was generally a benevolent air of interest.&lt;br /&gt;&lt;br /&gt;The speakers came from quite a variety of backgrounds; illustration, fashion, architecture, sound engineering, charity, art, etc. Some were better at public speaking than others, most were in English, some in Japanese and after each presentation the hosts had a quick chat in both languages. Personal standouts were &lt;a href="http://www.mckibillo.com/" target="blank"&gt;Josh McKible&lt;/a&gt;’s presentation on his &lt;a href="http://www.nanibird.com/" target="blank"&gt;Nani?bird&lt;/a&gt; project, a super-cool “open source” art initiative based on a simple but cute papercraft bird toy, and game developer &lt;a href="http://www.gmixer.com/" target="blank"&gt;Mark Cooke&lt;/a&gt;’s insane but highly entertaining experiment in creating 10 games in 10 hours (total) specifically for PechaKucha. &lt;a href="http://www.soulfood.no/index.html" target="blank"&gt;Christian Houge&lt;/a&gt;’s awesome photos of Barentsburg too made for an excellent presentation, though sadly by this time, near the end of the evening, people were getting tired and restless.&lt;br /&gt;&lt;br /&gt;PechaKucha nights are held all around the globe; in fact at this event it was mentioned they had recently started in their 200th city, quite an accomplishment. This means there might be one near you, which makes it a great opportunity to learn what fellow creatives are up to and meet new people. If they function as the Tokyo event, there are no sign-ups nor reservations needed and entry is cheap at 1000Yen, which includes a drink. Sign up for the newsletter on the home page and keep up to date on what’s happening with &lt;a href="http://daily.pecha-kucha.org/" target="blank"&gt;PK Daily&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-2685145540792436371?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/2685145540792436371/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/05/pechakucha-night.html#comment-form' title='14 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2685145540792436371'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2685145540792436371'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/05/pechakucha-night.html' title='PechaKucha Night'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/Sh41w6FHT8I/AAAAAAAABgM/hOdtKzO_rQc/s72-c/japanmanship_pechakucha.JPG' height='72' width='72'/><thr:total>14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-1087237635458071791</id><published>2009-05-26T15:29:00.003+09:00</published><updated>2009-05-26T15:34:35.665+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Plants vs. Zombies</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/ShuMhjW4zlI/AAAAAAAABgE/NKCCWEdHRV8/s1600-h/japanmanship_plantsvszombies.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 142px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/ShuMhjW4zlI/AAAAAAAABgE/NKCCWEdHRV8/s400/japanmanship_plantsvszombies.jpg" alt="" id="BLOGGER_PHOTO_ID_5340016291232665170" border="0" /&gt;&lt;/a&gt;There is something about &lt;a href="http://www.popcap.com/" target="_blank"&gt;Popcap&lt;/a&gt; that seems to make most of the games they release golden; it’s a mix of excellent presentation, ease of play, mixing genres and some addictive &lt;span style="font-style: italic;"&gt;je ne sais quoi&lt;/span&gt;. “&lt;a href="http://www.popcap.com/games/pvz/?icid=plantsvszombies_HP_DL_1_8_19_08_en" target="_blank"&gt;Plants vs. Zombies&lt;/a&gt;” is the latest title released and seems to be making somewhat of a splash on-line. At its heart this game is a simplified Tower Defense game, in which the player plants a variety of flora to protect the player’s house from a hoard of invading zombies. As a true Tower Defense game it doesn’t satisfy though. Mostly zombies move in single file and offensive plants, too, are limited to a single row, though later upgrades to offer a wider area of attack. Even though it’s an incredibly fun game, it does have some issues which are worth investigating. What makes this particular Popcap game so fun despite some flaws, and what is it that elevates it above the increasing flood of independent releases today?&lt;br /&gt;&lt;br /&gt;The main problem with the game is that the basic premise, the largest chunk of the game in the adventure mode, is &lt;span style="font-style: italic;"&gt;very&lt;/span&gt; slow to start. With limited options and the previously mentioned single-file approach to offense and defense, you spent the first part of the game basically building the same elements in each row, which makes the game somewhat boring. And this is a shame, because once the game starts to build, exchanges day and night cycles, adds a pool, moves to the rooftop things get a lot more strategic. Even at this point there is a fair amount of row-based similarities in your tactics, but with a huge list of plants to choose from and only a limited number of seed slots to occupy during a wave your choices in “weapons” and the way you choose to play all become strategic elements in the game outside of the actual level.&lt;br /&gt;&lt;br /&gt;What is most telling is that the selection of mini-games is actually more fun than the basic game. Whether it’s zombie bowling, a reversal of roles where you supply the zombies, a slot-machine based version of the game or one of the puzzle modes you’ll probably be spending a lot of time on these. This is not just because they’re good fun, but also because you’ll need a lot of money to buy upgrades with. And though this isn’t a problem per se, the way mini-games are locked is rather crippling. It takes a good length of time playing through the story mode before mini-games are unlocked as an option from the main menu, and even then you’re only given a few, with more unlocked as you finish the story mode.&lt;br /&gt;&lt;br /&gt;For the independent developer, though, a lot can be learned from Popcap’s games. Their presentation is usually very high quality and Plants vs. Zombies is no exception, with cute plants, fun zombies and a healthy dose of humour thrown into the mix, especially in the way the zombies try to fool you with handwritten notes sometimes – check out the “help” section on the main menu for example. This title is &lt;span style="font-style: italic;"&gt;slick! &lt;/span&gt;Some of you may have seen the “music video” on-line, which can also be seen during the end credit sequence, and you have to be a heartless bastard not to smile at its silly cuteness. Zombie Michael Jacksons too appear and do the Thriller dance moves. This game is overflowing with character!&lt;br /&gt;&lt;br /&gt;Value for money too is something Popcap gets right again. The number of different mini-games, although all vaguely based on the central premise, is &lt;span style="font-style: italic;"&gt;astounding &lt;/span&gt;and even harks back to some previous Popcap titles with a Bejeweled knock-off in there somewhere. It’s not just the sheer amount of imagination that surprises as the amount of fun all these mini-games offer. The tradition is that mini-games are annoying breaks from regular play with little compulsion to replay them at leisure, but not so in Plants vs. Zombies, where they are actually more fun than the core mode. Then there is a Zen Garden mode, where you look after pot plants for extra bonuses, as well as an almanac that lists all the seeds and zombies you’ve encountered with funny descriptions. Content-wise Plants vs. Zombies puts most other independent offerings to shame.&lt;br /&gt;&lt;br /&gt;Though Plants vs. Zombies isn’t &lt;span style="font-style: italic;"&gt;quite &lt;/span&gt;the must-have Peggle is, and it will disappoint tower defense fanatics, it is a great little title I can recommend to anyone, though know that it only really picks up after you’ve completed three quarters of the story mode orso. For independents it is a must-check-out for the level of polish and presentation few other developers seem to be able to match these days.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-1087237635458071791?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/1087237635458071791/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/05/plants-vs-zombies.html#comment-form' title='21 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1087237635458071791'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1087237635458071791'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/05/plants-vs-zombies.html' title='Plants vs. Zombies'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/ShuMhjW4zlI/AAAAAAAABgE/NKCCWEdHRV8/s72-c/japanmanship_plantsvszombies.jpg' height='72' width='72'/><thr:total>21</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-1425299037590556395</id><published>2009-05-19T10:43:00.003+09:00</published><updated>2009-05-19T10:47:16.094+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>iConundrum</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/ShIO0gbq8XI/AAAAAAAABf8/8X4fmL9_QPc/s1600-h/japanmanship_iphone.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 142px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/ShIO0gbq8XI/AAAAAAAABf8/8X4fmL9_QPc/s400/japanmanship_iphone.JPG" alt="" id="BLOGGER_PHOTO_ID_5337344803609440626" border="0" /&gt;&lt;/a&gt;The video game industry was arguably kicked off by a bunch of unwashed enthusiasts coding games in a few weeks in their bedrooms. A lot of them were derivative or obvious knock-offs of other titles, others were original and created new genres, but a single person could turn a hobby into a profession and make good money; it was the Wild West back then.&lt;br /&gt;&lt;br /&gt;Okay, this is not &lt;span style="font-style: italic;"&gt;entirely &lt;/span&gt;true. The industry as it stands today is probably more down to Nintendo reviving the market and changing the rules with the Famicom&lt;span style="font-size:85%;"&gt; (Nintendo Entertainment System)&lt;/span&gt;, but even then most people employed to create games came from this pool of bedroom enthusiasts. During that time companies were created that still exist today, that are, in fact, huge multinational corporations today. And don’t forget, Richard Garriott started out selling his game through mail-order in Ziploc bags with Xeroxed instruction leaflets and ended up becoming a space tourist. It was a wild time of opportunity and possibilities, where an enthusiast with a dream and the chutzpah to work at it could make something of himself or at least create a game and send it out there.&lt;br /&gt;&lt;br /&gt;The success of the iPhone platform is arguably kicked off by a bunch of unwashed enthusiasts coding games in a few weeks in their bedrooms. A lot of them are derivative or obvious knock-offs of other titles, others are original and create new genres, but a single person can turn a hobby into a profession and make good money; it is the Wild West.&lt;br /&gt;&lt;br /&gt;Now I’m not directly comparing the current iPhone craze with the early days of the video game industry, but there &lt;span style="font-style: italic;"&gt;are &lt;/span&gt;parallels. Single enthusiasts seem to have as much of a shot as anyone else to create something and put it out there. These days of course they are competing with huge, well-funded corporations like EA and Square-Enix and the surprising thing is that they are competing &lt;span style="font-style: italic;"&gt;well&lt;/span&gt;. The old system of creating polished product on a closed platform, selling it and marketing it apparently works as well as getting a lucky mention and ending up in the top 10 downloads, which in turn leads to &lt;span style="font-style: italic;"&gt;ridiculous &lt;/span&gt;returns.&lt;br /&gt;&lt;br /&gt;And our industry &lt;span style="font-style: italic;"&gt;hates &lt;/span&gt;it. How often do we hear people complain that the App Store is a swamp of substandard product with the occasional hard-to-find gem? How many people complain how a quick rip-off game shot to the top of the charts while their own presumably awesome, highly polished product languished in barely triple figure sales? People have even declared the iPhone a dead platform because of this already; “too much shitware” they claim, “there is no point in trying to compete in that market, it’s weighed down by crap and a bad rating and search system”.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Poppycock&lt;/span&gt;, I say! This is purest industry hubris, and I’ve heard it many times before. It’s a repeat of the early days of the Wii when publishers threw together cheap shovelware and declared the Wii a failure because they couldn’t make significant sales for their substandard product. Before people understood the DS it was declared a failure. We, as an industry, are very adept at pointing the finger of blame, be it the App Store system, that old classic the economic climate or the failure of a platform to appeal to the market your own game is supposed to appeal to. When things go bad it is never the publisher’s nor the developer’s fault; it’s always an outside influence that pushes down our creativity, our &lt;span style="font-style: italic;"&gt;Art&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;The fact it is incredibly hard for a highly polished product to make significant sales on the iPhone tells us a few things:&lt;br /&gt;1. Maybe people are more interested in iFart applications or cheap knock-offs than expensive gaming experiences akin to those on home consoles. Just like the Wii is a massive success because the market that wants Wii Fit and Wii Sports is larger than the market that wants Space Marine FPS games. The iPhone market is comprised of gadget freaks and mobile phone users, &lt;span style="font-style: italic;"&gt;not &lt;/span&gt;home console gamers.&lt;br /&gt;2. It’s useless to transpose the home console business onto the iPhone; it works differently and if you get unexpectedly bad sales you might be doing it wrong. Whatever the “right” way is might still be unknown, but therein lies the challenge, right? Or do we really want to keep things as they always have been? Surely that will make us stale and irrelevant?&lt;br /&gt;3. The iPhone is delivering unto us a new generation of bedroom coders and entrepreneurs. We can either sit back, complain about their successes and watch them set up shop and compete, or we can snap them up for ourselves.&lt;br /&gt;4. More has been released on the iPhone Apps Store than on the three home consoles combined &lt;span style="font-style: italic;font-size:85%;" &gt;(this fact is entirely made-up and spurious)&lt;/span&gt;, and people are making money of off it. How is this a failed or broken platform?&lt;br /&gt;&lt;br /&gt;The industry must step up or shut up. Stop blaming the economic climate for studio closures, stop pointing to your bad sales on the iPhone as a failure of the system as opposed to a failure of your own business plan. Personally I find more interesting things have come out on the iPhone than the home consoles, due to the hobbyist nature and accessibility of the platform and the lower costs involved. Are we going to sit back and let Apple reinvent our industry as it did with the music business? Or are we going to take it seriously as a platform and try to crack it?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-1425299037590556395?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/1425299037590556395/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/05/iconundrum.html#comment-form' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1425299037590556395'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1425299037590556395'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/05/iconundrum.html' title='iConundrum'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/ShIO0gbq8XI/AAAAAAAABf8/8X4fmL9_QPc/s72-c/japanmanship_iphone.JPG' height='72' width='72'/><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-6807197548580451434</id><published>2009-05-14T11:27:00.005+09:00</published><updated>2009-05-14T18:33:10.454+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Miscellaneous'/><title type='text'>Poken? I’ve only just met ‘em!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SguBqFeiGOI/AAAAAAAABf0/-YNmVMnuxxk/s1600-h/japanmanship_poken.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 142px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SguBqFeiGOI/AAAAAAAABf0/-YNmVMnuxxk/s400/japanmanship_poken.JPG" alt="" id="BLOGGER_PHOTO_ID_5335500743575214306" border="0" /&gt;&lt;/a&gt;I am now the slightly bemused owner of a “Poken”, a little gadget which was introduced in Japan at a previous Danny Choo &lt;a href="http://www.dannychoo.com/cgm/eng/" target="_blank"&gt;CGM Night&lt;/a&gt; and given away to lucky attendees, of which I wasn’t one. I had to purchase mine, though that said, I used my loyalty card points to essentially get it for “free”, which is good as I wasn’t keen on paying about 2,500 Yen for one myself.&lt;br /&gt;&lt;br /&gt;A Poken is a small, cutesy plastic character with a big white hand sticking out of the side of it. The hand is detachable, the character merely a case, and turns out to be a USB flashdrive. You put the hand bit in your PC’s USB and it connects to the Poken website, where you fill in your personal details, add an avatar image, provide the links to your Facebook, Linkedin and a wide variety of other social network accounts. You then walk around with the thing in your pocket and if you happen to come across a new contact with the same device you hold the little hand bits against each other, in a tiny, geeky high-five, and it exchanges data. Next time you log in on the site that person and their details will be added to your friends list. It’s cute.&lt;br /&gt;&lt;br /&gt;I do have my reservations, though. Unless it becomes widely popular I will find myself in situations where I have to ask if the other party has a Poken, which would invariably lead to questions and explanations, unless I wear the damn thing around my neck, which, frankly, is  not going to happen. Secondly, though it connects automatically to your other social networks, it is in itself yet &lt;span style="font-style: italic;"&gt;another &lt;/span&gt;social network of sorts. You have to log in to their website and organise your stuff from there. It is not as extensive as, say, a Linkedin, but it is yet another log in and website to bookmark. It would have been a much shrewder marketing move had they worked directly with one of the larger sites, like Facebook, and made it slot in seamlessly and branded it as part of their service.&lt;br /&gt;&lt;br /&gt;On the one hand the physical high-five to exchange information is cute, and it certainly gives you control over whom to connect to, on the other, a Wifi roaming mode would have been cool for situations where you just want to meet new people. I can imagine drinking in a bar to have my small one-handed ninja &lt;span style="font-size:85%;"&gt;(&lt;span style="font-style: italic;"&gt;not&lt;/span&gt; a euphemism)&lt;/span&gt; beep at me, telling me there is someone else around with the same interests and the same device. I vaguely remember such a thing having been marketed years ago, only to disappear in the mists of rapidly aging gadgetry, but maybe today the market is more open to such a device.&lt;br /&gt;&lt;br /&gt;As it stands now, the Poken seems a gimmicky and slightly overwrought way of handing someone a digital business card. What makes it special is the high-five aspect of it, which I don’t quite think is enough to make this a worthwhile purchase. I’ll be carrying mine around from now on and see if it will be of any use whatsoever, but somehow I have my doubts.&lt;br /&gt;&lt;br /&gt;Finally, the name is just prone to ridicule and innuendo, which I guess is both a blessing and a curse. Though maybe that is only an issue for people who, like me, grew up on a diet of Carry On films.&lt;br /&gt;&lt;br /&gt;A Poken costs 2,480 Yen &lt;span style="font-size:85%;"&gt;(19EU, 26USD)&lt;/span&gt;, comes in a variety of cutesy characters and is available at larger electronic stores. They have a website &lt;a href="http://www.doyoupoken.com/" target="_blank"&gt;here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-6807197548580451434?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/6807197548580451434/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/05/poken-ive-only-just-met-em.html#comment-form' title='14 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6807197548580451434'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6807197548580451434'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/05/poken-ive-only-just-met-em.html' title='Poken? I’ve only just met ‘em!'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SguBqFeiGOI/AAAAAAAABf0/-YNmVMnuxxk/s72-c/japanmanship_poken.JPG' height='72' width='72'/><thr:total>14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-5978958580592976342</id><published>2009-05-12T17:48:00.004+09:00</published><updated>2009-05-13T08:08:17.394+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>My Famicase</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/Sgk4OGYB7SI/AAAAAAAABfs/cAP42U9dr_0/s1600-h/japanmanship_myfamicase.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 142px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/Sgk4OGYB7SI/AAAAAAAABfs/cAP42U9dr_0/s400/japanmanship_myfamicase.JPG" alt="" id="BLOGGER_PHOTO_ID_5334857048477789474" border="0" /&gt;&lt;/a&gt;Kichijoji is an area outside of my usual bubble, a 40 minute train ride from Shibuya or, had I been smart enough to take an express rather than a local, 15 minutes. It has a vibrant shopping area surrounding the station, with covered streets packed with tiny shops and bars, and a nice park for family strolling. I, however, made the trek to visit the smallest, geekiest showcase of recent time: the &lt;a href="http://famicase.com/" target="blank"&gt;My Famicase&lt;/a&gt; exhibit at Meteor.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://super-meteor.com/" target="blank"&gt;Meteor&lt;/a&gt; is a tiny, tiny retro shop selling Famicom (Nintendo Entertainment System) cartridges, CDs, books and T-shirts, as well as some other odds and ends, like incense and tea pots, for some reason. It boasts several tiny CRT televisions hooked up to old consoles, a Vectrex and a working VirtualBoy. The single rack of T-shirts had some awesome Famicom and Game&amp;amp;Watch related designs, all at a fairly hefty price, and all in either S or XL sizes. I’m apparently geeky enough to want a shirt boasting the Zelda hearts meter or the Mario Bros. pipes, but not geeky enough to fit within the two stereotypical body images of the geek: morbidly overweight or anorexic. I’m a Japanese Medium, which is great for my ego but makes geek clothes shopping difficult – which in turn, I guess, is good for my image.&lt;br /&gt;&lt;br /&gt;The My Famicase exhibit takes up the top half of one wall and displays 50 Famicom cartridges with custom designed labels by a variety of local artists and designers. They are not specifically game based and range from abstract to faux-game artsy. Especially of note is illustrator &lt;a href="http://www.dadako.com/" target="blank"&gt;Hawken King&lt;/a&gt;’s “Bush Jr.” design, the one overtly political cartridge which, I gather, has caused a minor storm in a teacup for him, showing, as it does, George W. Bush looking decidedly simian climbing one of the WTC towers. It’s a really cool design, and others too were worth checking out.&lt;br /&gt;&lt;br /&gt;The exhibit is until the end of the month but all the cases can be seen on the website, &lt;a href="http://famicase.com/09/index.html" target="blank"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/Sgk4JPkwGuI/AAAAAAAABfk/YvOO8OZ230U/s1600-h/japanmanship_kazuohouse.JPG"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 250px; height: 350px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/Sgk4JPkwGuI/AAAAAAAABfk/YvOO8OZ230U/s400/japanmanship_kazuohouse.JPG" alt="" id="BLOGGER_PHOTO_ID_5334856965047720674" border="0" /&gt;&lt;/a&gt;As the shop Meteor and the exhibit are fairly small, it won’t take up much of your day, so while you’re there, walk into the nearest side-street, underneath the railway tracks and a 100 meters orso into the suburban area behind it to have a quick gander at manga artist &lt;a href="http://umezz.com/" target="blank"&gt;Umezu Kazuo&lt;/a&gt;’s funky house, often called “Makoto-chan House”. It’s a mad structure painted in red and white stripes, with his famous character adorning a ledge along the top and boasting a small tower with two round windows and a strategically placed nose. The mailbox too is an old-fashion Japanese pillarbox. So bright and, frankly, awesome is this house that it prompted dullard neighbours to file suit in complaint. In January the Tokyo District Court thankfully dismissed the lawsuit meaning curious visitors can enjoy this little splash of brightness in an otherwise fairly gray neighbourhood. It is quite literally almost around the corner from Meteor, so one might as well have a quick look.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-5978958580592976342?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/5978958580592976342/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/05/my-famicase.html#comment-form' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5978958580592976342'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5978958580592976342'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/05/my-famicase.html' title='My Famicase'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/Sgk4OGYB7SI/AAAAAAAABfs/cAP42U9dr_0/s72-c/japanmanship_myfamicase.JPG' height='72' width='72'/><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-4480239595127277598</id><published>2009-05-09T14:45:00.002+09:00</published><updated>2009-05-09T14:50:20.995+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>Design Festa Gallery</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SgUY2_jy7cI/AAAAAAAABfc/Lhgt1OcKNL4/s1600-h/japanmanship_designfesta.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 142px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SgUY2_jy7cI/AAAAAAAABfc/Lhgt1OcKNL4/s400/japanmanship_designfesta.jpg" alt="" id="BLOGGER_PHOTO_ID_5333696666743795138" border="0" /&gt;&lt;/a&gt;Tucked away in the tangle of backstreets in trendy Harajuku lies the Design Festa gallery. Even with detailed maps I managed to miss it, circling it twice until I caught the colourful building from the corner of my eye. I always find it awkward walking around Harajuku, prowling grounds for the young and trendy, making an old and decidedly unhip crusty like myself stand out like a sore thumb. Especially on lovely hot days like today when the crowds wear clothes so insubstantial they barely leave anything to my already overactive imagination, and with photomodels on every corner being snapped by a variety of still and film cameras, it’s very hard not to appear a Humbert Humbert, always afraid to end up on the business end of a police baton for disorderly lascivious leering. But walking at a brisk pace and keeping my head up, eyes above neck-level, I managed to do some art sight-seeing without being arrested.&lt;br /&gt;&lt;br /&gt;Design Festa gallery occupies two brightly painted buildings, divided by a little terrace café, and boasts a variety of room types where young artist can rent spaces to exhibit their works. Rooms vary from small to actual bathrooms and garage-style open areas, so hence the costs to exhibit, though still &lt;span style="font-style: italic;"&gt;very &lt;/span&gt;competitive, also differ from area to area. On the one hand this free-market attitude towards exhibiting is a great thing, offering unknown artists a place to show off their works, but it also means there is no real bar for quality.&lt;br /&gt;&lt;br /&gt;As spaces are rented out for days to months one never quite knows what you’ll see when you go there, though if you check the website (&lt;a href="http://www.designfestagallery.com/index_en.html" target="_blank"&gt;here&lt;/a&gt;) there is a schedule. When I visited I enjoyed some of the wall paintings outside and in the stairwell and the cool one room exhibit by &lt;a href="http://www.venompalette.com/" target="_blank"&gt;Venom Palette&lt;/a&gt;, who was kind enough to explain his work and was selling T-shirts ridiculously cheaply. Other exhibits were less impressive, including the large space occupied by a woman with a very tenuous grasp of anime-painting. At first I thought it might have been ironic, but judging by the subject matter of women in various cute poses, it was pretty clear that her skills were somewhat outrun by her enthusiasm. Another exhibit was being prepared as I visited; a young Japanese man was hanging up a thousand little sketches which looked pretty cool, but sadly I didn’t wait around. The café, just a few scattered tables, was nice for a sit down and a drink, the sun beating down and a cool breeze sweeping through the buildings.&lt;br /&gt;&lt;br /&gt;Harajuku is usually a destination for visitors and tourists, mostly for the weird fashion and loli-goths, as well as some trendy shopping streets, but while you’re there I can recommend making a slight detour off the beaten track, though it must be said not &lt;span style="font-style: italic;"&gt;that &lt;/span&gt;far off the beaten track, and visit Design Festa to see what the young artists of Japan are up to.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-4480239595127277598?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/4480239595127277598/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/05/design-festa-gallery.html#comment-form' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4480239595127277598'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4480239595127277598'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/05/design-festa-gallery.html' title='Design Festa Gallery'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SgUY2_jy7cI/AAAAAAAABfc/Lhgt1OcKNL4/s72-c/japanmanship_designfesta.jpg' height='72' width='72'/><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-3136136284052582702</id><published>2009-05-05T21:40:00.001+09:00</published><updated>2009-05-05T21:47:04.606+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>Hard up</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/Sf_32oFHdKI/AAAAAAAABfU/1UHS8qncJgM/s1600-h/japanmanship_hardoff.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 142px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/Sf_32oFHdKI/AAAAAAAABfU/1UHS8qncJgM/s400/japanmanship_hardoff.JPG" alt="" id="BLOGGER_PHOTO_ID_5332253001673831586" border="0" /&gt;&lt;/a&gt;I don’t know if people watch the news a lot, but apparently there is some kind of global financial meltdown occurring. Not being a financial type I’ve done my bit by studying the crisis; reading a lot, listening to informative podcasts, like the occasional This American Life finance special and the Mark Thomas interviews, and, generally, trying to be informed. From what I gather Japan is mostly feeling the pinch in the sharp decline of exports, and the loss of consumer spending, though the latter has been in effect for a few decades now. House prices and mortgages don’t seem to play a huge part here, as the value is in the land in this earthquake-overdue country, with houses making up only a tiny fraction of the loan. Banks, too, seem far more conservative in Japan, with less emphasis on lending you what you cannot afford to pay back and more on the squeezing of blood out of stone, charging for every tiny transaction and offering interests so small they fall under quantum mechanics&lt;br /&gt;&lt;br /&gt;No, I am not quite sure what is happening, and it appears that, &lt;span style="font-style: italic;"&gt;yes&lt;/span&gt;, consumer spending may be down, but one has to look hard and in the right places to see much evidence of this. Personally, I go by the &lt;span style="font-style: italic;"&gt;entirely &lt;/span&gt;unscientific method of checking what’s going down at &lt;a href="http://www.hardoff.co.jp/" target="_blank"&gt;Hard Off&lt;/a&gt;, the hilariously named sister-shop to Book Off, the second hand book, games and, in the case of the former, bric-a-brac chainstore. It is the omnipresent second-hand shop around Japan, though smaller, privately owned “recycle” shops are also quite common in certain areas.&lt;br /&gt;&lt;br /&gt;In times of great cleansing or economic depression it’s always good to drop by a Hard Off and see what people are trying to get rid off to make a little extra coin. Like most second-hand stores around the world, though, the mark-up when your refuse is put on the shelves is several thousand percent. However, with “large rubbish” special pick-ups, the local ward can ask as much as 3,000 to 5,000 Yen, it’s often cheaper to sell that old CRT television for 100 Yen at a Hard Off.&lt;br /&gt;&lt;br /&gt;What I found striking, though, was the sudden prevalence of luxury goods at the local Hard Off &lt;span style="font-size:85%;"&gt;(I’m trying to mention the name of the shop as many times as I can; it &lt;span style="font-style: italic;"&gt;still &lt;/span&gt;makes me giggle)&lt;/span&gt;. It used to offer the usual, from clothes to kitchen wares, some old home consoles, a few televisions, and maybe a brand corner, these days there were shelves of LV bags, expensive watches, half a shop full of televisions, a lot of home consoles, up to and including the PS3 and much, much more. Now, the televisions can be explained by the switch to digital signals in 2011, and the marketing push to get people to buy new, HD sets in anticipation. The rest, though, seems quite obviously, though unscientifically extrapolated, a result of belt-tightening. People are feeling the pinch and trying to sell their most prized or expensive possessions to avoid having to go to one of the loan companies and their exorbitant, extortive even, interest rates. Luxury watches, game consoles, brand goods, Hard Off has many of them, a lot more than it used to have even a few years ago.&lt;br /&gt;&lt;br /&gt;The lessons to learn here are: firstly, yes, there is something awry even in Japan when it comes to the economy and people are panicking a bit, though hysteria may be too loaded a word and, secondly, if you need some new hardware or luxury goods it is not a bad idea to check out your local Hard Off. Tourists, too, especially of the retro-geek kind, might find those elusive Hello Kitty Dreamcasts or an original Famicom in these stores, and if they fancy digging around the large plastic buckets, maybe even some good retro games at prices Super Potato wouldn’t be able to compete with. If you want brand handbags expect to still pay a lot to these second-hand extortionists but at least it will be a lot less than buying them at the Ginza branch first-hand.&lt;br /&gt;&lt;br /&gt;The global recession is &lt;span style="font-style: italic;"&gt;quite &lt;/span&gt;scary, especially if you delve a little deeper into it. It’s not all bad news though (only &lt;span style="font-style: italic;"&gt;mostly&lt;/span&gt;), as I haven’t paid full-price for a video game in a long, long while now.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-3136136284052582702?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/3136136284052582702/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/05/hard-up.html#comment-form' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/3136136284052582702'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/3136136284052582702'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/05/hard-up.html' title='Hard up'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/Sf_32oFHdKI/AAAAAAAABfU/1UHS8qncJgM/s72-c/japanmanship_hardoff.JPG' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-3429907442153323604</id><published>2009-05-04T16:11:00.003+09:00</published><updated>2009-05-04T16:13:57.054+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Memories of days gone by</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/Sf6VIR1BSyI/AAAAAAAABfM/hzAVYupVK9k/s1600-h/japanmanship_banjo.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 142px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/Sf6VIR1BSyI/AAAAAAAABfM/hzAVYupVK9k/s400/japanmanship_banjo.jpg" alt="" id="BLOGGER_PHOTO_ID_5331862978310523682" border="0" /&gt;&lt;/a&gt;I am one of those gamers who some months ago hungrily lapped up the re-release of Banjo-Kazooie on XBLA and, more recently, Banjo-Tooie, two titles from the N64 glory days when the name “Rare” was still a force to be reckoned with. Playing these two titles, though if I’m honest with myself the former moreso than the latter, reminded me of two things: we’ve come a long way and &lt;span style="font-style: italic;"&gt;where are my platformers?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The cut-off for replayable retro seems to be just after the 16-bit era where games were made in glorious 2D that has aged a lot better than the 3D era of the Playstation and aforementioned N64. Previously I have toyed a little with PS1 games released on the Playstation Network, though the edges were so rough it made my eyes bleed. The first few generations of 3D games are, frankly, ugly as sin these days. Banjo-Kazooie and Tooie however still seem to stand up pretty well. The textures are rough enough to count the pixels, as are the models and their polygons, but Rare still managed in those dark ages to squeeze a lot of character out of their worlds with cute animations and design. Don’t get me wrong, the games &lt;span style="font-style: italic;"&gt;are&lt;/span&gt; ugly these days, but somehow the charm they still possess seems to make up for that.&lt;br /&gt;&lt;br /&gt;Platformers, though, seem to have migrated to the handhelds, for some reason. I can barely remember the last decent Castlevania on home consoles (I lie, it was &lt;span style="font-style: italic;"&gt;obviously &lt;/span&gt;Symphony of the Night on PS1, released &lt;span style="font-style: italic;"&gt;over 12 years ago&lt;/span&gt;). I tend to discount things like Bionic Commando Rearmed and Banjo-Kazooie, as these are remakes or re-releases. Which leaves games like Ratchett &amp;amp; Clank and…&lt;span style="font-style: italic;"&gt;what?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Things like Prince of Persia, Uncharted and Tomb Raider fill some of that void, as do brawlers like Oboromuramasa, yet my platforming hunger seems very badly served by today’s market. Are they the way of the point and click adventure? It’s true there is an awesome amateur platform development scene out there, but damn, I long for the old days. If the Xbox, in Japan at least, can provide for the tiny shmup community, where is &lt;span style="font-style: italic;"&gt;my &lt;/span&gt;fan service?&lt;br /&gt;&lt;br /&gt;Ignore me, I moan. The DSLite provides me with my kicks still; a few excellent Castlevanias, new quirky games like Henry Hatsworth (&lt;span style="font-style: italic;"&gt;recommended!&lt;/span&gt;) and others give me all the platform kicks I really need, but for what I desire, cool platformers on my telly…I still hunger.&lt;br /&gt;&lt;br /&gt;Banjo-Kazooie and Tooie in the meantime are excellent diversions from the usual brown, bloom space marine fare, and I recommend anyone who enjoyed them the first time round to give them another go; they’re still fun! Oh, Rare…we didn’t need vehicles…just more of &lt;span style="font-style: italic;"&gt;this&lt;/span&gt;, please…&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-3429907442153323604?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/3429907442153323604/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/05/memories-of-days-gone-by.html#comment-form' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/3429907442153323604'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/3429907442153323604'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/05/memories-of-days-gone-by.html' title='Memories of days gone by'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/Sf6VIR1BSyI/AAAAAAAABfM/hzAVYupVK9k/s72-c/japanmanship_banjo.jpg' height='72' width='72'/><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-2434616235300845992</id><published>2009-05-01T09:22:00.003+09:00</published><updated>2009-05-01T09:31:58.877+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><category scheme='http://www.blogger.com/atom/ns#' term='Work in Japan'/><title type='text'>Tokyo CGM Night (episode 4)</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SfpA72Y3FKI/AAAAAAAABfE/66EwQ37e3iU/s1600-h/japanmanship_cgm.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 142px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SfpA72Y3FKI/AAAAAAAABfE/66EwQ37e3iU/s400/japanmanship_cgm.JPG" alt="" id="BLOGGER_PHOTO_ID_5330644505902650530" border="0" /&gt;&lt;/a&gt;Video game development is a tough mistress; especially within a studio system you end up chained to your desk for the largest part of the day, turning your eyes and brain to mush as you try to cope with ridiculous decisions from higher up that somehow only seem to affect your schedule, not management’s, then if you do ever make it out to socialise you are bound by Non-Disclosure Agreements and just end up in massive bitching sessions, propping up other developers’ complaints with your own similar stories of how naff it all is, so more often than not you just end up going home straight after work to spend some quality time with your beloved bottle of wine. So it was with some trepidation and not a little amount of strain that I have been making efforts to go to events, social gatherings, dinner parties and whatnot to meet a wider variety of people and talk about the finer things in life, one of those being the fact I’m an independent now and am free to talk about whatever I wish to whomsoever can stand to listen to me.&lt;br /&gt;&lt;br /&gt;The last day of April I attended, finally, one of pro-blogger and part-time stormtrooper &lt;a href="http://www.dannychoo.com/" target="_blank"&gt;Danny Choo&lt;/a&gt;’s Tokyo CGM Nights. I had previously made plans to go to earlier versions of this social event, yet something always seemed to crop up, be it another arbitrary and ultimately useless deadline or a total lack of energy after spending a week re-exporting work due to some minor change in the tool technology.&lt;br /&gt;&lt;br /&gt;The event was held at SuperDeluxe close to Roppongi Hills, a basement-level club of sorts which was reserved for this event alone that night but looked like it might be a jolly good lark as a regular club space. The crowd was slow to build at first, which gave me a good opportunity to chinwag with some random people, all of whom were very friendly and interesting, coming from a wide variety of backgrounds, though all somehow involved, sometimes just tangentially, to blogging or podcasting.&lt;br /&gt;&lt;br /&gt;This blog being a little specialised I was not surprised few people had heard of it, which also wasn’t helped by the fact my business card has a name on it different to what I write under here. That said, it was good to meet with people in a way that didn’t inevitably lead to loud moaning sessions about the state of the game industry, though I did try, out of force of habit, I guess.&lt;br /&gt;&lt;br /&gt;Once the room had filled up Danny Choo started his presentation, an informal affair with three projectors beaming images on the wall, showing at first the new Nikon commercial he stars in and some talk about the various blogs and businesses he is involved in. Next followed several more people all talking about some recent projects, mostly revolving around new ideas in blogging and information sharing, after which there was, what I gather to be the tradition, the handing out of presents through the traditional Japanese sport of rock, paper, scissors.&lt;br /&gt;&lt;br /&gt;Taking photographs seemed to be the done thing at the event, and though I did try, the light conditions were just too bad for my little mobile phone camera, and standing there with that little device made me very self-conscious as everybody else seemed to have the latest, most massive professional equipment around. Danny Choo’s site usually acts as an aggregate to the various blogs that write about the event, so interested parties should keep an eye open for better information and, no doubt, a ton of photos via other people’s sites. I didn’t particularly hide from the cameras but I didn’t push myself to the forefront either, so my fragile, and by now meaningless anonymity may last a bit longer.&lt;br /&gt;&lt;br /&gt;Though the event is a great place to meet new people it is, however, somewhat closed off. Though it was easy enough to get in, invitations are only sent to people within Danny Choo’s network who are related to blogging or other IT businesses, with the caveat that no details of the event will be broadcast before the date. This makes it hard for me to recommend it to people visiting Japan, but if you end up moving here and, as seems to be the Law, start blogging about Japan, there is a good chance you’ll end up at one of these events at some point.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-2434616235300845992?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/2434616235300845992/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/05/tokyo-cgm-night-episode-4.html#comment-form' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2434616235300845992'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2434616235300845992'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/05/tokyo-cgm-night-episode-4.html' title='Tokyo CGM Night (episode 4)'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SfpA72Y3FKI/AAAAAAAABfE/66EwQ37e3iU/s72-c/japanmanship_cgm.JPG' height='72' width='72'/><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-8128683296439685999</id><published>2009-04-29T20:00:00.001+09:00</published><updated>2009-04-29T20:20:58.478+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Oboromuramasa</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SffmV75O-NI/AAAAAAAABe8/nYaICLsdurI/s1600-h/japanmanship_muramasa.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 142px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SffmV75O-NI/AAAAAAAABe8/nYaICLsdurI/s400/japanmanship_muramasa.jpg" alt="" id="BLOGGER_PHOTO_ID_5329981948545661138" border="0" /&gt;&lt;/a&gt;Few consoles elicit more confused reactions, amongst gamers and developers alike, than the Nintendo Wii, to this day lambasted for its gimmicky controllers and lack of power and storage compared to its two main rivals, not to mention the supposed lack of “decent” games available for it. Yet somehow, sales figures can’t lie, it is massively successful and enjoyed by many; the market it provides for, however, doesn’t overlap the group that is most vocal: the internet hard-core gamers and journalists. Some scorn at the success of the Wii Fit but no matter how such products don’t provide for the hardcore, they do provide for the Wii’s main market, and to criticise that is not unlike criticising a dairy farm for not producing the beer you like so much better.&lt;br /&gt;&lt;br /&gt;And despite the fact the Wii has proven itself to be the console of choice for, what some call, the “casual market”, some developers and publishers can’t help but try to pander to the hardcore. Games like Madworld and No More Heroes seem a bad fit for the Wii’s market, and their sales figures are less than stellar. This month it is no other than No More Heroes’ publisher Marvellous who bring us “&lt;a href="http://en.wikipedia.org/wiki/Oboro_Muramasa_Youtouden" target="_blank"&gt;Oboromuramasa&lt;/a&gt;”, the latest game by Vanillaware of Odin Sphere fame.&lt;br /&gt;&lt;br /&gt;The game itself is nothing more than a brawler set in an ancient Japanese setting, through which the player moves via small stages where the occasional brawler battle takes place. There are some RPG elements involved, like levelling up and forging swords, but generally the game is a button masher and would probably fare better on other consoles where the main market is more receptive to such titles.&lt;br /&gt;&lt;br /&gt;That said, what Muramasa has going for it is, like Odin Sphere, the drop-dead gorgeous visuals, proving once again that art direction trumps technological prowess by a mile. This game would have been immensely lacklustre had it been rendered in “glorious” 3D utilising every single byte of memory that the Xbox360 or PS3 have to offer. Instead it runs comfortably in the Wii’s low-resolution environment with its beautiful, hand-drawn 2D graphics that are rich with little touches of detail and sometimes barely perceptible animations. Seeing Musamasa in motion is gratifying in itself, regardless of the game mechanics behind it. It is simply beautiful.&lt;br /&gt;&lt;br /&gt;People versed in ancient Japanese art and history will find plenty here to get excited about. Images borrow heavily from famous artworks, and though generally fairly “anime” styled, it has an overall feel of historical paintings. This, the Japanese version of the game, also relies heavily on kanji and a little bit of an obtuse front-end, so importers are advised to wait for the European or American versions.&lt;br /&gt;&lt;br /&gt;Once these localised versions are released, though, I suspect it will find somewhat of a larger market abroad than it does in Japan, especially among the “Japanophiles”, as the game drips Nihonese like nothing else. But even then it will have to compete with much better marketed games like Wii Fit and big licensed fare that the casual gamer might have heard of. I fear this game might not receive the attention it deserves simply because it is a new game and people need to know about it before they actively seek it out and buy it, as opposed to stumbling across it in a game shop and picking it up on a whim; that seems to be a tactic that doesn’t work well for Wii games.&lt;br /&gt;&lt;br /&gt;Though I am becoming less and less of a “hard-core” gamer, I am immensely gratified developers like Vanillaware continue to pursue their art and create off-beat games like Muramasa; especially as a visual artist myself I am getting a lot of enjoyment out of the presentation alone. My thumb, however, probably won’t outlast the actual gaming experience and I am probably doomed, like many others no doubt, to get the main bulk of my enjoyment from HD Youtube movies created by others.&lt;br /&gt;&lt;br /&gt;Oboromuramasa is a gorgeous game. I recommend it to anybody who is serious about the medium to look at it as another example of games being an art in and of themselves, as opposed to something similar or equal to the more established art forms. Buy it when it is released locally and keep your fingers crossed Vanillaware makes enough money out of it to spurn them on to make more games with this visual style.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-8128683296439685999?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/8128683296439685999/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/04/oboromuramasa.html#comment-form' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8128683296439685999'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8128683296439685999'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/04/oboromuramasa.html' title='Oboromuramasa'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SffmV75O-NI/AAAAAAAABe8/nYaICLsdurI/s72-c/japanmanship_muramasa.jpg' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-6663447675169018011</id><published>2009-04-27T19:46:00.003+09:00</published><updated>2009-04-27T19:51:00.586+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><category scheme='http://www.blogger.com/atom/ns#' term='Work in Japan'/><title type='text'>The IGDA and QoL</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SfWNFRMfu6I/AAAAAAAABe0/AKu0HalOGpE/s1600-h/post_papertiger.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SfWNFRMfu6I/AAAAAAAABe0/AKu0HalOGpE/s400/post_papertiger.jpg" alt="" id="BLOGGER_PHOTO_ID_5329320855717526434" border="0" /&gt;&lt;/a&gt;Few subjects are as contentious amongst developers, staff and management alike, than “unpaid overtime”; it’s sadly an issue that still divides, and about which more has been written, argued the toss about and discussed with less possible hope of an outcome than the Israeli-Palestine question. Game development being a highly creative industry staffed by motivated and, frankly, obsessive talent the idea that overtime is absolutely required if one is to develop a decent game is sadly still prevalent. Ignore scheduling issues, if the staff isn’t willing to kill themselves for the good of the project no good games, some say, can ever be made. Management obviously thinks unpaid overtime is great for business, squeezing free man months out of staff while conveniently ignoring century-old research that pretty much proves that overtime turns to negative productivity. My personal views on the matter should be obvious by this opening paragraph alone, but for every lefty liberal socialist like myself there is a raving workaholic who will come with plenty of counter-arguments. So, we look at some representative body to take up the issue, and as game developers we have, sadly, only one of those: the IGDA.&lt;br /&gt;&lt;br /&gt;Recently somewhat of a storm has erupted when the IGDA, which claims it champions “QoL” (Quality of Life) for its members, ostensibly developers, had a roundtable discussion at the IGDA Leadership Forum 08, “Studio Heads Hotseat”, where a board member, at the time, boldly claimed:&lt;br /&gt;&lt;blockquote&gt;there's a lot of talk, "oh you can make great games working 8 hours a day 5 days a week, it's management's fault if they work more than that," fuck, it's management's fault for hiring people who want to leave at 5pm every day is the way I look at it&lt;br /&gt;-- Mike Capps, President, Epic Games&lt;/blockquote&gt;Video &lt;a href="http://video.google.com/videoplay?docid=7344863953591545577&amp;amp;hl=en" target="_blank"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;This, in turn caused somewhat of an uproar on the &lt;a href="http://www.igda.org/Forums/showthread.php?s=919d5dd3470545e557b9772389ee79b6&amp;amp;threadid=34741" target="_blank"&gt;IGDA feedback forums&lt;/a&gt; and a very lackluster, non-committal response from the board.&lt;br /&gt;&lt;br /&gt;The story drags on quite a bit, and rather than recounting it here I suggest readers to watch the videos and follow all the links in the forums and the IGDA website. The long and short of it, though, is that the IGDA, the only spokesgroup our industry has really managed to create basically has very little it does for the lowly developer, seeming to be more in line with the management ideas for which us developers exactly need an organisation to protect us from.&lt;br /&gt;&lt;br /&gt;The overall usefulness of the IGDA is also an issue many developers can’t seem to agree on, with some local chapters actually being well-run and offering a lot to the local members, yet others being pretty much useless. So far I have been a paid member, a token of support for the idea alone, as I was never in a real position to devote myself to the organisation in the form of tangible help and commitment; sadly a common situation for many developers. After this QoL debacle, though, I have decided to let my subscription run out after which it shan’t be renewed. We desperately need an organisation to protect the interests of developers, and the IGDA has sadly proven itself to be somewhat of a lame duck in this regard, peppering their site with splendid ideas and research, yet not being able to even stand up to its own board of directors when they blatantly and openly defy the very principles it is supposed to uphold.&lt;br /&gt;&lt;br /&gt;These mundane issues, readers, are what keep developers awake at night. I’m sorry it’s not as sexy and academic as ludological narrative philosophy, but we are people after all, people stuck in a industry so mired in the 80s bedroom coding scene that it never found the time to grow up.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-6663447675169018011?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/6663447675169018011/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/04/igda-and-qol.html#comment-form' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6663447675169018011'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6663447675169018011'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/04/igda-and-qol.html' title='The IGDA and QoL'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SfWNFRMfu6I/AAAAAAAABe0/AKu0HalOGpE/s72-c/post_papertiger.jpg' height='72' width='72'/><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-7639990800436651202</id><published>2009-03-24T08:57:00.002+09:00</published><updated>2009-03-24T09:00:21.772+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Miscellaneous'/><title type='text'>Japanmanshipspotting</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/ScgiHUreUqI/AAAAAAAABdE/aXw-Lm4pn40/s1600-h/post_gamestm.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/ScgiHUreUqI/AAAAAAAABdE/aXw-Lm4pn40/s400/post_gamestm.JPG" alt="" id="BLOGGER_PHOTO_ID_5316536869316350626" border="0" /&gt;&lt;/a&gt;My apologies for the lack of activity on the blog recently, caused by a &lt;span style="font-style: italic;"&gt;wide &lt;/span&gt;variety of influences. Hopefully by next month things will have quietened down somewhat and I’ll be able to spend some time writing again.&lt;br /&gt;&lt;br /&gt;For now, though, readers in the UK might be interested in an article I wrote for &lt;a href="http://www.gamestm.co.uk/" target="blank"&gt;GamesTM&lt;/a&gt; magazine (issue 81) concerning the state of the Japanese development industry. Though I have not yet read the final copy, it’s not anything you haven’t heard me complain about before on this blog, but I did force myself to keep a positive slant on the subject for once, belying my natural genetic inclination to merely bitch and moan. For this seemingly impossible task I sought the help of three fellow foreigners in Japan, working at Tri-Ace, Grasshopper and of course Q-Games. Their insights and thoughts on the subject, for which I am eternally grateful, are worth reading. The magazine is available now, I believe.&lt;br /&gt;&lt;br /&gt;Next month on Japanmanship: some activity again, I hope.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-7639990800436651202?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/7639990800436651202/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/03/japanmanshipspotting.html#comment-form' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7639990800436651202'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7639990800436651202'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/03/japanmanshipspotting.html' title='Japanmanshipspotting'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/ScgiHUreUqI/AAAAAAAABdE/aXw-Lm4pn40/s72-c/post_gamestm.JPG' height='72' width='72'/><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-2573746743936876276</id><published>2009-03-03T11:20:00.003+09:00</published><updated>2009-03-03T11:38:08.802+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>Kabuki</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SayUETL8MxI/AAAAAAAABc8/fZ4f_IByr1M/s1600-h/post_kabuki.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 273px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SayUETL8MxI/AAAAAAAABc8/fZ4f_IByr1M/s400/post_kabuki.JPG" alt="" id="BLOGGER_PHOTO_ID_5308780862353715986" border="0" /&gt;&lt;/a&gt;I’ve lived in Japan for more than 8 years now so one would &lt;span style="font-style: italic;"&gt;assume &lt;/span&gt;I’ve sampled the many different aspects of the local culture in that time. However, having spent about 98% of my time here as an indentured wage-slave, chained to my desk for the majority of the day, I am as new to Japanese culture as your average well-informed tourist, and so it was that this month I had my first encounter with the art of Kabuki, a form of Japanese theatre.&lt;br /&gt;&lt;br /&gt;The occasion, if one was needed, was to sample the ambiance of the &lt;a href="http://www.shochiku.co.jp/play/kabukiza/theater/" target="blank"&gt;Kabuki-za Theatre&lt;/a&gt; in Ginza, Tokyo’s most expensive district, which will be torn down next year to make way for some new high-rise, which will contain the new venue for Kabuki. The current building was first completed in 1889 but was burned down due to an electrical fault and rebuild in 1925. As it stands now it pops out from between the shiny, mirrored exteriors of neighbouring buildings, looking as it does like a Japanese traditional temple of sorts made out of stone, as the original wooden structure was apparently not heat resistant enough. It contains a small reception area leading to the left into an area full of stalls and shops selling programs, souvenirs and lunch boxes, and a large auditorium split over two levels with boxes on either side. Unlike the sumo arenas there is no tatami and all seats are comfortable and just about spacious enough cinema-style seats made of red cloth. The stage takes up the entirety of the back wall with a narrow catwalk leading off to the left and through the seats into the back. Compared to the Western theatres I’ve visited I’d say the stage is about 150% of the width, and the catwalk barely as wide as an aisle. We were lucky enough to get good seats right next to the catwalk near the door that is sometimes used to usher in or lead off some of the main characters. Whether it was specifically for the play we saw or a general part of Kabuki theatre, the centre part of the stage could rotate, switching the scene seamlessly between two sides of a large cube.&lt;br /&gt;&lt;br /&gt;Though Noh is a more visual experience Kabuki, closer to Western theatre, has its pomp and pageantry, with beautiful costumes and thick make-up. The actors, all male, including the women and young girl roles, utilise a style called “aragoto”, and is not unlike a drunken tone-deaf enka singer in the throws of a losing battle with constipation; long drawn-out syllables, dramatic wobbles in the voice, a lot of crying out and unnatural yet dramatic poses here and there. It can in &lt;span style="font-style: italic;"&gt;no way&lt;/span&gt; be described as realistic acting, yet carries with it its own sense of drama and emotional punch that even I, as a dirty foreigner, felt.&lt;br /&gt;&lt;br /&gt;The play we saw was “&lt;span style="font-style: italic;"&gt;Genroku Chushingura&lt;/span&gt;”, a modern interpretation of the story of the &lt;a href="http://en.wikipedia.org/wiki/Forty-seven_Ronin" target="blank"&gt;47 samurai&lt;/a&gt;, based on historical events (apparently), and as a whole is a series of plays written between 1934 and 1940. It is considered a masterpiece of modern theatre. Considering the afternoon showing, which we attended, lasted 5 hours (&lt;span style="font-weight: bold; font-style: italic;"&gt;!!!&lt;/span&gt;) we didn’t see the whole story, which continued that evening in another showing of several more hours. Luckily the play is split into little self-contained episodes, so we caught the start of the story and a dramatic climax concerning one of the ronin and his quest for revenge, making it a very satisfactory experience without feeling we missed out on the rest.&lt;br /&gt;&lt;br /&gt;Set, as it is, in Edo-period Japan the actors, on top of their acting style also spoke in rather florid polite feudal Japanese, translation was going to be an issue. Luckily the theatre provides little translation boxes with a single earpiece that, for a small fee and a deposit, pipes English into one ear during and timed to the performance. In the end, I think with the earpiece we got more and better information than the Japanese audience, as in lulls and places we were also informed of some of the history and events that transpired in between the acts. The dialogue was never translated directly but always referred to, leaving room for extra adjectives that made everything crystal clear. Considering the play is very wordy and contains several long acts of people sitting and talking, the earpiece was a godsend, and comes highly recommended by yours truly.&lt;br /&gt;&lt;br /&gt;Another fun aspect of seeing a Kabuki play live is the audience. As certain famous actors strike dramatic poses, shouts can be heard from the audience, as they call out the actor’s name or the name of his “acting house”, as a mark of appreciation. Apparently the actors were a famous bunch, but as it’s a closed shop and Kabuki actors rarely branch out, none of the names meant anything to me. It also was made clear to me afterwards that the gaggle of women dressed in kimonos in the audience were likely wives or other family of the actors, which explained why they were thanking people outside the auditorium. I’m sure some Japanese people will be mightily impressed if I tell them I saw such-and-such or whatshisname in a play, but for me, it was just a bunch of guys acting, and acting &lt;span style="font-style: italic;"&gt;very well&lt;/span&gt;, I was surprised to find.&lt;br /&gt;&lt;br /&gt;The play opened in a flurry of action and confusion, as Lord Asano and Lord Kira are in a stand-off. The former has drawn his sword within the walls of Edo castle, a capital offense, but is held back and forced to drop his katana. What follows is a short investigation and verdict that Asano must commit ritual suicide (&lt;a href="http://en.wikipedia.org/wiki/Seppuku" target="blank"&gt;seppuku&lt;/a&gt;) as a penance for his transgression. The reason for the altercation is never exposed but appears to concern an insult by lord Kira, which made Asano, a powerful and rich leader, forego his responsibilities and act with the honour of a samurai, damn the consequences. We are lead to believe that lord Kira definitely did something wrong here, escaping as he did and going into hiding despite having only sustained two small cuts, while Asano is painted as an honourable man who can’t have transgressed for something trivial. . Asano never explains himself except to say he is sorry he didn’t kill Kira and, under the watchful eye of one of his retainers who was allowed to hide near a tree in the garden, Asano is sentenced to seppuku. Sadly, we don’t get to see the act of harakiri at this point, as the next act starts a few weeks after that event.&lt;br /&gt;&lt;br /&gt;Next follows a long act pertaining to chief retainer Oishi and the fact his clan, under the disgraced and now dead Asano, is to be dissolved, alongside many others under the current shogun, and he must leave the castle. There is a lot of crying out and lamenting, but also resolve and in one scene he and 53 of the samurai, as well as 3 servants, sign a contract in their own blood to swear allegiance and trust to Oishi, to leave the castle in peace but to avenge Asano by killing Kira. &lt;span style="font-style: italic;"&gt;Fifty-six&lt;/span&gt;, yes. I was confused too.&lt;br /&gt;&lt;br /&gt;At this point I felt the play was dragging, and seeing as we were only half way through, I was fearing the rest. However, the final scene in this act, in which loyal friend of Oishi, Tokubei, and his 14 year old son, commit suicide, on stage, had a drastic effect on me. To this point I felt everything had been too wordy and static, but this scene turned out surprisingly emotional and effective. The suicide wasn’t that graphic, but despite the “over acting” it had an undeniable punch to it which caught me off guard.&lt;br /&gt;&lt;br /&gt;The third and final act was by far the best and had me on the edge of my seat, despite possibly being the most wordy of the lot. It revolved in most part around one of the ronin, Sukeemon, delivering a message to lady-in-waiting Okiyo at Ohama castle around the time of the annual ladies’ outing. The act opens with a large group of women frolicking about, and by women, I do of course mean “men”. They generally seemed to really enjoy prancing about daintily and looked and acted pretty much like women. The central scene in this act is a discussion between lord Tsunatoyo and Sukeemon, the former trying to pry out of the latter if there are any plans to avenge Asano, seeing as Oishi seems to be living a life of debauchery. Oishi is of course biding his time and putting spies off his scent by pretending to be a drunk and hopeless ronin, but Sukeemon cannot tell lord Tsunatoyo this. Tsunatoyo, in his turn, plays a drunk and leisurely lord and Sukeemon seems to blatantly disrespect him. Their duologue is &lt;span style="font-style: italic;"&gt;incredible&lt;/span&gt;, with a lot of back and forth, teasing and joking, poking and exploring, until we find out Tsunatoyo is &lt;span style="font-style: italic;"&gt;actually &lt;/span&gt;a man of great wisdom and politics, knowing full well what is happening and himself making a play for the shogun, seemingly on the side of the ronin, and he promises Sukeemon he will petition the shogun for the brother of Asano to be reinstated and the ronin to be able to serve him. He also allows Sukeemon to secretly watch the evening’s procession, because he knows all Sukeemon wants is to finally see the face of lord Kira, who will be attending. This scene was a play in itself and an &lt;span style="font-style: italic;"&gt;astounding &lt;/span&gt;piece of work.&lt;br /&gt;&lt;br /&gt;It transpires that Sukeemon wants to avenge Asano that evening, and Okiyo begs him to reconsider, but eventually relents and tells him lord Kira will be playing in the Noh play tonight. That evening the play climaxes as Sukeemon creeps in the bushes behind the Noh theatre and as lord Kira appears to make his way to the stage, he attacks him with a lance. The figure, we find out as his mask slips, is actually lord Tsunatoyo, &lt;span style="font-style: italic;"&gt;not &lt;/span&gt;Kira, who deftly parries the attack and subdues Sukeemon without any effort. In the central speech he admonishes Sukeemon with talk of honour and revenge, how the honour of the act is more important than the actual killing, and that all things must be considered in a wider picture, what with the upcoming petition to reinstate Asano’s brother. &lt;span style="font-style: italic;"&gt;Integrity to the end&lt;/span&gt;, is the message, as Tsunatoyo tells the guards to escort this "poor lost drunkard" to the castle gates. He continues to the Noh stage fully composed, as if this altercation hadn’t happened. And the afternoon’s performance ends.&lt;br /&gt;&lt;br /&gt;As I said, the play was slow to start but once I got into it I was &lt;span style="font-style: italic;"&gt;gripped&lt;/span&gt;. It’s certainly an experience to recommend, but you’ll have to hurry as the theatre is set for demolition early next year. I’m sure they’ll play elsewhere as the new theatre building is being constructed, but the old environments of the Kabuki-za Theatre definitely added to the atmosphere. The plays currently being performed are also ones selected by the audience as their “favourite plays” to celebrate the last few seasons in this location. There were two breaks, neither of which lasted long, and though there are plenty of stalls within the theatre, it’s probably best to bring along a lunchbox from one of the many department stores in Ginza, as your choice will be wider.&lt;br /&gt;&lt;br /&gt;The only slightly bitter taste after the experience was the heavy emphasis on the samurai spirit and honour, which, considering the plays were written by 1940, &lt;span style="font-style: italic;"&gt;could &lt;/span&gt;be interpreted as something not unlike propaganda. On top of that, the Japan of today, as I experience it, has removed &lt;span style="font-style: italic;"&gt;any &lt;/span&gt;evidence of honour. One can’t imagine these drunken, stinking salarymen, or the megalomaniacal money grabbing businessmen, routinely fucking over the workforce, playing fast a loose with the law for a quick profit, when one thinks of honour, obligation and hierarchy of the old Edo period. That said, no country is immune from glorifying the past despite the current state of affairs; one just has to think of Britain and its adherence to traditions like knighthood, or, heheh, knight&lt;span style="font-style: italic;"&gt;hoodies&lt;/span&gt;&lt;span style="color: rgb(255, 102, 0); font-weight: bold;"&gt;*&lt;/span&gt;. All such ramblings aside, Genroku Chushingura was a pretty awesome play, with &lt;span style="font-style: italic;"&gt;especially &lt;/span&gt;the central scene of Act 3 sticking in my mind as a particularly excellent piece of writing and acting. And besides that, Kabuki is such a typical Japanese art it’s worth it for any tourist to check out, if possible, just for the experience.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(255, 102, 0); font-weight: bold;"&gt;*&lt;/span&gt; &lt;span style="color: rgb(153, 153, 153);"&gt;sorry...&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-2573746743936876276?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/2573746743936876276/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/03/kabuki.html#comment-form' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2573746743936876276'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2573746743936876276'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/03/kabuki.html' title='Kabuki'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SayUETL8MxI/AAAAAAAABc8/fZ4f_IByr1M/s72-c/post_kabuki.JPG' height='72' width='72'/><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-7310641235695869764</id><published>2009-02-27T14:12:00.002+09:00</published><updated>2009-02-27T14:20:29.867+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Work in Japan'/><title type='text'>It's a mad world</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/Sad2iZDUmgI/AAAAAAAABcs/Zzpik38kflE/s1600-h/post_madworld.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/Sad2iZDUmgI/AAAAAAAABcs/Zzpik38kflE/s400/post_madworld.jpg" alt="" id="BLOGGER_PHOTO_ID_5307341019091868162" border="0" /&gt;&lt;/a&gt;It’s always good, at least for the ego, to have one’s opinions confirmed, or at least agreed with, by other parties. Let’s face it, I’ve made some stonking howlers on this blog over the years, but the growing trend of Japanese developers swallowing their pride and admitting the way Japanese development works is in no way competitive with that in the West mirrors my own, by now possibly tiresome, claims to the same.&lt;br /&gt;&lt;br /&gt;This time two reports follow this rising tide of disenchantment. One is &lt;a href="http://www.developmag.com/interviews/396/QA-Platinum-Games-Atsushi-Inaba" target="blank"&gt;an interview&lt;/a&gt; with Platinum Games’ Atsushi Inaba, producer of the upcoming Madworld, as well as Okami and Viewtiful Joe. Though Madworld is not a game I am interested in, both Okami and Viewtiful Joe are astounding games with daring visual styles, so hearing him say things as&lt;br /&gt;&lt;blockquote&gt;“I think that western developers are superior to those in Japan overall”&lt;/blockquote&gt;is somewhat of a shock. But he is, of course, right. Reading the rest of his interview here, it is obvious the man has his head screwed onto his shoulders. He talks of globalising the game market, the importance of IP and the fact Japanese developers need to get their act together to compete with the West. These are, by now, fairly common sense issues, but for Japan, always resistant to change and taking responsibilities, having this discussed out in the open is a positive sign that people realise there is a problem, which, in turn, is the first step to change and improvement.&lt;br /&gt;&lt;br /&gt;The second news item comes from Square-Enix president Youichi Wada, a man whose open candour I am really beginning to respect. Earlier this month he &lt;a href="http://www.itmedia.co.jp/news/articles/0902/12/news121.html" target="blank"&gt;explained the delay of Dragon Quest IX&lt;/a&gt;, and chalked it up to being caught off-guard by the number of bugs, apologising for the arrogance of it all. Pointing to the way debugging (QA testing, in Japanese development parlance) worked under the current system meant too many “stubborn” bugs slipped through the net. Indeed, I have found from my own experiences that no testing is done until certain parts of the team are finished with their tasks and are then moved on to bug checking. At this point it usually becomes a race between the coders trying to finish the game and fighting a sudden rising tide of bugs. As Mr. Wada explains in his comments, it might be better to test new features to some extent as and when they are being implemented, and not to just hack the whole thing together and simply fix some issues as they crop up, which is usually not the case.&lt;br /&gt;&lt;br /&gt;As I previously wrote, and with Mr. Inaba’s own works to back it up, Japanese developers do do some things right, especially in areas of visual direction and exploring weird nooks and crannies of game design, but general development practices are now too old-fashioned and apparently uncompetitive. No longer can throwing more developers at a problem and requiring them to work weekends and nights fix every scheduling issue, and I, for one, am glad some heavy hitters in this industry are coming to terms with this and actively seeking to make changes.&lt;br /&gt;&lt;br /&gt;Despite the reporting of such seemingly negative quotes about the Japanese development community I’d like to remind my readers that this is generally a &lt;span style="font-style: italic;"&gt;positive &lt;/span&gt;thing. However much you may like Japanese games, they &lt;span style="font-style: italic;"&gt;are &lt;/span&gt;facing difficulties here, and not just because of the global economic meltdown. Companies have been merging for survival for a while now, with several more to do so on the horizon, with only a few of them looking strong enough to survive; specifically, those few are mostly the ones that have committed to change and a global market. If you want to continue playing Japanese games and enjoy their cookie quirkiness, change is &lt;span style="font-style: italic;"&gt;absolutely &lt;/span&gt;required, and acceptance is the first step.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-7310641235695869764?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/7310641235695869764/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/02/its-mad-world.html#comment-form' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7310641235695869764'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7310641235695869764'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/02/its-mad-world.html' title='It&apos;s a mad world'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/Sad2iZDUmgI/AAAAAAAABcs/Zzpik38kflE/s72-c/post_madworld.jpg' height='72' width='72'/><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-393245065464978117</id><published>2009-02-22T00:21:00.003+09:00</published><updated>2009-02-22T00:29:38.334+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Only in Japan</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SaAcMLXI3fI/AAAAAAAABck/S3iqsStSQN0/s1600-h/post_nobynobyboy.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SaAcMLXI3fI/AAAAAAAABck/S3iqsStSQN0/s400/post_nobynobyboy.JPG" alt="" id="BLOGGER_PHOTO_ID_5305271356576292338" border="0" /&gt;&lt;/a&gt;As I, and many more Japanese developers and publishers, lament the falling behind of Japanese games, now much harder to ignore, it behooves us to remember that Japan is not doomed; it does do &lt;span style="font-style: italic;"&gt;certain &lt;/span&gt;things right and allows for games that no Western publisher, even in these indie-courting times would probably ever greenlight. Exhibit A: Noby Noby Boy.&lt;br /&gt;&lt;br /&gt;If you haven’t played this Playstation Network exclusive yet, well, um, nothing that can be said about it would make any sense. Even watching the trailers and movies on-line can’t quite convey the utter insanity this product enjoys. Imagine a designer, possibly delirious from lack of sleep or maybe even riding the Cake horse, just throws up some ideas for the Hell of it with nobody to tap him on the shoulder to say “Excuse me, this is just ridiculous and insane, let’s not do this”; imagine also graphics that are colourful and cute but also sort of smell like 1st year Game College graduate's experimental tomfoolery. Imagine a game with no direction, challenges, goals. You are now only &lt;span style="font-style: italic;"&gt;part-way&lt;/span&gt; to imagining Noby Noby Boy. Seriously, just play it for a while and enjoy – that’s really all you can do with it. Like me, you probably won’t spend weeks and weeks on this, but for $5 it’s hardly worth fretting over. At that price it easily outlasts a movie rental or purchase, so just go ahead and give it a try. Your brain will thank you for it.&lt;br /&gt;&lt;br /&gt;Noby Noby Boy is a &lt;span style="font-style: italic;"&gt;toy&lt;/span&gt;, in the purest sense of the word. We could only call it a game because it is played on a games console, but that’s about it. There are some trophies that, provided you cheat on the internet and find out what they are for, could provide some goals for you to aim at, but generally, the only function this game has is to occupy you and make you waste some time, time spent giggling, being confused, laughing, more being confused, being confounded, and possibly more giggling. If I were forced to describe the game, I mean &lt;span style="font-style: italic;"&gt;toy&lt;/span&gt;, which I’d hate to do, it’d be something like: you control an extendable worm-like character that can fool about in a scene, eat stuff, poop stuff and let characters ride on his back. There is some meta-game (whatever that means) about growing long and having the Girl character grow long with you in order to reach the moon or something, but generally, it’s about faffing about.&lt;br /&gt;&lt;br /&gt;And it’s great that such titles, alongside the gorgeous “Flower”, also on the Playstation Network, are being made. Noby Noby Boy is obviously several degrees more insane than Flower, which is simply beautiful and relaxing, but both offer a gaming experience that is quite unexpected. And if these games prove to be a success, which I not only hope they do but somehow think they will, it will show that there is a market for non-gamey games. It certainly shows Japan has an ace up its sleeve; technically it may be behind, but when it comes to mad ideas, the possibility to explore them and release them commercially, they still seems to have the upper hand.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-393245065464978117?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/393245065464978117/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/02/only-in-japan.html#comment-form' title='44 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/393245065464978117'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/393245065464978117'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/02/only-in-japan.html' title='Only in Japan'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SaAcMLXI3fI/AAAAAAAABck/S3iqsStSQN0/s72-c/post_nobynobyboy.JPG' height='72' width='72'/><thr:total>44</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-8506582882292902514</id><published>2009-02-14T22:16:00.003+09:00</published><updated>2009-02-14T22:21:29.007+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Falling out</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SZbESTmsqOI/AAAAAAAABcc/PxgRhYXHNTc/s1600-h/post_fallout3.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 150px;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SZbESTmsqOI/AAAAAAAABcc/PxgRhYXHNTc/s400/post_fallout3.JPG" alt="" id="BLOGGER_PHOTO_ID_5302641430054611170" border="0" /&gt;&lt;/a&gt;When it comes to video games I am a man-child who knows what he likes. I’m not interested in shooters, I’m not interested in dystopian future settings, I &lt;span style="font-style: italic;"&gt;hate &lt;/span&gt;RPGs, I don’t care one jot for gore and gibs, realistic characters bore me, open world environments with little to do but travel across them are tedious. I like simple, colourful games, with fun or cute characters, some challenge but mostly just rote activity, and general glucose happiness. So why in the world am I so addicted to Fallout 3, a game which goes against &lt;span style="font-style: italic;"&gt;every &lt;/span&gt;gaming sensibility I thought I had?&lt;br /&gt;&lt;br /&gt;This is not the fist time Bethesda has made me a traitor to my own desires. I have arguably spent more time on Elder Scrolls 4: Oblivion than any other game in recent memory, even though I hate your usual orcs and elves malarkey. At the time I thought it was merely because it reminded me of what I saw in my mind’s eye when playing Ultima back in those long forgotten days of my youth, such as they were. Oblivion’s pretty environments were a dream become reality, though a decade or two too late. And here they do it again, giving me a desolate post-apocalyptic wasteland for my semi-realistic character to traipse through in a tedious, repetitive grind. And I’m &lt;span style="font-style: italic;"&gt;loving &lt;/span&gt;every second of it.&lt;br /&gt;&lt;br /&gt;The sense of utter devastation as I travel through the wasteland that was Washington DC, the underground shelters, vaults, dotted around in between ruined monuments and ramshackle dwellings, the burnt out buildings that hint at a past life, burned books and furniture everywhere, the old-fashioned technology that helps me unlock doors, the rebels that scour the lands for Nuka-cola bottle caps, though slightly depressing, in a ponderous way, never before have I spent so much time exploring and surviving a believable world, each new area bringing both the joy of discovery and a sense of futility, both uplifting and depressing at once.&lt;br /&gt;&lt;br /&gt;Combat too has grabbed me to an extent I had not anticipated; not playing it as a shooter, but each time opening up V.A.T.S. and carefully aiming my rifle at specific body parts to disable them, a system I haven’t seen executed so well since Origin’s Knights of Legend. And having a rabid dog jump at me, shooting its head off with a shotgun, and seeing its headless body fly past me carried by its initial momentum, or separating a mercenary’s head clean off his torso with a single sniper shot, may be gory as Hell, indeed &lt;span style="font-style: italic;"&gt;much &lt;/span&gt;gorier than I want from my games, but is immensely satisfying. Part of this is due to the slow-motion sound and the echo my gun makes as the boom bounces around this empty landscape, and the physics applied to these dead ragdolls make the experience so visceral and demanding and somewhat exhausting, I truly get the sense I’m a survivor, protecting myself for the sake of living, rather than rampaging like a buffed-out roid-rage space marine.&lt;br /&gt;&lt;br /&gt;Another reason I am spending so much of my time in this world has probably something to do with its achievable trophies (as I am playing this on a Playstation 3). Too many games out there &lt;span style="font-style: italic;"&gt;still &lt;/span&gt;have ridiculous trophy demands; spend the entire game hopping on one foot, or beat every single person in the world in an online battle within 4 hours. Fallout 3, however, has trophies designed to make you explore the wastelands, do those cool side missions you’d otherwise ignore, and collect those rare items you otherwise wouldn’t have bothered with. Sure, two bobbleheads are one-off opportunities never to be reclaimed should you miss them, a design decision I &lt;span style="font-style: italic;"&gt;loathe&lt;/span&gt; with a passion. This is exactly why Bioshock never got a deeper play-through; miss a few audio dairies and you’re boned, as well as those ridiculous “play the game on the highest difficulty setting without dying” trophies no sane man with things to do would attempt. Fallout 3 rewards you with trophies for doing things that actually make the game play experience better, which is exactly how it should be. I wish designers would pay a lot more attention to the heightened experiences well-designed trophies can offer.&lt;br /&gt;&lt;br /&gt;The question I couldn’t escape while playing this game, though, is the obvious: would this game ever sell in Japan? The answer is obviously “no”, it certainly wouldn’t. Aside from the fact the gameplay is very “foreign”, ie. not suited to your average Japanese gamer, there is also that elephant in the room: the bomb. Part of the appeal is the what-if question of what would happen, more or less, if an atomic bomb dropped on America. Japan, of course, has the answer already, though Hiroshima and Nagasaki were never plagued by super mutants and feral ghouls, &lt;span style="font-style: italic;"&gt;as far as we know&lt;/span&gt;. But so much in the game surrounds the nuclear attack, from the village called Megaton to the Nuka-cola plant, that it is almost a joke. Now don’t get me wrong, I think your average liberal lefty foreigner like myself is probably far more concerned about the sensibilities of selling such a game in Japan than our average Japanese youth. Don’t forget their own proud creation, Godzilla, rampaging and destroying whole cities to the delight of the local audiences. No, the Japanese like their fantasy global or national destruction, and few younger Japanese would probably care too much about nuclear attacks forming the background of a video game; a few psychopaths aside, the difference between reality and fantasy is well understood here.&lt;br /&gt;&lt;br /&gt;Still, one can’t help but think: Fallout 3 paints a bleak picture of humanity’s survival and corrupt governments in a barren desolate landscape filled with destruction, death and radiation. Hiroshima and Nagasaki aside, your average Japanese gamer isn’t looking for such an experience from their entertainment, I shouldn’t wonder.&lt;br /&gt;&lt;br /&gt;And though parts of the game are rough, buggy and badly acted, Fallout 3 is already a high-point in my gaming year and I can’t wait to see what Bethesda comes out with next. Whatever it is, and however much I’ll hate it on paper, I’m sure I’ll buy it, play it and love it. Damn that confounding developer!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-8506582882292902514?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/8506582882292902514/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/02/falling-out.html#comment-form' title='17 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8506582882292902514'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8506582882292902514'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/02/falling-out.html' title='Falling out'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SZbESTmsqOI/AAAAAAAABcc/PxgRhYXHNTc/s72-c/post_fallout3.JPG' height='72' width='72'/><thr:total>17</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-783064790680944741</id><published>2009-02-10T22:38:00.002+09:00</published><updated>2009-02-10T22:46:04.018+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Independent development'/><title type='text'>Make or Break</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SZGDmcNp4xI/AAAAAAAABcU/d5C76pNezvI/s1600-h/post_marketing.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SZGDmcNp4xI/AAAAAAAABcU/d5C76pNezvI/s400/post_marketing.jpg" alt="" id="BLOGGER_PHOTO_ID_5301162932823515922" border="0" /&gt;&lt;/a&gt;Ask any developer what they think of their marketing department and you’ll be guaranteed a flood of expletives and death threats. The common knowledge dictates that marketing departments have a disproportionate and destructive say in the design of your product; stories of interesting ideas being shot down, due to the uncertainty of their success in an unproven market, or numerous me-too design changes based on today’s best-selling competitors are the standard. Indeed，it would seem a lot of games are designed entirely to the marketing department’s wishes, so that they have a known entity to sell, rather than the onerous task of actually trying to market something new and potentially exciting. These stories are obviously &lt;span style="font-style: italic;"&gt;vastly &lt;/span&gt;exaggerated, though I’m sure some have a kernel of truth to them, but it is certain that most developers view their marketing departments with hatred and scorn. Japan, thankfully, seems a different story, with sales and marketing brought in when the project is presentable, so they can learn what it is they have to sell; the way marketing is supposed to work. Either way, and however much we’d like to ignore it, marketing is possibly&lt;span style="font-style: italic;"&gt; the most important aspect&lt;/span&gt; of your success. The designers may think it’s their bold new ideas, the artists their pretty pictures, the coders their bleeding edge technology and the producers their sexy, moody fashion shoots for the popular media, but all those mean nothing without the proper marketing behind it.&lt;br /&gt;&lt;br /&gt;The crux of that last statement is, of course, &lt;span style="font-style: italic;"&gt;proper &lt;/span&gt;marketing. And as an up and coming, God-willing, new independent venture, it’s something that has occupied our minds to a large extent. It has not been a direct influence on our business plan, but it is obviously something that needs to be addressed, because without it we might as well not bother.&lt;br /&gt;&lt;br /&gt;Of the various marketing strategies, the media overkill is not something many can afford. It’d be nice to have our titles splattered across huge billboards, aired during the Superbowl and tied in with a MacDonald’s Happy Meal, but unless I travel back in time and invest heavily in Google, it’s unlikely to ever happen.&lt;br /&gt;&lt;br /&gt;Then there is the “all publicity is good publicity” tactic, of which I am no great admirer. Abhorrent marketing campaigns like these are plenty in our industry, thinking particularly of the late Acclaim’s horrendously puerile “name your baby Turok” and “all speeding tickets paid for by us” scandals, but would include, in my book, the pushing of spokespeople like the rather obvious female pro-gaming groups, the hiring of porn stars and the disastrously sad Jade Raymond fallout. Yes, such tactics get your name splashed around, but bring with it a decent amount of loathing and bashing, not to mention nasty personal attacks that can really hurt both the person and the product. To this day John Romero has failed utterly to make me his bitch.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://anawiki.com/sellmoregames/2009/02/04/interview-with-cliff-harris-cliffski-positech-games/"&gt;This interesting interview&lt;/a&gt; with independent developer Cliff Harris pretty much seems to hit the nail on the head.&lt;br /&gt;&lt;blockquote&gt;“…if you sell games, and you don’t know which pages on your website have the lowest bounce rates, if you don’t know what the average CPC is for your ads and do A/B testing to increase the CTR…. and much more importantly, if you have no idea WTF I’m talking about, then you are quite simply losing sales to people like me, who study this stuff :D.”&lt;/blockquote&gt;Marketing is part fine art but mostly a matter of hard figure crunching. As Mr. Harris points out it’s no use spending a certain amount of money on advertising and hoping that’ll do the trick. Constant vigilance, adjusting your marketing according to short-term results and basically, spending a large amount of time and not an inconsiderable percentage of your profits on it would appear the minimum requirement, and is therefore a very important aspect of any independent venture but one that many forget about.&lt;br /&gt;&lt;br /&gt;Our industry is a young one, and filled with gusto. Too many people still believe it’s the ideas that count, or that pouring your heart and soul into a project will result in a quality product that will sell itself. And though a passion for the job seems indispensable, it means nothing if people don’t know about it. And though it is something I have a deep personal interest in, our necessary focus on future marketing and other business strategies does distract from actual development. Starting a new business requires participants to wear many hats, but all these tasks compete with each other for time and attention, and with only so many hours in the day it’s often difficult to find a balance.&lt;br /&gt;&lt;br /&gt;Don’t despair, though, I know more about marketing than I’ve let on. This blog is a &lt;span style="font-style: italic;"&gt;terrible&lt;/span&gt; example, with badly placed GoogleAds, resulting in disastrous CTRs, equally badly placed adverts for my CafePress store, which in itself is in dire need of updating, and a readership that has been entirely built up by word of mouth. Luckily, the blog is a hobby, something for myself to satisfy my Muse, and readership, though &lt;span style="font-style: italic;"&gt;very &lt;/span&gt;welcome, was always somewhat of a side issue. For a business however these sorts of things need to be ironed out and perfected. Every single dollar, or Yen rather, and every minute of time spent on marketing must be worthwhile. In the short term that is a matter of experimenting and learning from those who have gone before us, like Mr. Harris, but in the long-term it’s a constant struggle with results, CTRs, page hits, pick up rates, metrics, time, effort and money. Otherwise we might have to fall back on plan B: make a game so insensitive and abhorrent, that it will be covered on Fox News and the Daily Mail and get our names out there, and possibly land us with a jihad.&lt;br /&gt;I’d prefer proper marketing, though.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-783064790680944741?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/783064790680944741/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/02/make-or-break.html#comment-form' title='17 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/783064790680944741'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/783064790680944741'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/02/make-or-break.html' title='Make or Break'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SZGDmcNp4xI/AAAAAAAABcU/d5C76pNezvI/s72-c/post_marketing.jpg' height='72' width='72'/><thr:total>17</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-4904992513963799723</id><published>2009-02-02T10:00:00.001+09:00</published><updated>2009-02-02T10:20:04.420+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><category scheme='http://www.blogger.com/atom/ns#' term='Independent development'/><title type='text'>Up the hill backwards</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SYWmCUtr3dI/AAAAAAAABcM/cmG8jrhekK0/s1600-h/post_bowie.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SYWmCUtr3dI/AAAAAAAABcM/cmG8jrhekK0/s400/post_bowie.JPG" alt="" id="BLOGGER_PHOTO_ID_5297823095521533394" border="0" /&gt;&lt;/a&gt;“Vacuum created by the arrival of freedom,” warbled David Bowie, “and the possibilities it seems to offer.” For all my hypocritical moaning about overtime and the drop in productivity that invariably accompanies it, I found myself to be my own worst manager. Our little indie venture is going extremely well, which is massively exciting and energising, but makes it almost impossible to switch off. Recently I have been feeling a little peaky, walking around in an aching haze, not quite realising why, until it struck me I end up working a good 10 or more hours a day, with only a lunch break &lt;span style="font-style: italic;"&gt;some &lt;/span&gt;days.&lt;br /&gt;&lt;br /&gt;I have tried to force myself to relax on weekends, with limited success. I switch on the PC in the mornings, check my mail, read the blogs and news, and end up sneakily drawn into work. Several hours later I realise it’s past lunchtime, at which point I’ll shower and leave the house for a breather, all the while thinking hard of what I could and &lt;span style="font-style: italic;"&gt;should &lt;/span&gt;be doing in that time. After lunch it’s back to the PC, to work until supper, continuing afterwards until well into the evening. This weekend I tried to relax and play some games, to little avail, and found myself behind my desk again. The workload is &lt;span style="font-style: italic;"&gt;enormous&lt;/span&gt;, yet fun and exciting, and not being busy on it feels wrong. I really have to think of a better way, but in these early stages of the venture I feel too guilty and, frankly, impatient to not kill myself over it.&lt;br /&gt;&lt;br /&gt;Beard growth has been continuing apace, if slightly disappointingly. My cheeks refuse to foster anything more than a few pubes, whereas my moustache is getting ahead of my chinbeard, making it look slightly Village People. I’ll be off to the local Donki tomorrow to try and find a cheap beard comb to tease the growth along. At this pace I won’t look at home in the 19th century until the end of the year, bah humbug!&lt;br /&gt;&lt;br /&gt;I have also mastered a useless but highly honed new skill. Over supper we often watch the cable television Mystery Channel, a fine collection of old films and good old British serials, such as Morse, Poirot and whatnot. However, for some inadequately explained reason not all programmes are broadcast bilingually, often featuring only the Japanese dubbed audio and believe me, Poirot in Japanese loses &lt;span style="font-style: italic;"&gt;a lot&lt;/span&gt; in translation. I am now an expert on figuring out if a programme is in Japanese or English before even a word is spoken, thanks to, what I now hatefully call, “the Japanese groan”. For some reason, Japanese actors, and voice-actors, always &lt;span style="font-style: italic;"&gt;overact &lt;/span&gt;physical discomfort. As most mystery shows start with a murder of some kind, the first audio usually revolves around groaning, and so horrendously bad and vaguely sexual is the Japanese voice-actor’s interpretation I can identify one at a hundred yards in bad light; short sharp exclamations and plenty of them, interspersed with audible gulps and intakes of breath. “Ugghh…&lt;span style="font-style: italic;"&gt;ahhh&lt;/span&gt;..(&lt;span style="font-weight: bold;"&gt;gulp&lt;/span&gt;) …uhhhhmmmggg…(&lt;span style="font-weight: bold;"&gt;gulp&lt;/span&gt; again) &lt;span style="font-style: italic;"&gt;Gggggg&lt;/span&gt;.” Terrible. Why this particular phenomenon might be remains a mystery to me; possibly a cultural thing about not showing emotions whenever possible, and so your average Japanese not being fully aware what actual exclamations of pain and discomfort sound like. I haven’t a clue, but each time I hear one of those groans my irritatometer shoots up and kills any potential enjoyment I might have received from watching a Japanese Belgian detective being massively clever.&lt;br /&gt;&lt;br /&gt;Another annoyance is the lack of decent audio to keep myself occupied through these long working days. As a commuter I had more than enough podcasts to carry me through my trip, using the BBC iPlayer radio during the day to catch up on the wireless. These days, however, I don’t seem to find enough audio to fill an entire week. I would request from my readers any decent podcasts that I can try. Personal favourites like “The Bugle”, “Collings and Herrin”, “Perfect 10”, “Answer Me This” and things like “Smodcast” offer only tiny titbits once a week. “Filmspotting”, “Skeptics’ Guide”, “Fresh Air”, “This American Life” and “Keith and the Girl” help fill the gap but I am in&lt;span style="font-style: italic;"&gt; no way&lt;/span&gt; close to filling my 10 hour a day quota. I’ll gladly receive any tips for recommended listening through the comments to this post. In grateful return I’ll give you this free bit of advice: do &lt;span style="font-style: italic;"&gt;not &lt;/span&gt;listen to “Stop Podcasting Yourself” when in public because guffawing openly causes people to stare and avoid you.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-4904992513963799723?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/4904992513963799723/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/02/up-hill-backwards.html#comment-form' title='19 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4904992513963799723'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4904992513963799723'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/02/up-hill-backwards.html' title='Up the hill backwards'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SYWmCUtr3dI/AAAAAAAABcM/cmG8jrhekK0/s72-c/post_bowie.JPG' height='72' width='72'/><thr:total>19</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-7695864854780932302</id><published>2009-01-30T13:12:00.002+09:00</published><updated>2009-01-30T13:20:24.727+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Work in Japan'/><title type='text'>Overtime, schmovertime</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SYJ-aQuhwTI/AAAAAAAABcE/ZqhMsCJgiAU/s1600-h/post_overtime.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SYJ-aQuhwTI/AAAAAAAABcE/ZqhMsCJgiAU/s400/post_overtime.JPG" alt="" id="BLOGGER_PHOTO_ID_5296935101372940594" border="0" /&gt;&lt;/a&gt;Stories about Japan’s “work ethic” are as legendary as they are, sadly, true. Late hours and weekends are extremely common, very much to the detriment of productivity and health. It doesn’t quite matter how late you turn up for work, but if you leave before the witching hour people will tut and glare askance. If Friday afternoon you get an email saying weekend work is required, mandatory, whether your own work schedule needs it or not, and regardless of any plans you may have made, you will show up. There &lt;span style="font-style: italic;"&gt;are &lt;/span&gt;ways around this, but they require determination and some amount of gamesmanship. Foreigners wanting to work in Japan can try this tried and tested method and be part of the solution rather than exacerbate the problem that blind adherence to the Way Things Are Done Round Here seems to bring about.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Valuable working experience&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;A good working attitude (during working hours)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;A friendly and helpful manner&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;A disarmingly witty way of pointing out other people’s mistakes&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;A continuous repeated reassertion of how things are done “back home”&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Foreign mettle&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Patience&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Confidence&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Step 1:&lt;/span&gt;&lt;br /&gt;Do as the Romans. When you first start your job you’ll be under a probationary contract. At this time you have little choice but to do as your colleagues. Work late, but maybe not hard, and if that is difficult for you, just come in late in the mornings. The important part is to be &lt;span style="font-style: italic;"&gt;seen &lt;/span&gt;to be at the office until late and make sure you do your work properly. Wow them with how efficiently and quickly you get things done, simply by not sleeping at your desk during the day or wasting time reading manga.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Step 2&lt;/span&gt;&lt;br /&gt;Settle. Once you pass your probationary period it will be much harder for them to get rid of you, especially if you manage to get a seishain full-time contract. Now the game begins.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Step 3&lt;/span&gt;&lt;br /&gt;Train your colleagues. Start coming in earlier and earlier over the course of a few weeks. At the same time leave a little earlier and earlier too. The important thing is to always be at your desk when people start coming into work. You want the reputation of always being the first in. Make sure that during coffee or cigarette breaks you slip into the conversation how early you arrived. As there is never anybody there to check the truth of your claims you may exaggerate a little, but don’t push it. Any time before 9 a.m. is enough to blow the mind of most Japanese developers.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Step 4&lt;/span&gt;&lt;br /&gt;Make sure your work is always done on time and to spec, such as there is. It’s much easier to get away with leaving “early” (meaning “on time” but earlier than anyone else) if your work for the day is done and dusted. Avoid having your work approved before you leave though, because there is no such thing as approval. Any time you show your work there &lt;span style="font-style: italic;"&gt;will &lt;/span&gt;be change requests, whether justified or not. And any change request will have to be implemented &lt;span style="font-style: italic;"&gt;NOW&lt;/span&gt;, regardless whether that particular task still has several months on the calendar. If a producer or director asks you to change something the implied timeline for that request is always “right now, before you even dare going home”. So check in your work, send an email to your lead and skedaddle. Alternatively, switch off, put on your coat, sling you bag over your shoulder and on your way out tell your lead the work is checked in. &lt;span style="font-style: italic;"&gt;Never&lt;/span&gt; stay around long enough for feedback!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Step 5&lt;/span&gt;&lt;br /&gt;Start making timekeeping an issue. Make sure you have plans after work, real or imagined; Japanese classes are a good one they can’t ignore. Whenever it looks like overtime is going to be creeping up on you, mention your plans. “Oh, I have to leave at 6.30 tonight, I have Japanese classes.” You are leaving “early” not because you’re foreign and lazy but because you have a life outside of work. Trust me, the assumption is you won’t have, so you have to make sure to let them know you actually do. When you’re in a meeting or being talked to by a director and leaving time is approaching, start getting fidgety, look at your watch or the wall clock obviously and nervously. When they get the hint and let you go, rush out as if it’s going out of fashion. They’ll start feeling conscious about having kept you up and hopefully even a little guilty.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Step 6&lt;/span&gt;&lt;br /&gt;Make overtime the exception. Whenever you stay later than usual, make sure people know it’s a rare case. Over coffee sigh deeply, look at your watch and say something like “Oh, it’s already 7 p.m. Heh, &lt;span style="font-style: italic;"&gt;late!&lt;/span&gt;”&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Step 7&lt;/span&gt;&lt;br /&gt;During this time it is &lt;span style="font-style: italic;"&gt;vitally&lt;/span&gt; important that you’re a valued colleague. During the day always be courteous and friendly with your leads and colleagues. Always jump to the task at hand and do it properly and on time. Make sure they feel they can ask you to do anything and you’ll happily comply, just don’t ask late in the day. However, and this is the difficult part, while keeping this charming and approachable attitude, be sure to make a point of avoiding blame for mistakes. If a planner drastically changes spec or a director demands some arbitrary change that triples he workload without altering the schedule, you need to communicate you’ll do you best, but if that is what &lt;span style="font-weight: bold; font-style: italic;"&gt;they&lt;/span&gt; want, and if &lt;span style="font-weight: bold; font-style: italic;"&gt;they&lt;/span&gt; are sure, you can implement &lt;span style="font-weight: bold; font-style: italic;"&gt;their&lt;/span&gt; changes, just not tonight. If asked why a particular task hasn’t been finished yet, apologise and say it &lt;span style="font-style: italic;"&gt;was &lt;/span&gt;but &lt;span style="font-weight: bold; font-style: italic;"&gt;their&lt;/span&gt; changes required a lot of reworking. Never blame people outright but always imply these kinds of things are &lt;span style="font-weight: bold; font-style: italic;"&gt;their&lt;/span&gt; doing, not yours.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Step 8&lt;/span&gt;&lt;br /&gt;Become uppity. Once you’ve established you’re a punctilious and punctual worker, driven yet strict, and a value to your company, you can let slip the Westerner. The idea of work-for-hire is still a little strange in Japan, where they favour the parchment signed in blood. Take contract issues &lt;span style="font-style: italic;"&gt;extremely &lt;/span&gt;seriously. Unlike Japanese employers, don’t just sign whatever or agree to things you don’t fully understand. Ask for explanations, changes, let them know you are under contract with them and that this is a business arrangement. Once they know how seriously you take these matters, you can often get away from arbitrary overtime by simply reiterating contractual agreements. “Nah, I’m not staying late. My work doesn’t require it and my contract states I work for 8 hours a day.” Authority is scary to many Japanese, and with a reputation for strict contractual adherence they’ll often allow you to get away with this.&lt;br /&gt;&lt;br /&gt;This technique will take some time, several months usually, but it &lt;span style="font-style: italic;"&gt;does &lt;/span&gt;work as I’ve used it successfully several times. It certainly helped there weren’t many foreigners at the places I’ve worked and that I could play this game with the “weird foreigner” card, though as there is strength in numbers, the more people refuse arbitrary overtime the better and fellow foreigners are most likely to agree with your attitudes. That said, being the living example of how things can be done differently I did find several of my more daring colleagues following in my footsteps, which was immensely gratifying.&lt;br /&gt;&lt;br /&gt;Another danger is that if your director doesn’t like you much you can be passed over for promotion or pay rises. Quality of your work isn’t as important as being seen to stay late. This is why it is so important to be likable and helpful during work hours, and to occasionally get drunk with your colleagues. You are not a bastard except when it comes to timekeeping. That said, I have enjoyed pay rises and a decent promotion within one company despite refusing to do &lt;span style="font-style: italic;"&gt;any&lt;/span&gt; overtime whatsoever, so it can be done as long as your work is good enough. Sadly, you &lt;span style="font-style: italic;"&gt;do&lt;/span&gt; actually need to work hard and be good at what you do; simply wanting to avoid work at all isn’t going to cut it.&lt;br /&gt;&lt;br /&gt;Alternatively, anonymously contact the Labour Standards Office and have the weight of Japanese law fine your company and force a rigid working hours system.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-7695864854780932302?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/7695864854780932302/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/01/overtime-schmovertime.html#comment-form' title='57 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7695864854780932302'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7695864854780932302'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/01/overtime-schmovertime.html' title='Overtime, schmovertime'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SYJ-aQuhwTI/AAAAAAAABcE/ZqhMsCJgiAU/s72-c/post_overtime.JPG' height='72' width='72'/><thr:total>57</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-5641646636062160590</id><published>2009-01-19T20:55:00.003+09:00</published><updated>2009-01-19T20:59:19.402+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Independent development'/><title type='text'>VC or not VC…</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SXRqVEvTUyI/AAAAAAAABbw/oZAplcIuYTs/s1600-h/post_brewstersmillions.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SXRqVEvTUyI/AAAAAAAABbw/oZAplcIuYTs/s400/post_brewstersmillions.jpg" alt="" id="BLOGGER_PHOTO_ID_5292972372349113122" border="0" /&gt;&lt;/a&gt;That is the question. Whether tis nobler in the mind so suffer the slings and arrows of creative freedoms or to take up arms with a business partner who might oppose and end them. The dirty subject of filthy lucre is one any independent must face. The question whether or not to try and find venture capital is one I have not yet found a satisfactory answer to.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The case for&lt;/span&gt;&lt;br /&gt;I am not as arrogant as to believe it’s all about the creativity. Game development is a business and though I have some experience in that area, a knowledgeable partner from the field of business can most definitely be a very strong asset, if not &lt;span style="font-style: italic;"&gt;requirement&lt;/span&gt;, even.&lt;br /&gt;Having some money to fund us will relieve a lot of stress from the early stages of development. We could focus on what we need to do without worrying so much about the short-term cash issues.&lt;br /&gt;Though we have a pretty strong focus, a lot of the work we are doing between us right now could be sped up tremendously by hiring one or two more experienced people. Having some office space and much needed new hardware would be really helpful too.&lt;br /&gt;Preparing for venture capital means having to work out a business plan and solidify your approaches. Just doing this is helpful, if even for your own sense, so it’s something I’m working on now. If investment was never an option, it’s little but &lt;span style="font-style: italic;"&gt;massively &lt;/span&gt;important things like these that could slip under the radar as we focused on development alone.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The case against&lt;/span&gt;&lt;br /&gt;We are currently building up something with our blood, sweat and tears. Why would we hand over a chunk of that to someone simply because they have a chequebook? If we manage to work it all out without investment, everything we build will belong to &lt;span style="font-style: italic;"&gt;us&lt;/span&gt;, so any value we create is one for us alone to enjoy.&lt;br /&gt;Finding an investor with the right mindset is as important as it is difficult. Can we find someone who shares our softly, softly, easy, squeezy approach? The goal for investors is, after all, to get a return and a profit as soon as possible, and not so much to focus on long term growth and stability. Getting the wrong kind of business-minded person in too soon can lead us down the usual path of rapid growth, over-achievement, lacklustre product and eventual bankruptcy; that is, after all, the norm these days. We’re not in it for the riches, but simply to finally do the work the way we want to and feel ought to. We want to create a stable, profitable system where we are comfortable, not so much to create a mega-corporation so we can buy private jets (though that &lt;span style="font-style: italic;"&gt;would &lt;/span&gt;be nice).&lt;br /&gt;Game development is perceived as a risky business; invest tons, hope for a rare mega-hit and retire on the profits. I personally don’t think it needs to be this way. A more conservative, realistic approach to development could form a very secure, stable company with decent profits, if maybe not Croesus-level riches.  We all know, however, that the world economy is a little &lt;span style="font-style: italic;"&gt;peaky&lt;/span&gt; these days, and investors may not know what they want, if they want to invest at all. The blurb “invest in us; you won’t get mega-rich but you won’t get poor either!” isn’t exactly one that eases the purse-strings.&lt;br /&gt;Being based in Japan may or may not work in our favour. I doubt very much we could entice any Japanese investors because, quite frankly, we are dirty foreigners. Obviously we’d either escape the country with all the investment money stowed away in burlap sacks with a dollar sign on them, or we’d squander it all on Japanese women and drugs. Foreign investors looking at Japan might have different concerns and priorities. To be honest, I have no idea if it is even possible to entice foreign money to such a venture in such an inscrutable country.&lt;br /&gt;&lt;br /&gt;There are alternatives, of course, like personal loans and continued freelance work for extra coin. The problem with the former is that I’m personally liable and, as stated previously, a dirty foreigner. The problem with the latter is that it distracts me from what I really want to focus my attention on 24/7. I haven’t figured it all out yet, but in the meantime I’m going to pretend I’m seriously looking for investment; that way I force myself to write a solid business plan, work out business strategies and approaches and get realistic – something that cannot be a bad thing, even if I end up staying self-funded, which is honestly something I’d prefer.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-5641646636062160590?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/5641646636062160590/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/01/vc-or-not-vc.html#comment-form' title='69 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5641646636062160590'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5641646636062160590'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/01/vc-or-not-vc.html' title='VC or not VC…'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SXRqVEvTUyI/AAAAAAAABbw/oZAplcIuYTs/s72-c/post_brewstersmillions.jpg' height='72' width='72'/><thr:total>69</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-1243805585160369895</id><published>2009-01-14T19:13:00.003+09:00</published><updated>2009-01-14T19:49:51.255+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Independent development'/><title type='text'>But more, much more than this…</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SW27aOlEY_I/AAAAAAAABVE/PMC53OvIRtk/s1600-h/post_myway.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SW27aOlEY_I/AAAAAAAABVE/PMC53OvIRtk/s400/post_myway.jpg" alt="" id="BLOGGER_PHOTO_ID_5291091196494767090" border="0" /&gt;&lt;/a&gt;Being an independent developer is a little daunting as it gives you the freedom you’ve always craved but also the responsibility you never had. And being &lt;span style="font-style: italic;"&gt;determined &lt;/span&gt;to make this work I’ve made some decisions on approaches that I feel couldn’t be done within the rigid structure of a larger studio, let alone a Japanese one. If it will all work out nicely and provide me with a stable income remains to be seen, but I have no desire to make the same mistakes I so often see in the industry; mistakes I feel that are responsible for many lackluster games and the annual Christmas company bankruptcy season. I have been very lucky to be working with someone who is, by and large, on the very same page as I am regarding many of the issues discussed below, and indeed on paper it all sounds good and dandy. The real challenge is to stick with it and make it work…&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Tools, tools, tools&lt;/span&gt;&lt;br /&gt;Somehow it is impossible to convince a studio head or director that time and money spent in advance of development can &lt;span style="font-style: italic;"&gt;and will&lt;/span&gt; lead to significant savings later on. The feeling is still very much “if I am spending money now, I want something tangible for it &lt;span style="font-style: italic;"&gt;NOW&lt;/span&gt;”, hence my very stressful experience with industry tools so far. How often have substandard tools slowed down the workflow tremendously? How much time have I wasted re-exporting or fixing perfectly serviceable art because something minor and foreseeable changed in the tool? Let me count the months. I have also seen work on sequels that could have been done in half the time they eventually took if only proper systems and tools were put in place during or, preferably before, the development of the previous titles.&lt;br /&gt;For this reason our first project is proceeding slowly,&lt;span style="font-style: italic;"&gt; infuriatingly slow&lt;/span&gt;, in fact, but for all the right reasons. By creating a toolset and pipeline that actually makes the flow of work easy, quick and comfortable future development not only on this title but next ones too will go a lot smoother and quicker. Getting a proper tool up and running, though, is no easy task and is taking a good deal of time, time, however, I think we’ll be making up for in the future.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ambition in different areas&lt;/span&gt;&lt;br /&gt;One major reason for the bad tools in big studio development is because each project has to be pushing some envelope, raise the bar or invent new techniques because somehow producers think that is important. Add more bloom, attach normalmaps to every surface, up the polycount on everything, add unique one-off elements in each level, etc., all the things that publishers want, regardless of the fact these more often than not don’t make the game any better. So tools are always changing drastically and can never settle, mature and be turned into something usable. Ambition is a good thing, but is best spent in other areas, like art direction, polishing, usability, playability and that all elusive &lt;span style="font-style: italic;"&gt;fun&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Data driven&lt;/span&gt;&lt;br /&gt;Listen to Tim Moss’s GDC speech of a few years back regarding the development of God of War. It’s eye opening, if, in retrospect, rather obvious. Data driven systems allow level design to be done by level designers, animation by the animators, etc. So far, and again, &lt;span style="font-style: italic;"&gt;especially &lt;/span&gt;in Japan, each little aspect of development required at some point some programmer interaction. I make a small change in the UI, for example, I want to be able to see it and tweak it in-game, rather than request a programmer to do that for me. Tim Moss’s speech also talks about their connection between Maya and the engine, with changes exported back to and fro. It sounds, to me at least, wonderful. Using tools or scripting each development discipline should be able to do his or her own work.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Pander to the people, not my ego&lt;/span&gt;&lt;br /&gt;There is a lot of ego in our industry; a lot of well-informed people who have their own opinions. Often this leads to interesting and creative results…but not always a success. All too often the customer is forgotten during development in favour of the designs and desires of a few planners or directors. Especially in Japan things like playtesting and market research are quite rare. As an indie it is too easy to become isolated and myopic regarding your own project and thus it is more important than ever to include as many potential customer-types to playtest and give feedback as often as possible. If people don’t like my game, I don’t get money, and I won’t be able to afford booze.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Rigid structures and trust&lt;/span&gt;&lt;br /&gt;Even though I am taking on a lot of different roles for this project, I can’t do &lt;span style="font-style: italic;"&gt;everything&lt;/span&gt;. Luckily I have found someone on the same page as I who can do all the things I can’t (and more). One thing I have always liked in the Japanese development system is the fact a single person stands at the top making all the decisions. What I &lt;span style="font-style: italic;"&gt;didn’t&lt;/span&gt; like was the inability for these people to delegate. Even areas they had no expertise in didn’t escape their scrutiny and arbitrary change requests. One thing I know is very important is to work with people you can trust to make their own decisions. I do not want to have to worry about certain aspects of the development process but put that responsibility on someone with the expertise and knowledge, knowing it will get done properly. This requires finding the right people, which is hard, but there is no point in hiring someone for their skills and then to not let them use it; something that happens all too often in big studios.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Spare the rod, spoil the customer&lt;/span&gt;&lt;br /&gt;DRM is an onerous thing indeed; personally, as a consumer, I hate it with a passion as usually it is the paying customer who enjoys all the pain (boot discs, install limitations, etc.) whereas the pirate has the better experience (NoCD patches, unlimited installations, etc.) especially as some of the more popular methods install all manner of hidden content, often interfering with or breaking drivers and whatnot. I have the greatest respect for developers who put their games out without any DRM whatsoever, however I don’t quite trust the majority of the consumers yet. But then again, I really don’t want paying, loyal customers to suffer. So what is the alternative? &lt;span style="font-style: italic;"&gt;Reward &lt;/span&gt;paying customers; give away extra free content for registrations, for example. Sure, these things can and will be pirated too, you can never plug that hole a 100%, but as a consumer I know it means a lot to have your loyalty rewarded, &lt;span style="font-style: italic;"&gt;not &lt;/span&gt;punished. Keeping a good and benevolent relationship with your customer is something that takes time and dedication but is something the smaller independent developer can do better than a huge faceless corporation, and is something that I think will pay dividends in the long run.&lt;br /&gt;&lt;br /&gt;All these things are very much pie in the sky thinking, but that doesn’t mean they cannot be goals to strive for. Commercial realities will sooner or later force some changes I might not be comfortable with, and I am not stupid enough to believe these are entirely avoidable. That said, with a good mindset at the start and building up slowly but steadily towards something good is a fairly noble pursuit, even if only for my own mental wealth.&lt;br /&gt;&lt;br /&gt;The only real problem I am facing right now, though, is work ethic. Once I had had enough of my break and loafing around the house actually became boring I got to work. However, not having colleagues surrounding me, a clock to stare at all day and, annoyingly, working on things I really &lt;span style="font-style: italic;"&gt;enjoy &lt;/span&gt;has lead to some stupidly long days focused and dead to the outside world. I’ve already had a few 10 hour days without breakfast or lunch simply because I was on a roll. If I am to survive it is imperative I force myself into a more rigid working hours system. One thing at a time though.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-1243805585160369895?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/1243805585160369895/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/01/but-more-much-more-than-this.html#comment-form' title='21 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1243805585160369895'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1243805585160369895'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/01/but-more-much-more-than-this.html' title='But more, much more than this…'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SW27aOlEY_I/AAAAAAAABVE/PMC53OvIRtk/s72-c/post_myway.jpg' height='72' width='72'/><thr:total>21</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-5383405454408303517</id><published>2009-01-10T10:29:00.003+09:00</published><updated>2009-01-10T10:43:20.433+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>Love and Monkeys</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SWf6G08S5XI/AAAAAAAABU8/5OyFQ5HhgZo/s1600-h/post_yonezawa.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SWf6G08S5XI/AAAAAAAABU8/5OyFQ5HhgZo/s400/post_yonezawa.JPG" alt="" id="BLOGGER_PHOTO_ID_5289471282567636338" border="0" /&gt;&lt;/a&gt;This most recent bout of inactivity on the blog is due to my periodic trips to one of Japan’s many hot spring areas, onsen, this time up north in &lt;a href="http://en.wikipedia.org/wiki/Yonezawa" target="blank"&gt;Yonezawa&lt;/a&gt; in the southern-most part of Yamagata prefecture.  This trip was strategically planned for just after the holiday season, as prices are easily half of what they are over Christmas and as most people have jobs to go to availability not a problem. Also, as a European, I like the snow and though the southern onsen are nice in their own right, I fancied something more cold, snowy and picturesque.&lt;br /&gt;&lt;br /&gt;The trip started off at Tokyo station where a bullet train would take us up to Fukushima at which point it would split and take our half up to Yamagata. The trip to Yonezawa itself would take only two and a half hours. Travelling this route the duplicity of Japan’s climate is fairly obvious, as the first leg takes you along the Pacific side, with its brisk, clear skies and bearable temperatures, while keeping to your left snow-capped mountains behind which fast banks of clouds are pushed from the thither side. After Fukushima a sharp turn West brings you closer to the mountains and within minutes patches of ice and snow appear on the ground surrounding the tracks before the train slows down considerably to navigate the sudden valleys and foothills all covered in thick blankets of snow, deposited perilously high on either side and on the branches of the trees where they hang as improbable and gravity-defying droops of sugar icing. Suddenly the brown and dark green greyness of the Pacific-facing side of Japan is forgotten and you enter a dreamy winter landscape of blacks and whites.&lt;br /&gt;&lt;br /&gt;Our ryoukan, as I always insist we frequent on these occasions, was a good forty-minute private van ride away from Yonezawa station, through the small village and up a winding mountain road demanding spectacular views of the valley below. Suddenly the road widens somewhat to accommodate a small smattering of buildings and hotels with pretty much nothing else; here was our destination, a fairly new ryoukan built on the ruins of its ancient ancestor burnt down a few decades ago, run by an old, distinguished gentleman and a small army of old biddies pandering to our every need.&lt;br /&gt;&lt;br /&gt;Yonezawa is famous for several things. First, for me at least, are the wild monkeys, my favourite beast after cows and penguins. Indeed, on our initial ferry to the ryoukan we were greeted by two separate gangs of the things alongside the road. At first a small family of them were dangerously close to the edge with one of them picking at something in the middle of the asphalt. As we approached he scuttled back to his companions along the side where they looked at us annoyed and put out. The second gang of them was hanging from small branches that appeared unfit to carry their weight alongside the road, where they looked down on us with a disinterest and disdain I had previously thought only cats were capable of. Sadly, on subsequent trips, with my camera ready, they refused to be seen, so I have no photographic evidence.&lt;br /&gt;&lt;br /&gt;Secondly, Yonezawa has an interesting history, started, as it was, by, amongst others, &lt;a href="http://en.wikipedia.org/wiki/Naoe_Kanetsugu" target="blank"&gt;Naoe Kanetsugu&lt;/a&gt;, a defeated samurai from the neighbouring prefecture of today’s Niigata. His helmet carries the kanji symbol for “love” (“Ai”), which is shown on posters and merchandise everywhere, and he also happens to be the subject of&lt;a href="http://wiki.d-addicts.com/Tenchijin" target="blank"&gt; a new historical drama&lt;/a&gt; on Japanese television, of which many posters were strewn around the town too. More beloved than him, though, was &lt;a href="http://en.wikipedia.org/wiki/Uesugi_Harunori" target="blank"&gt;Yozan&lt;/a&gt;, a Tokyo (Edo) born and bred daimyo who married into the power structure of Yonezawa. He is best remembered for building up the area during a time of great poverty and famine by introducing several new foodstuffs and crafts to the area. Any travelers there will see much of the otaka poppo, a bird (usually eagle) statue carved of wood. To both these people the small center of Yonezawa has a new museum, bereft of any English-language texts or pamphlets, and several shrines and temples where once their castle stood.&lt;br /&gt;&lt;br /&gt;The third claim to fame is Yonezawa beef, as famous nationally as Kobe beef and equal to or greater in quality to it, depending on whom you listen to. It is indeed &lt;span style="font-style: italic;"&gt;wonderful &lt;/span&gt;meat, soft and tender in ways I cannot describe on-line for fear of my florid language mucking up your average pervert’s Google searches. It is one to remember, for your amateur gamesman, the next time some unenlightened bore extols the virtues of Kobe beef. &lt;span style="font-style: italic;"&gt;“It is indeed nice, if a little popular, but cannot hold a candle, as you know, to the rarer and much more prized Yonezawa variations.”&lt;/span&gt; The dinners at the ryoukan obviously revolved heavily around this product. The first night was a sukiyaki meal with a huge plate of this beef, as well as vegetables and a huge variety of side-dishes. You cook the meat and vegetables yourself in a heated dish at your table in a tasty mixture of water and sauces, before dipping it in a bowl of raw egg. It is an absolute delight and more than a little filling. The second night we had shabu-shabu, the same ingredients basically, but this time dipped in a pan of boiling water, hence the onomatopoeic name. After mere seconds the beef is boiled after which you can dip it in a choice of sauces, my favourite by far the sesame one.  This meal too was accompanied by the usual dishes of pickles, sushi, salads, potato dishes, miso soup and sweet red beans covered with flecks of your &lt;span style="font-style: italic;"&gt;actual &lt;/span&gt;gold.&lt;br /&gt;&lt;br /&gt;The ryoukan was chosen for its two private baths alongside the usual public and gender-separated ones. Still being too British for public nudity we alternated between the two private baths available at any time without booking. One was your usual small room with a single shower to clean yourself with before your dip. The water there was, I am not alone in saying, too hot for comfort. After you managed to tease yourself in it was mere minutes before you turned pink and light-headed with an uncomfortable tingling sensations in your extremities, all of them. The second bath was altogether more pleasant, situated in a small shack, half open to the snowy outside, but lacked a shower, leaving us to wash ourselves old-fashioned style with hand-buckets dipped in the bath itself.&lt;br /&gt;&lt;br /&gt;Yonezawa being a small rural community the sight of a foreigner was still something for the ryoukan’s old biddies to get excited about. They did their best to find me a &lt;a href="http://en.wikipedia.org/wiki/Yukata" target="blank"&gt;yukata&lt;/a&gt; that fit, an impossible task, sadly, which was followed by bemused and astounded exclamations of regret and worry that I’d catch a cold as &lt;span style="font-style: italic;"&gt;half of my ankles&lt;/span&gt; remained exposed. There was a lot of questioning; whether I could eat Japanese food, if I could eat natto (no way!), whether everything was comfortable for me and, though I thought I could escape it, where my country was. All these questions aimed at my wife, of course, even though I answered them in Japanese. At times like these I regret to say I find myself regressing into foreign tourist mode, mumbling along, being pampered and held in awe and refusing to even try to speak Japanese properly.  Sometimes it’s quite nice not having to pretend to be a local, and as us foreigners usually get great treatment from rural locals, considering we are tourists and not residents, I let it wash over me, which includes getting free hand-outs at shops and cups of green tea here and there.&lt;br /&gt;&lt;br /&gt;Other notable occasions were our walk from the center’s one museum to the station, where we were on a quest to find a nice place to have lunch and cursing how rural Japan isn’t as convenient as downtown Tokyo, like the big city snobs we are, and getting a ride back to the hotel sharing the van with new customers for the night, a duo of giggly Tokyo girls with outrageous fake nails and, by Jehovah, sparkly wellington boots. The presence of these loud, young fleshpots made our octogenarian driver a little more talkative and boastful, the dirty sod, not just filling them in on the historical details of the area but also his own woes and heroic deeds of surviving 40 meter snowfalls over one winter.&lt;br /&gt;&lt;br /&gt;As we left, snow started lightly with the promise of an extra 40 cm of the stuff over the weekend. Tokyo has seen some drizzly snow that very night but it was rainy a dreary when we arrived back in our cold and humble abode. As I love the occasional onsen dip I’m sure I’ll have another before too long, but there is no denying they feel &lt;span style="font-style: italic;"&gt;extra &lt;/span&gt;pleasant in the winter, when the icy cold outside is offset by the wonderful natural heat of the water and the cosy tatami rooms and futons, and copious amounts of unhealthy snacks and alcohol. They do say northern Japan has the better onsen, due to there being more volcanoes there, and from the few I’ve experienced I’d say this is true.&lt;br /&gt;&lt;br /&gt;Though the trip is somewhat long and tedious, and the area rural and empty, it is a trip I can recommend to anyone, not only for the wonderful, &lt;span style="font-style: italic;"&gt;wonderful &lt;/span&gt;beef but the scenery, friendly locals, hot springs and the ability to walk around in a yukata without feeling too much like a foreign idiot, but possibly mostly because it is sometimes very good to get away from Tokyo for a bit.&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(102, 102, 102);font-size:85%;" &gt;PS: Any readers about to form a glam-goth punk-rock band can use the name “Love and Monkeys” with my compliments.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-5383405454408303517?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/5383405454408303517/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/01/love-and-monkeys.html#comment-form' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5383405454408303517'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5383405454408303517'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/01/love-and-monkeys.html' title='Love and Monkeys'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SWf6G08S5XI/AAAAAAAABU8/5OyFQ5HhgZo/s72-c/post_yonezawa.JPG' height='72' width='72'/><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-1448731794239499386</id><published>2009-01-02T12:08:00.002+09:00</published><updated>2009-01-02T12:18:50.010+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Miscellaneous'/><title type='text'>2009, the year in preview</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SV2Fl4GpdWI/AAAAAAAABU0/D1iobXzcmpo/s1600-h/post_2009.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 108px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SV2Fl4GpdWI/AAAAAAAABU0/D1iobXzcmpo/s400/post_2009.JPG" alt="" id="BLOGGER_PHOTO_ID_5286528423364752738" border="0" /&gt;&lt;/a&gt;If you'll indulge me for a moment I'd like to commit to the paper screen some of my plans for the coming year, if only to have them as a permanent reminder floating around the internet for me to look back on in shame 12 months hence. As much as 2008 was not as much an annus horribilis as an annus &lt;span style="font-style: italic;"&gt;nihilis&lt;/span&gt;, with absolutely &lt;span style="font-style: italic;"&gt;nothing &lt;/span&gt;happening that would cement my place in future history, this year is going to be a year of change and, for the first time in my life, achievements, no matter how personal and insignificant.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;1. Revamp Japanmanship&lt;/span&gt;&lt;br /&gt;The site is due a restructuring and redesign, with F.A.Q.s and significantly informative posts, few though they are, clearly indicated for the newcomer with a dream of working in Japan. Visually I just need a change and much as I loathe faffing about in CSS I'll get round to it sooner rather than later. I also need to go through the old comments and delete the dozens of spam messages, and possibly integrate some kind of verification system, although ease of commenting is a high priority for me. I personally usually don’t comment on blogs that require a lengthy process or a log in before I’m allowed to. There will also be new and hopefully &lt;span style="font-style: italic;"&gt;hilarious &lt;/span&gt;merchandise, and as I'm too cheap to pay for a premium Cafepress shop it'll mean recycling some of the older wares, so &lt;span style="font-weight: bold;"&gt;now&lt;/span&gt; is the time to buy them if you still want them. There should also be some new focus on gamesmanship in Japan, a sadly ignored art these days.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;2. Pad out my writing portfolio&lt;/span&gt;&lt;br /&gt;This not only means getting significantly ahead in writing my magnum opus, a daring and challenging novel that plums the depth of humanity and the readers’ tolerance, but also branch out into print media of sorts, maybe online media too. Editors take note of my email address if you want your publication to benefit from some badly informed yet deeply ingrained opinion on irrelevant matters!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;3. Do the indie thing proper&lt;/span&gt;&lt;br /&gt;Work on my first indie project has been plodding along for a while now, but 2009 is the year it's going to get organised, with self-imposed milestones and a harsh work ethic. I might start writing about its progress at some point, but that would also rely on my shadowy secret partner in this venture. I can at least write about the trials and tribulations of setting up a limited liability and all that encompasses in Japan. I've had the good fortune to meet several delightful gaijin over here who have gone through the process, whom I plan to bury under an endless siege of questions and advice. Prepare for &lt;span style="font-style: italic;"&gt;thrilling &lt;/span&gt;stories of form fillings in, taxes and lawyers.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;4. Health and efficiency&lt;/span&gt;&lt;br /&gt;Though I have no short-term plans to curb my tobacco and caffeine intake, I do plan to limit my drinking to the pleasurable, rather than the excessive, and cut out as much snacking and unhealthy foods as possible. I do not only need to lose a few pounds, but  could do with the extra energy a healthy lifestyle imparts on you. I will have a lot of work to do, mostly seated, so looking after this temple of mine is going to be important.&lt;br /&gt;With this comes my continued though as yet rather pusillanimous quest for beard growth. With the luxury of being able to hole up at home for days on end I can experiment with facial hair without much fuss. The goal is to go for an Old Dutch or Hollywoodian, possibly a Franz-Josef, yet the patchy nature of the growth so far, let alone the itchiness of it all, has meant that after several days I've gone for the complete shave &lt;span style="font-size:85%;"&gt;(&lt;a href="http://www.dyers.org/blog/beards/" target="blank"&gt;Jon Dyers&lt;/a&gt; is a God amongst men!)&lt;/span&gt;. One of these days I'll manage something more substantial, which will then lead to my dream of being a pipe-smoker. Hopefully by then top hats and cloaks will be back in fashion too.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;5. Learning Japanese&lt;/span&gt;&lt;br /&gt;Well, I do of course already speak Japanese as well as your average drunken salaryman, but the writing is still a problem, the reading too. In these long years in Japan it has become clear there are no plans at all for the government to scrap kanji, so it would appear I have no other choice but to study the damn things. Long discussion about kanji in personal names, all taking place on the palm of the hand, and hours-long quiz shows on terrestrial television about the more obtuse variations are apparently not enough to dissuade the Japanese away and into the welcoming arms of the Western alphabet. &lt;span style="font-style: italic;"&gt;Damn and blast!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;6. Damn trophies&lt;/span&gt;&lt;br /&gt;Get more PS3 trophies. I don’t know what it is about them, but they speak directly to the OCD in me and am currently well on my way to my 2nd platinum. This is rather curious as I have never completed &lt;span style="font-style: italic;"&gt;any &lt;/span&gt;Xbox360 game with 100% of achievements. I guess Sony has dumbed them down enough for even someone like me to achieve the goals, which makes it all the more enticing.&lt;br /&gt;&lt;br /&gt;The second day of the year has already been a bad start with both a full shave and a period of relative hung-over inactivity. The month is long, though, and young so things can only go up from here.&lt;br /&gt;&lt;br /&gt;All the best for the new year, dear readers. I hope it will at least be an interesting one!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-1448731794239499386?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/1448731794239499386/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2009/01/2009-year-in-preview.html#comment-form' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1448731794239499386'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1448731794239499386'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2009/01/2009-year-in-preview.html' title='2009, the year in preview'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SV2Fl4GpdWI/AAAAAAAABU0/D1iobXzcmpo/s72-c/post_2009.JPG' height='72' width='72'/><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-8443873558165956131</id><published>2008-12-23T14:28:00.004+09:00</published><updated>2008-12-23T14:45:18.901+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>2008 Japanmanship Awards Listpost</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SVB3R_BxONI/AAAAAAAABUM/OCeTHGdUAjk/s1600-h/post_2008_1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SVB3R_BxONI/AAAAAAAABUM/OCeTHGdUAjk/s400/post_2008_1.jpg" alt="" id="BLOGGER_PHOTO_ID_5282853513765927122" border="0" /&gt;&lt;/a&gt;It's that time of year when all websites and blogs do a list-post regarding the most fantastic, disappointing, rubbish, sexy, stupid, numerical, pusillanimous, retarded, hyperbolic games of the year and as I've been behind my posting for a while, due to being rather busy doing other things, I thought I'd bash out a quickie listing my personal gaming highlights of 2008, combined with a little mention of what I am looking forward to most in the coming year of the cow. The awards I'm dishing out today are the "&lt;span style="font-weight: bold;"&gt;Japanmanship Nugatories&lt;/span&gt;", recipients of which get exactly nothing other than a mention on a middling-to-irrelevant blog.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center; font-weight: bold;"&gt;Retail Game of the Year - Little Big Planet&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SVB3RyIPsnI/AAAAAAAABUU/Z60jZ6u75fg/s1600-h/post_2008_2.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 75px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SVB3RyIPsnI/AAAAAAAABUU/Z60jZ6u75fg/s400/post_2008_2.JPG" alt="" id="BLOGGER_PHOTO_ID_5282853510303429234" border="0" /&gt;&lt;/a&gt;I have had some fun times playing many of the astoundingly great games we've been fortunate enough to buy this and the previous year, and I have been pleasantly surprised by a lot of them. There definitely seems to have been a jump in quality, which in my estimation occurred somewhere midway 2007, after which a lot of triple-A games have been, well, fantastic. No game in recent memory, however, has given me more delight and enjoyment as Media Molecule's Little Big Planet, causing me to lay awake at night dreaming up all the contraptions I wanted to make in its excellent editor. And though it had a few teething problems at first, now the servers all seem to be running smooth and players have begun to understand and use the true power of the creation tools we are beginning to see user-generated levels that can easily match the developers' own in creativity. With a continued dripfeed of new costumes and now new content I suspect I'll be playing this game well into 2009 and possibly beyond. I urge everyone to play until the contentious level-sorting clicks in your brain after which it's smooth sailing for many many hilarious and creative months. And Stephen Fry, of course, bonus points.&lt;br /&gt;Visit the official website &lt;a href="http://www.littlebigplanet.com/" target="blank"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Downloadable Game of the Year - World of Goo&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SVB3SBGrtDI/AAAAAAAABUc/4NeoMtsNFSQ/s1600-h/post_2008_3.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 75px;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SVB3SBGrtDI/AAAAAAAABUc/4NeoMtsNFSQ/s400/post_2008_3.JPG" alt="" id="BLOGGER_PHOTO_ID_5282853514323407922" border="0" /&gt;&lt;/a&gt;It has been an excellent year for download and independent games, a trend I hope and fully expect to be continued into the next year. From the excellent PixelJunk Eden, the retrogaming fanservice of MegaMan and the Bionic Commando remake to astounding development achievements like Castle Crashers my digital wallet has been under attack egregiously, which, seeing as I have a hole in my hand already when it comes to money, let alone digital magic money, has meant some months of living close to the button. One title that stands out for me, though, is 2D Boy's excellent World of Goo. It has an excellent aesthetic, a smooth yet unforgiving learning curve and offers probably the best physics-based puzzle gameplay since forever. Little touches like OCD targets and your own tower to compare to other players' are the icing on the cake. On top of that there is a lot of personal sycophancy involved too. Once employees at a large corporate game studio the 2D Boy boys went for it for themselves and, in my view, succeeded. They had a dream and went for it, and that is inspiring. The fact they created an excellent title like World of Goo in the process is both hatefully jealousy-inducing and laudable. Everybody go buy it and support their next title.&lt;br /&gt;Visit the 2D Boy website &lt;a href="http://2dboy.com/" target="blank"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center; font-weight: bold;"&gt;Timesink of the Year - Pic Pic&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SVB3SDPy9XI/AAAAAAAABUk/Xyt9q1x2ZYA/s1600-h/post_2008_4.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 75px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SVB3SDPy9XI/AAAAAAAABUk/Xyt9q1x2ZYA/s400/post_2008_4.JPG" alt="" id="BLOGGER_PHOTO_ID_5282853514898503026" border="0" /&gt;&lt;/a&gt;Counting pure hours lost on a single game 505 Games' Pic Pic for the Nintendo DS beats the rest by several man-months worth. Whenever I had some time to fill, be it loafing around listening to podcasts, battling my fiber intake issues on the toilet, waiting for the wife to get ready to go out or experimenting with not shaving to see how long it would take before the fluff gets too itchy and annoying (2 days) Pic Pic was always there. At its base a simple package it offers three different types of drawing-related puzzle games; one a simple maze game, which hasn't gotten much playtime from me yet, one a difficult to explain yet easy to understand game where you connect numbers on a grid, by far my favourite, and a third more complicated one where you draw or clear blocks in a 3 by 3 grid surrounding a number. Each puzzle type comes with an astounding 400 puzzles, ranging from the small and easy to the huge and intricate, offering the perfect five to fifteen minute play to fill the gaps in much the same way ice cream does after a particularly heavy meal. Any DS owner who claims to like puzzle games has no excuse not to own this one.&lt;br /&gt;Read Eurogamer's fawning review of it &lt;a href="http://www.eurogamer.net/articles/pic-pic-review" target="blank"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center; font-weight: bold;"&gt;Free Indie Game of the Year - Dyson&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SVB3Sd27eII/AAAAAAAABUs/hDLWWCWDdFY/s1600-h/post_2008_5.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 75px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SVB3Sd27eII/AAAAAAAABUs/hDLWWCWDdFY/s400/post_2008_5.JPG" alt="" id="BLOGGER_PHOTO_ID_5282853522041960578" border="0" /&gt;&lt;/a&gt;Imagine an engaging, beautiful and deep strategy game for free! Well, you don't have to because there is Dyson, a procedurally generated RTS of sorts in which you, the player, tries to colonise an asteroid belt. The controls and rules are as simple as can be yet offer surprising depths of strategy and engagement. Though still in development, the title is already robust and enjoyable and I urge any broke or tight-fisted strategy gamer to check it out.&lt;br /&gt;Download Dyson &lt;a href="http://www.dyson-game.com/" target="blank"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Console of the Year - Playstation 3&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SVB3LzwGiWI/AAAAAAAABTk/uTgeuSeSizA/s1600-h/post_2008_6.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 75px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SVB3LzwGiWI/AAAAAAAABTk/uTgeuSeSizA/s400/post_2008_6.JPG" alt="" id="BLOGGER_PHOTO_ID_5282853407659821410" border="0" /&gt;&lt;/a&gt;Being a slightly regretful owner of all three of the current-gen systems, I base this vote entirely on which console I've spent the most time playing. With the XBox360 having died on me several times this year I have lost all confidence in it and though I occasionally buy some XBLA games, I have stopped buying retail games because I can never be sure I can play them at any given time. The Wii, though exciting, new and shiny, with perfect usability and several fun games, I found is hardly ever used anymore. I only switch it on to stop that annoying blue light flashing in my peripheral vision when watching television. My problems with it are twofold. Mostly it is the lack of games that personally interest me, with the big Nintendo titles cleared and lacking replay value. Secondly, it lacks an achievement/trophy system which I have found myself totally addicted to on the other consoles, actually playing and replaying games often just for the points. Which leaves the embattled Playstation 3. It's undeniably a decent bit of kit, especially my early release one, with its multitude of USB ports and PS2 compatibility and of course a Blu-Ray drive. It has several, though obviously not enough, excellent games on it, including my personal game of the year above. Its on-line store is slowly filling out. Which is why I am so annoyed by Sony for basically fucking up the marketing (and pricing) so badly. Every time a Sony executive opens his mouth and lets forth a stream of obvious nonsense a kitten dies somewhere, for I think the PS3 is worthy of more success than Sony has been able to muster.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Most Over-hyped Game of the Year - Metal Gear Solid 4&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SVB3MAKK3iI/AAAAAAAABTs/b-ctoUuIhtU/s1600-h/post_2008_7.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 75px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SVB3MAKK3iI/AAAAAAAABTs/b-ctoUuIhtU/s400/post_2008_7.JPG" alt="" id="BLOGGER_PHOTO_ID_5282853410990382626" border="0" /&gt;&lt;/a&gt;It's hard to think of any hyperbole not heaped upon Metal Gear Solid 4, and though it is obviously an accomplished game made by a huge team of remarkably talented people, it did turn out to be the most ridiculous, badly paced and tedious experiences of the year until Sony released Playstation Home. From the terrible writing, the badly cut cut-scenes and gameplay that tried to be a Jack of all trades but ended up nothing in particular, the weird technical choices, including lengthy installs and loading screens that required a button-press to move away from, the game just fell flat for me on every aspect. It causes me no end of annoyance when people praise the story and writing in this game as it is so obviously of the level of your average 14 year old fanboy with too much time on his hands. The secret of writing is to cut away as much as you can and still have the story make sense, yet during the development of Metal Gear Solid 4 it seems they kept every tiny scrap of paper anyone ever made a scribble on and threw it on the pile. You may think it was a great game, but, frankly, &lt;span style="font-style: italic;"&gt;you're wrong&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Blog of the Year - Brainy Gamer&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SVB3MDrTGkI/AAAAAAAABT0/MBwAzziZauw/s1600-h/post_2008_8.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 75px;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SVB3MDrTGkI/AAAAAAAABT0/MBwAzziZauw/s400/post_2008_8.JPG" alt="" id="BLOGGER_PHOTO_ID_5282853411934640706" border="0" /&gt;&lt;/a&gt;This might be a little contentious, as Michael Abbott's, the author of the Brainy Gamer blog, views and my own differ remarkably on most, if not all levels. He engages in over-analysis of games, throws around names of filmmakers and artist as if their work is comparable to video games and promotes many other bloggers with the same stances. Which is exactly why he deserves a mention. His blog posts are almost always of a high quality and well thought out, he is turning into a spokesperson, of sorts, of the gaming blogging community and spends a lot of obvious effort and time in producing sporadic podcasts. The fact I disagree with him so much makes it more interesting to read for me, as it usually engages my brain and makes me consider, sometimes, though not often, reconsider my own views. In a medium filled with bile and hatred as well as fanboyish flamboyance, The Brainy Gamer sits comfortably in an important and overlooked niche of thoughtful, well-written and optimistic navel-gazing. Usually when I strongly disagree with certain bloggers, I simply stop reading them, yet Mr. Abbott keeps me coming back. One day I might be able to break his spirit, but it's more likely he will end up breaking mine.&lt;br /&gt;Brainy up your game &lt;a href="http://www.brainygamer.com/the_brainy_gamer/" target="blank"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Most Anticipated of 2009 - Cletus Clay&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SVB3MeX9UYI/AAAAAAAABT8/wdm7gmjubV0/s1600-h/post_2008_9.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 75px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SVB3MeX9UYI/AAAAAAAABT8/wdm7gmjubV0/s400/post_2008_9.JPG" alt="" id="BLOGGER_PHOTO_ID_5282853419101278594" border="0" /&gt;&lt;/a&gt;I am a sucker for interesting visual styles. I am also a sucker for old-fashioned arcade platforming and shooting games. So when I first heard about Cletus Clay, a claymation old-fashioned arcade shooting game, well, my brain imploded. Coming from the nimble fingers of Anthony Flack of Platypus fame and a small band of co-developers I have nothing but high hopes that my personal gaming proclivities will be satisfied when the title finally makes it out. Whether that will be 2009 is still in question, but I will certainly spend the next year keeping a close eye on the game. This is exactly the kind of weird shit that publishers shy away from yet can flourish in the bustling and growing world of independent development.&lt;br /&gt;Read about Cletus Clay development &lt;a href="http://www.tunasnax.com/blog/index.php?blog=8&amp;amp;cat=26" target="blank"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center; font-weight: bold;"&gt;Personal Gaming Moment of the Year&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SVB3MYtRjdI/AAAAAAAABUE/uRse6Mh93-s/s1600-h/post_2008_10.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 75px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SVB3MYtRjdI/AAAAAAAABUE/uRse6Mh93-s/s400/post_2008_10.JPG" alt="" id="BLOGGER_PHOTO_ID_5282853417580072402" border="0" /&gt;&lt;/a&gt;Reaching the end of level platform in Little Big Planet while playing with three of my mates and trying to obscure the winner from view by standing in front of him and generally being a dick, followed by running around his pod like a child on a sugar-rush and pulling people around and jumping, all the while tears of childish joy streaming from my face as I laughed like an idiot for five solid minutes. I have not had such simple child-like enjoyment of a game for decades and reminded me exactly what games are supposed to be: just plain &lt;span style="font-style: italic;"&gt;fun&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;After 2007 it was hard to imagine a repeat of the many great games we had, yet 2008 did a remarkable job at it. Global recession be damned, I hope 2009 will continue this upward trend of excellence in gaming in both the commercial and independent fields. I finally have the sense that gaming has "grown up", meaning it has solidified into a real, immensely diverse quality medium rather than a bedroom tits and guns distraction for single geeky teens with acne.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-8443873558165956131?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/8443873558165956131/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/12/2008-japanmanship-awards-listpost.html#comment-form' title='25 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8443873558165956131'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8443873558165956131'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/12/2008-japanmanship-awards-listpost.html' title='2008 Japanmanship Awards Listpost'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SVB3R_BxONI/AAAAAAAABUM/OCeTHGdUAjk/s72-c/post_2008_1.jpg' height='72' width='72'/><thr:total>25</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-7666137919870590979</id><published>2008-12-15T22:05:00.003+09:00</published><updated>2008-12-15T22:12:01.378+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Not going Home</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SUZWRxKU8KI/AAAAAAAABDE/qBUTF-evi3I/s1600-h/post_home.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SUZWRxKU8KI/AAAAAAAABDE/qBUTF-evi3I/s400/post_home.JPG" alt="" id="BLOGGER_PHOTO_ID_5280002476392902818" border="0" /&gt;&lt;/a&gt;Sony, in their continued efforts to snatch defeat out of the jaws of victory, has just recently released their version of an on-line community for the PS3, &lt;span style="font-weight: bold;"&gt;Playstation Home&lt;/span&gt;, to the wider public as, possibly, the &lt;span style="font-style: italic;"&gt;least &lt;/span&gt;anticipated piece of software in the history of time wasting. I was unlucky enough to have been invited to participate in the closed Beta a while back and have already had my fill of Home, to the extent that failure to connect to the servers on the day the Beta became open to everybody I deleted the application and freed up another 4 Gigabytes of "reserved space" on my harddisk.&lt;br /&gt;&lt;br /&gt;Though I'm weary of jumping on the Home hate bandwagon now roaring out of control over many a gaming website and forum, though believe me, I &lt;span style="font-style: italic;"&gt;hate &lt;/span&gt;it, I am more annoyed at Sony for making me distrust my instincts. Am I, possibly, too out of touch with the wider gaming audience? I remember Will Wright pulled this trick on me before with The Sims. Early teaser trailers had be guffawing and shaking my head in disbelief. No way, I thought, could this be anything other than a disaster. Who in their right minds would play this horseshit? And as sales figures and my own subsequent addiction to the Sims has proven, my instincts can be &lt;span style="font-style: italic;"&gt;drastically &lt;/span&gt;wrong sometimes and, having learned my lesson, I vowed never to jump to conclusions on new, wacky, unproven ideas.&lt;br /&gt;&lt;br /&gt;Home, though, isn't unproven as an &lt;span style="font-style: italic;"&gt;idea&lt;/span&gt;. The massive success of other on-line virtual communities has been a floating dollar sign for many a marketing executive with especially titles as Second Life raking in piles of cash and becoming cultural phenomena. The fact Home had to happen seems almost a given. And &lt;span style="font-style: italic;"&gt;on paper&lt;/span&gt; Home seems awesome. A free piece of software that will add a Mii/Avatar function to your Sony ID, a home room to decorate as you see fit, special game-related items and rooms to become available over time, it &lt;span style="font-style: italic;"&gt;seems &lt;/span&gt;a fantastic little gift from Sony to its users.&lt;br /&gt;&lt;br /&gt;"Seems" obviously being the operative word there. In reality it is a cumbersome and slow piece of software that is a barely disguised excuse to hoist micropaid contents on a strangely suspecting userbase. With plenty of quick downloads of videos and trailers already, Home's slow streaming non-full-screen movie theater seems to add several layers of uselessness to an already smooth process. Very limited avatar creation options makes Home's zombie-like characters take a distant third place after my Nintendo Mii and Microsoft's Avatars. It's strange that the most simplistic looking of the three, the Mii, turns out to be the most powerful, with my Mii being a dead ringer for my own handsome self, my Avatar looking like a Barbie version of me and my Home avatar looking like an emaciated skater-version of Marky Mark, like pretty much seventy percent of my fellow Home users.&lt;br /&gt;&lt;br /&gt;Technical issues too make Home an embarassment rather than a showcase for PS3 power, of which I know it has &lt;span style="font-style: italic;"&gt;a lot&lt;/span&gt;. From the wonky avatar to the massive tedium of load-times, which really seem inexcusable, to the static and fuzzy scenery outside my bachelor pad. Queues for games in the game center too seem ridiculous, and having to boot up the beta for Namco Museum to play two levels of Dig Dug, only to be awarded a small Dig Dug doll to decorate my home with doesn't seem worth the 10 minute wait. Original arcade games available are nothing more than sub-standard on-line Flash type games. The choice of furniture and apartments extremely limited with more available for extortionate micropayments - trust Sony to turn micropayments into extortion. And as I am not in the slightest bit interested in seeing my Marky Mark me watch a poster for an upcoming game, there simply is no reason for me to endure Home.&lt;br /&gt;&lt;br /&gt;But am I, are all of us bitching about Home online, &lt;span style="font-style: italic;"&gt;wrong&lt;/span&gt;? To me Second Life sounds like torture, yet it is immensely popular. Does Joe Public care about these technical issues, or are they simply happy to inhabit a virtual word where they can pick up fat, middle-aged guys pretending to be 14 year old girls?&lt;br /&gt;&lt;br /&gt;A case could be made that due to the PS3's high price the bulk of its users are possibly informed hardcore gamers, whom are all too enlightened to swallow this bullshit. But one could also assume that software like Home could be effectively used to market at the more casual gamer, just an extra little carrot for the "soft-core" crowd, bringing in new users and helping shift units. I'm sure the latter is already happening as, as I mentioned above, the idea of Home &lt;span style="font-style: italic;"&gt;sounds &lt;/span&gt;pretty good on paper and in marketing blurbs; it's only when you get your hands on it that you realise it's not all it's cracked up to be.&lt;br /&gt;&lt;br /&gt;However much I personally think Home is a waste of effort, time, money and opportunity, I think I'll shy away from proclaiming its failure until we have some hard figures to peruse. I have a nagging feeling that possibly Sony could surprise us. Well, maybe not Sony but &lt;span style="font-style: italic;"&gt;PS3 users&lt;/span&gt;. In a sense I kind of hope they do because I am tired of all the PS3-bashing, even though Sony has, in its disastrous attempts to keep hold of its PS2 lead into the next generation, deserved &lt;span style="font-style: italic;"&gt;every &lt;/span&gt;bit of scorn it has been subjected to. The Playstation 3 is an awesome piece of hardware, and more and more excellent games are being released. I want it to do better than it is, and the only things stopping that right now are Sony, its executives and their marketing. And possibly Home. One step forward, two steps back?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-7666137919870590979?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/7666137919870590979/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/12/not-going-home.html#comment-form' title='32 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7666137919870590979'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7666137919870590979'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/12/not-going-home.html' title='Not going Home'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SUZWRxKU8KI/AAAAAAAABDE/qBUTF-evi3I/s72-c/post_home.JPG' height='72' width='72'/><thr:total>32</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-4864820438191677965</id><published>2008-12-09T22:45:00.003+09:00</published><updated>2008-12-09T22:49:33.097+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Not my cup of tea</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/ST52leb-HKI/AAAAAAAABC8/khJ_lLmV-RQ/s1600-h/post_cuppatea.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/ST52leb-HKI/AAAAAAAABC8/khJ_lLmV-RQ/s400/post_cuppatea.JPG" alt="" id="BLOGGER_PHOTO_ID_5277786199522417826" border="0" /&gt;&lt;/a&gt;I'm no great fan of games journalism but I'll admit it has been getting a &lt;span style="font-style: italic;"&gt;little &lt;/span&gt;better over time. For example, the days a reviewer who openly hates a certain genre of game writing a review of a game in that genre and panning it are, generally, over. What I have noticed, though, is that it's becoming quite common for games trying something different and being criticised for it for not doing it "right", meaning the way the reviewer was expecting it. The same reviewers, mind you, who usually harp on about innovation. The reviewers who think they are part of quality control and game design and think their input is a necessary requirement to make a game good.&lt;br /&gt;&lt;br /&gt;Three titles that have received this treatment recently in various dark corners of the internet and pod-sphere, which, I'll admit, are three titles I personally am a great fan of, are Mirror's Edge, Little Big Planet and Biohazard 5. And some of the reactions have me stumped.&lt;br /&gt;&lt;br /&gt;In Mirror's Edge, for example, the player, through her parcour adventures, may pick up a gun or two. It was obviously a design decision to handle this a certain way, namely that it interferes with the running and jumping, which is what the game is about after all. So you can pick up a gun, yes, you can use it, yes, but &lt;span style="font-style: italic;"&gt;really &lt;/span&gt;you should be thinking on your feet, literally. Grab, fire, drop and run. Aside from the fact this is a refreshing approach in the usually gun-porn heavy FPS genre, I like it for forcing the player to stick to the game's main control scheme. Yet, if some reviewers are to be believed, if you show a gun in a game, the game &lt;span style="font-style: italic;"&gt;has &lt;/span&gt;to function as a full-blown FPS in the Call of Duty sense of the word. They moan that the intentional gimping of the controls is a tease, a broken design. Every game with guns, they imply, &lt;span style="font-style: italic;"&gt;has &lt;/span&gt;to work as a perfect FPS shooting game, or else!&lt;br /&gt;&lt;br /&gt;Biohazard too suffers from this reviewers' myopia. The game makes it impossible to run and shoot at the same time, which, as it did in Biohazard 4, causes some tense, &lt;span style="font-style: italic;"&gt;intense &lt;/span&gt;moments where you sweat it out, cornered by a horde of zombies all coming at you with pickaxes and chainsaws. Every bullet you fire requires you to stand still and aim carefully, much like you would in real life incidentally. Yet people seem to complain you can't run and shoot at the same time, that when aiming the camera moves slower and that you can't strafe. In short, they complain it isn't Call of Duty or any other fast-action run-and-gun FPS.&lt;br /&gt;&lt;br /&gt;Little Big Planet too has seen some controversy over their Z-jumping where, in an essentially 2D game the player is automatically put into one of three levels of depth. Now to be honest I too was a little disoriented by this. But a few levels in it just &lt;span style="font-style: italic;"&gt;clicks &lt;/span&gt;and it doesn't become a problem anymore (except in a few badly designed levels floating out there). There are certain rules for the level-sorting and they make perfect sense, and once you wrap your head around it and don't fight it it works beautifully. But as it is essentially a 2D game experience people complain it isn't 2D enough and that this weird 3rd dimension to the levels with its automatic jumping around is a total game-breaker.&lt;br /&gt;&lt;br /&gt;Of course there are plenty of people who, like me, love the games above and click nicely with the control schemes. But a small, often vocal minority seems to think doing something different it a bad thing. What is the harm in thinking something just is not your cup of tea? Personally I hated the early entries in the Biohazard series, mostly because of the controls. I didn't criticise them for doing it wrong, I didn't expect them to do it differently, I just didn't like it and hence didn't play the games. Only when Biohazard 4 came around did I give the series another go and I was hooked. (For non-Japanese Xbox360 users, by the way, the demo for Biohazard 5 is utterly &lt;span style="font-style: italic;"&gt;awesome&lt;/span&gt;; it's Biohazard 4, basically, with a little plus alpha.)&lt;br /&gt;&lt;br /&gt;The way Mirror's Edge designed its weapons use, Biohazard its limited moving and firing capabilities and Little Big Planet its 2.5 level sorting are uncommon, yes, and they might need some time to get used to. Some people might just plain not like it. But &lt;span style="font-style: italic;"&gt;so what?&lt;/span&gt; It works for some. Don't demand a game to be more like what it isn't, open your mind or simply don't play it; just play the shooters and 2D platformers that conform to your expectations and leave the rest of us to enjoy something different.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-4864820438191677965?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/4864820438191677965/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/12/not-my-cup-of-tea.html#comment-form' title='23 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4864820438191677965'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4864820438191677965'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/12/not-my-cup-of-tea.html' title='Not my cup of tea'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/ST52leb-HKI/AAAAAAAABC8/khJ_lLmV-RQ/s72-c/post_cuppatea.JPG' height='72' width='72'/><thr:total>23</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-2462090239092893123</id><published>2008-12-03T17:35:00.002+09:00</published><updated>2008-12-03T17:41:54.984+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='JDEV Confidential'/><title type='text'>J-Dev Confidential 7</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/STZE_4BUbvI/AAAAAAAABC0/4QN-CXHNaao/s1600-h/post_confidential_1.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/STZE_4BUbvI/AAAAAAAABC0/4QN-CXHNaao/s400/post_confidential_1.JPG" alt="" id="BLOGGER_PHOTO_ID_5275479877671481074" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic; color: rgb(153, 153, 153);font-size:85%;" &gt;In this series of posts I examine, from the unique perspective of having experience and knowledge of both Western and Japanese development practices, where, in my humble opinion, Japanese game development is going wrong. Beware that these are merely generalised opinions and do not necessarily apply to all or any specific Japanese companies, some of which are, admittedly, slowly changing their approaches and attitudes.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Part 7 - You and I&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;We, too, have our issues with Japanese game development, don't let's forget!&lt;br /&gt;&lt;br /&gt;In my case, well, it turned out I am simply a bad fit for Japanese corporate culture. I do not, as they say, have what it takes. I blame my low bullshit threshold and my desire to have professional, rational work practices, the perfect passive-aggressive arrogant stance. When I see problems, of course I am not as course as to openly point them out to whomever is listening, but I will expect them to be fixed. If I am not given direction, I expect autonomy, and I simply cannot deal with having &lt;span style="font-style: italic;"&gt;neither&lt;/span&gt;. Personally, I still care deeply about my work and the final product, which is why I let things get to me so easily. It's not that I always know best, which I &lt;span style="font-style: italic;"&gt;obviously &lt;/span&gt;don't, but I can recognise disaster. I spend hours and hours of my spare time immersed in our output, playing, researching games, reading news, being up-to-date, knowing what's out there, learning about the business and money sides of our industry, and I stupidly expect the same dedication from all my colleagues. People should know my attitudes always come from a good place with the right intentions, and not due to some desire for power or fame; no, I want to make great games that many can enjoy.&lt;br /&gt;&lt;br /&gt;Now the structures of Japanese businesses aren't half as inscrutable as people like to think. With a bit of effort you can move up the ranks and try to be part of the solution, as it were. In my time I &lt;span style="font-style: italic;"&gt;did &lt;/span&gt;indeed see promotion and pay rises, though paltry ones, and the occasional plus alpha bonus which delivered fractionally more than the withheld salary I was expecting. However, with the way hierarchy works the director is always above you and will always dictate his decisions, so until you get to that point you are pretty much beholden to the whims of a single person, whether they are destructive or productive. And to reach such dizzying heights requires more sweat than &lt;span style="font-style: italic;"&gt;I&lt;/span&gt; was prepared to give. It requires playing the politics game, but mostly, it requires longevity. Promotion to the upper echelons in Japan goes hand in hand with the number of decades of loyal service you have provided, and frankly, I was too impatient to wait.&lt;br /&gt;&lt;br /&gt;I have no doubt though that I could have been more pro-active in trying to effect change. Yet, my Western "think of number one, at least &lt;span style="font-style: italic;"&gt;occasionally&lt;/span&gt;" attitude became too much of a burden. I gave up. To be an effective developer in Japan requires a certain strength of character and refusal to give up. Either that or a whole lot of luck. It &lt;span style="font-style: italic;"&gt;can &lt;/span&gt;be done. There are foreigners in Japan doing this&lt;span style="font-style: italic;"&gt; right now&lt;/span&gt;. But me, no, I am going a different way, plunging into the deep end and trying to be my own boss. It's a personal decision born more from my own ambitions than my failure to be effective within the industry, and it's an attitude you find elsewhere too. Maybe veteran developers end up going indie, starting up for themselves, because they want to prove something (usually to themselves). This is me too. However frustrated I grew at work, my decision to step out relied far more on this desire to prove myself than it did with the perceived problems of Japanese game development.&lt;br /&gt;&lt;br /&gt;As for you, my sweets, well, your problem comes down to &lt;span style="font-style: italic;"&gt;critical failure&lt;/span&gt;. Japan has been getting away with too much for too long. Because Japanese games enjoy a certain adoration people have been too ready to forgive the many little issues that have been growing over the recent generations, and now things have come to a head, with even big name Japanese products being technical disasters, you people have a hard time suddenly having to come to terms with the idea that, well, Japan&lt;span style="font-style: italic;"&gt; isn't&lt;/span&gt; the mecca of video games...not anymore.&lt;br /&gt;&lt;br /&gt;I was not too surprised to get &lt;span style="font-style: italic;"&gt;certain &lt;/span&gt;reactions, in comments and on other forums when people were kind enough to link to this series of posts. People think I complain too much and not focus on what is good. I thought I'd circumvent that with my long introductory post, but apparently people still get riled when something they hold dear gets some negative attention. And I &lt;span style="font-style: italic;"&gt;can &lt;/span&gt;understand that, of course. But it often comes to a point when one isn't allowed to criticise &lt;span style="font-style: italic;"&gt;at all&lt;/span&gt;. "How dare he," they say, "criticise the industry that brought us Final Fantasy, Biohazard, Zelda?" To those people I say, keep an open mind. Investigate what else is on offer in Japan, play the games that don't get localised, and you'll see an awful lot of shovelware too. Certainly not every game ever made in Japan is golden, as Western games too have their share of rubbish. To ignore all the fairly obvious issues the industry has simply because you are  fan of a certain series of games is highly irresponsible.&lt;br /&gt;&lt;br /&gt;And yes, people like to accuse me of racism, or my own sense of cultural myopia. "Oh, like it's so great in the West?" they ask. I'd like to think I made it lear that I acknowledge there are issues &lt;span style="font-style: italic;"&gt;all over the world&lt;/span&gt;, no matter what country you work in, but that this series was focusing mostly on those problems that appear uniquely Japanese or are specifically an issue in Japan.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;I get it.&lt;/span&gt; You don't like the negativity. You love Japanese games. You may dream of working in the Japanese industry. Good luck to you! Things are changing and getting better and you can certainly get a lot out of it if you try. No, Japan&lt;span style="font-style: italic;"&gt; isn't&lt;/span&gt; uniquely fucked up, and yes, certain problems &lt;span style="font-style: italic;"&gt;are &lt;/span&gt;widespread. And also, it's perfectly acceptable to strongly disagree with me, I can handle it. But what I do ask of my readers is to see some perspective, some context. However much you love Japan, Japanese things and culture and Japanese games, it doesn't mean it is beyond criticism and it behooves us all to occasionally slaughter our sacred cows in the name of potential progress.&lt;br /&gt;&lt;br /&gt;I hope this series of critical looks at what I personally perceived to be the main issues plaguing the Japanese industry has at least given you some food for thought. Latecomers I'd advise to start from post 1, take in the disclaimer and work your way through to the end. Things &lt;span style="font-style: italic;"&gt;are &lt;/span&gt;changing, things &lt;span style="font-style: italic;"&gt;are &lt;/span&gt;getting better. Japanese developers see a lot of their own problems and there &lt;span style="font-style: italic;"&gt;is &lt;/span&gt;a will to change, no matter how slow the process. More foreigners are breaking into the industry here and they too can help the process. And if you have the dream to work in Japan, then by all means, don't let me dissuade you! It is entirely possible and you could have a good time here, if you come at it with an open mind. All I ask is: no more sacred cows, &lt;span style="font-style: italic;"&gt;please&lt;/span&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-2462090239092893123?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/2462090239092893123/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/12/j-dev-confidential-7.html#comment-form' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2462090239092893123'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2462090239092893123'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/12/j-dev-confidential-7.html' title='J-Dev Confidential 7'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/STZE_4BUbvI/AAAAAAAABC0/4QN-CXHNaao/s72-c/post_confidential_1.JPG' height='72' width='72'/><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-4862984463706192323</id><published>2008-11-25T23:15:00.004+09:00</published><updated>2008-11-25T23:27:52.574+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='JDEV Confidential'/><title type='text'>J-Dev Confidential 6</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SSwIuq-o3eI/AAAAAAAABCs/BJuAt28L0nQ/s1600-h/post_confidential_6.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SSwIuq-o3eI/AAAAAAAABCs/BJuAt28L0nQ/s400/post_confidential_6.JPG" alt="" id="BLOGGER_PHOTO_ID_5272598861648027106" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(153, 153, 153); font-style: italic;"&gt;In this series of posts I examine, from the unique perspective of having experience and knowledge of both Western and Japanese development practices, where, in my humble opinion, Japanese game development is going wrong. Beware that these are merely generalised opinions and do not necessarily apply to all or any specific Japanese companies, some of which are, admittedly, slowly changing their approaches and attitudes.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Part 6 - Staffing&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;As game technology advances apace, so do the demands on game development staff. Though tools and engines are becoming cheaper and more widely available even to the interested amateur, expectations, possibilities and standards also rise. Looking at the required skillset for a developer around the time I entered into this industry over a decade ago and nowadays, you can see a remarkable difference. Basically, you need to be good at what you do.&lt;br /&gt;&lt;br /&gt;Now Japan has, from casual observation, roughly the same percentage of skilled, talented people as anywhere else. How they got a reputation of being a hotbed of creative talent is a little beyond me, as there seem to be as many super-star developers as useless space-wasters as pretty much anywhere else. Japan's population, though, is a lot smaller than, say, America and due to the cultural and language issues explained in previous posts in this series, they are pretty much limited, to a certain extent, to &lt;span style="font-style: italic;"&gt;Japanese &lt;/span&gt;talent when it comes to staffing a studio. As a result, it's hard work trying to find suitable candidates to fill any development position.&lt;br /&gt;&lt;br /&gt;Pretty much any company in any other part of the world, save maybe some other Asian areas, seem to have a very diverse influx of nationalities when it comes to staff, so obviously the choice is a lot larger, the available pool of talent to choose from global. Larger corporations that are serious about their staff can help with Visas, relocation and integration. English is pretty much the lingua franca of video game development, and is a minimum requirement no matter where you end up working. Check any studio around the world and you'll find a diverse mix of nationalities, sexes, races, creeds and, judging by some of the coders I've worked with, &lt;span style="font-style: italic;"&gt;species&lt;/span&gt;.  Not so in Japan. With little knowledge of visa procedures and legalities and little inclination to shell out for flight tickets to ferry people over for interviews, let alone the whole language issue, Japanese companies are almost &lt;span style="font-style: italic;"&gt;exclusively&lt;/span&gt; staffed by Japanese employees with the occasional gaijin here and there, though it must be said, with a healthy mix of sexes (sexual inequalities notwithstanding). It's starting to be a real problem.&lt;br /&gt;&lt;br /&gt;A lot of companies also still cling to the old ways of hiring a bunch of graduates and educating them in-house, with eyes set on long-term employment and salaries barely in the minimum wage ranges. Every March we see a massive graduate hiring season at which time it's useless to try and switch jobs, as every company's focus is vetting the hundreds of newcomers. This still happens to this day. However, with the higher demands on developers' skills and increasing budgetary and scheduling risks, fewer companies can afford this cheap way of staffing a studio and reliance on experienced workers &lt;span style="font-style: italic;"&gt;off the bat&lt;/span&gt; is growing. Studios need someone to come in &lt;span style="font-style: italic;"&gt;right now&lt;/span&gt; and do the work without any hassle or delay. There simply don't seem to be enough of those around in Japan to staff all the many studios. You may notice a lot of today's games feature many developer logos on start-up, a natural consequence of studios having to work together to make larger projects come to fruition, as few studios are large enough to tackle current-gen development on their own, with little available talent to hire.　On top of this Japan's society is graying tremendously, with more and more old-age pensioners with fewer and fewer young to take their place. The situation is heading for disaster. They will &lt;span style="font-style: italic;"&gt;need &lt;/span&gt;to import.&lt;br /&gt;&lt;br /&gt;Experienced foreign developers, though, will be put off by Japan's working standards, conditions and, mostly, &lt;span style="font-style: italic;"&gt;wages&lt;/span&gt;, which are lower than in pretty much any other area of the developed world. The moment a developer is experienced enough for a Japanese employee to be interested, they are too experienced and too accustomed to the Western standards of development to be interested.&lt;br /&gt;&lt;br /&gt;This leaves the foreign inexperienced crowd, of which there are many. However, most people are lured to Japan by geekery and end up doing &lt;span style="font-style: italic;"&gt;any &lt;/span&gt;kind of work, usually teaching English, simply for the visa and the income and the joy of living in Japan. Game development is rather obviously the geek's dream job so naturally there are a lot of foreigners in Japan looking to break into the industry. The main problem is that a deep and abiding love of video games is simply not enough of a skill to bring to the table. Without applicable skills and experience these people find it very hard to land any jobs in actual development, which gives rise to rumours of the inscrutability of the Japanese industry. No, the industry here is &lt;span style="font-style: italic;"&gt;quite&lt;/span&gt; easy to get into, as long as you have the skills, experience, language capabilities and visa, and above all, very low standards and expectations when it comes to pay and working conditions. So this leaves a very small selection of masochistic nerds like, well, me.&lt;br /&gt;&lt;br /&gt;For Japanese companies to get their quota of skilled staff they would need to make many changes; raise wages, increase the quality of life, streamline development practices and be ready to make heavy up-front investments in potential candidates in the form of relocation packages and visa sponsorships, as well as offer integration help once they arrive. The bottom line, however, is still the most important deciding factor for most Japanese companies and the potential monetary costs of such a program quickly overshadows the potential of decent, skilled development staff from abroad, so they stick to what they know: cheap graduates. They simply cannot compete in the global job market; skilled, experienced staff would be insane to relocate to Japan under the current conditions.&lt;br /&gt;&lt;br /&gt;Small changes are occurring though. It seems that companies are becoming much more open to the idea of hiring foreigners. Even between when I first moved to Japan and now I notice an &lt;span style="font-style: italic;"&gt;immense &lt;/span&gt;difference, a shift away from "foreigners are difficult, we don't need the stress" to "we need foreigners if we are ever to compete". Several companies I know of have an increasing number of foreign development staff, others seem to be following suit. And I guess when you have more foreigners being uppity and demanding better wages and working conditions, management might actually be inclined to give in and change.&lt;br /&gt;&lt;br /&gt;Despite the language barrier the real hurdle is actually the Japanese government who &lt;span style="font-style: italic;"&gt;should&lt;/span&gt; be promoting Japan to potential immigrants but are in fact shying away from that. Even outside of the video game development industry the graying of society would seem to indicate a need for importing skills, yet the government continues apace with its vaguely xenophobic and racist policies, keeping foreigners on an uneven footing and even discussing making Visa eligibility more difficult - diametrically opposed to what they &lt;span style="font-style: italic;"&gt;should &lt;/span&gt;be doing. All of it is dressed up nicely, of course. Proposed minimum entry requirements of level 2 Japanese Language Proficiency, for example, is dressed up as "making it easier for immigrants to integrate" but does in actuality raise the bar to entry immensely. Not being seen as a citizen, too, is off-putting to any self-respecting whitey. Only generational, pure-bred Japanese can benefit from all the rights of a citizen, anyone else merely a visitor or potential criminal.&lt;br /&gt;&lt;br /&gt;Japanese video game development, in short, &lt;span style="font-style: italic;"&gt;needs &lt;/span&gt;more qualified staff. In the meantime, we'll see more and more companies merging, but that will only go so far. It's a sellers' market here, as long as you have something to sell and can sell it cheap. For now.&lt;br /&gt;&lt;br /&gt;In the next post, let's talk about us, darling,&lt;span style="font-style: italic;"&gt; you and I&lt;/span&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-4862984463706192323?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/4862984463706192323/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/11/j-dev-confidential-6.html#comment-form' title='18 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4862984463706192323'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4862984463706192323'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/11/j-dev-confidential-6.html' title='J-Dev Confidential 6'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SSwIuq-o3eI/AAAAAAAABCs/BJuAt28L0nQ/s72-c/post_confidential_6.JPG' height='72' width='72'/><thr:total>18</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-5292079160181446177</id><published>2008-11-20T13:37:00.002+09:00</published><updated>2008-11-20T13:45:35.237+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='JDEV Confidential'/><title type='text'>J-Dev Confidential 5</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SSTplbxDU5I/AAAAAAAABCk/TfT0rCv2nCc/s1600-h/post_confidential_5.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SSTplbxDU5I/AAAAAAAABCk/TfT0rCv2nCc/s400/post_confidential_5.JPG" alt="" id="BLOGGER_PHOTO_ID_5270594293248250770" border="0" /&gt;&lt;/a&gt;&lt;span style="color: rgb(102, 102, 102); font-style: italic;font-size:85%;" &gt;In this series of posts I examine, from the unique perspective of having experience and knowledge of both Western and Japanese development practices, where, in my humble opinion, Japanese game development is going wrong. Beware that these are merely generalised opinions and do not necessarily apply to all or any specific Japanese companies, some of which are, admittedly, slowly changing their approaches and attitudes.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Part 5 - Cultural myopia&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Most countries, to be fair, have a level of nationalism and ignorance of anything outside their borders. In Japan, though, this seems to be true to the &lt;span style="font-style: italic;"&gt;extreme&lt;/span&gt;. Despite a tenuous love affair with anything (Western) foreign and years of schooling your average Japanese knows &lt;span style="font-style: italic;"&gt;nothing &lt;/span&gt;of any foreign culture or language. It really isn't for lack of trying or desire, but really, Japan is isolated, mentally.&lt;br /&gt;&lt;br /&gt;And there is nothing particularly wrong with this. Some researchers have even pointed out that Japan's isolation has some good side effects in terms of social control and safety. The problem in this context, however, is that the video game market is a &lt;span style="font-style: italic;"&gt;global &lt;/span&gt;one, with North America being the biggest, and Japan's continuously shrinking into insignificance. In a Gamasutra &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=19205" target="blank"&gt;interview&lt;/a&gt; Nippon Ichi producer Souhei Niikawa is quoted as saying:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"My goal is to make a game that will sell in Japan, and hope that if it sells in Japan it will sell in America too."&lt;br /&gt;&lt;/blockquote&gt;&lt;br /&gt;This sentiment is so common, in fact, that I would have thought it was a government mandated strategy if it wasn't for companies like Capcom and a handful of others who have recently aimed their sights at North America first and foremost.&lt;br /&gt;&lt;br /&gt;Most companies set at work creating a &lt;span style="font-style: italic;"&gt;Japanese &lt;/span&gt;game for &lt;span style="font-style: italic;"&gt;Japanese &lt;/span&gt;audiences, with a vague idea it &lt;span style="font-style: italic;"&gt;might &lt;/span&gt;get localised and released in the West once it's finished. This gives rise to bad planning when it comes to localisation, with no automatic systems in place once translations start to be made, which in turn is responsible, mostly, for the long delays Japanese games see for Western releases. You can also see this kind of lack of planning in bad GUI design, where in Japanese there is enough space for a single kanji but not the multisyllabilic German equivalent. Then there are those name input sections with space for only 4 or 5 characters, enough in Japan but nowhere else, and those weird text input screen layouts where an alphabet is retroactively fit into the usual kana chart layouts. Extra delays are seen when programmers, with absolutely no language skill other than Japanese are copy/pasting foreign texts into the code from translated spreadsheets, giving rise to bugs like mistranslations, bad copying, missing special characters and problematic sentence breaking. On top of that there are numerous stories of creatively arrogant producers who demand literal translations, thinking a rewrite is not true to the spirit of the original, instead of realising a literal translation is simply ugly or makes no sense whatsoever. In short, for most Japanese games localisation isn't even an afterthought, it's never even thought &lt;span style="font-style: italic;"&gt;at all &lt;/span&gt;until localisation projects start up after completion of the Japanese version. It's an expensive mess.&lt;br /&gt;&lt;br /&gt;Aside from this we also see cultural gaffes, like the notorious but predictable outcry over Biohazard 5 (Resident Evil 5), where early footage showed us a Caucasian protagonist mowing down hordes of zombies, who just happened to be African, set in Africa. In Japan there seems to be the belief that without intent there simply is no insult. In an interview regarding a disgustingly racist and xenophoic magazine a while back (&lt;span style="font-style: italic;"&gt;not related to gaming nor Capcom!&lt;/span&gt;) the writer defended his use of the word "nigger" by saying it wasn't a bad word in Japan, so don't get upset. The inclusion of the takbir as a throwaway sound effect in Zak &amp;amp; Wiki caused uproar amongst Muslim crowds, much to the surprise of the developers. In many cases of such cultural misunderstandings all it would have taken was for a foreign employee to tap the producer on the shoulder and say "ahem, you know some people will take issue with this, right?" But Japan, bless their hearts, are so unaware of other cultures and how they perceive things, the fact such issues could arise is simply unthinkable. Especially in these sensitive times this can be a real issue, as Sony showed us with the recent Little Big Planet disaster.&lt;br /&gt;&lt;br /&gt;It's funny that two of the above examples revolve around Capcom, one of the few corporations that have publicly stated their intent of focusing on Western markets and working systems. The fact they courted controversy, entirely by accident and ignorance I am sure, just goes to show the baby steps this industry is still taking and just some of the many obstacles it has yet to surmount. Just imagine how many deeply insulting gaffes are hidden away in titles that will never see a Western release? Imagine the uproar if these were to be localised.&lt;br /&gt;&lt;br /&gt;Now I am not advocating an overly political correctness onto the Japanese as a whole. I'm merely pointing out that they should be aware where problems could arise and then decide if they think it's worth it or not to continue along that path. I'm sure in the end the Biohazard 5 hooplah did give Capcom some extra publicity, so it's not all bad. But claiming ignorance is simply not going to cut it. One of these days a Japanese developer will innocently create a clownish in-game character called Allah who runs a pork shop and plunge Japan into a diplomatic crisis. To do business globally requires a global awareness. Japan lacks this &lt;span style="font-style: italic;"&gt;entirely&lt;/span&gt;, and though it's only causing minor controversies now, it is another hurdle they need to overcome in efforts to modernise the industry.&lt;br /&gt;&lt;br /&gt;With this also should come a greater understanding of Western markets. A lot of people claim Japanese games are better, more fun because they have a certain &lt;span style="font-style: italic;"&gt;je ne sais quoi&lt;/span&gt; , but these arguments usually revolve around just a handful of games. The few games that get localised and released in the West and are successful are a tiny, &lt;span style="font-style: italic;"&gt;unrepresentative &lt;/span&gt;sample of the wider market in Japan. There is a lot of sub-par shovelware here (as there is in the West to, it must be said) and many games that will simply not appeal to a Western gamer. You may claim hentai mahjongg games or homosexual boys' love story and rub-down games &lt;span style="font-style: italic;"&gt;could &lt;/span&gt;sell in the West, but my contention is it'll sell only to a tiny niche market, so outside of the wider market reality. As little as Western publishers understand Japanese audiences, the Japanese understand &lt;span style="font-style: italic;"&gt;even less&lt;/span&gt; of Western audiences. This explains the "develop for Japan, pray for success in the West" mentality of today, but that won't cut it with the increasing budgets and risks of the current generation hardware.&lt;br /&gt;&lt;br /&gt;I'll conclude this rant with a personal experience. In my career in Japan I have worked on a series of games that traditionally sold better in the West, in sheer numbers, than it ever did in Japan. At no point was this ever taken into consideration during development; we were still always creating a game for Japan, ignoring future localisation issues until the game was finished. In content too, when I was feeling bored or ambitious, I'd sometimes create something that might appeal more to Western audiences, or suggest game ideas in the same vein, only to have them uniformly scrapped because they never really meant anything to my Japanese colleagues. Similarly, content was included that was typically Japanese but meant nothing to Western audiences. "How would you translate this, JC?", I'd be asked and I'd tell them a literal translation with the caveat that even that would mean absolutely &lt;span style="font-style: italic;"&gt;nothing &lt;/span&gt;in the West where we simply didn't have or understand such things. These would of course still be included and later cause headaches for the translators. And though initially I tried to make my views heard and understood on these matters, in the end I was met with the usual "but this is Japan" response and it's not my job to streamline business or development, but simply to do my art job and play nice. And yet it still annoys me that such simple opportunities were ignored due to lack of interest in or understanding of the audiences.&lt;br /&gt;&lt;br /&gt;NOTE: Japanophiles may claim it's exactly &lt;span style="font-style: italic;"&gt;that &lt;/span&gt;quirky, untranslatable Japanese-ness that forms the charm that gives the appeal, but, even &lt;span style="font-style: italic;"&gt;if &lt;/span&gt;that is the case, which is arguable, you need not lose that by including extra content to appeal to a wider audience. But that is just my personal opinion.&lt;br /&gt;&lt;br /&gt;Change &lt;span style="font-style: italic;"&gt;is&lt;/span&gt; afoot. The hard realities of Japan's failing market and the unstoppable rise, credit crunch notwithstanding, of both the quantity and quality of Western games is too much to ignore. More and more Western games are being published in Japan and the market too will soon enough realise their home-grown output is rather lacking. In order to survive the bigger Japanese companies must &lt;span style="font-style: italic;"&gt;necessarily &lt;/span&gt;consider North America and Europe as their main market, and this requires an understanding of those cultures, an understanding currently lacking. One thing that would help is more foreign employees to mix in with their Japanese counterparts to create a healthy mix of diversity on the work floor. This, I think, is the first actual change we'll see and is already occurring to an extent, which I'll discuss more in my next post in this series detailing "&lt;span style="font-style: italic;"&gt;staffing&lt;/span&gt;".&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-5292079160181446177?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/5292079160181446177/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/11/j-dev-confidential-5.html#comment-form' title='26 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5292079160181446177'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5292079160181446177'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/11/j-dev-confidential-5.html' title='J-Dev Confidential 5'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SSTplbxDU5I/AAAAAAAABCk/TfT0rCv2nCc/s72-c/post_confidential_5.JPG' height='72' width='72'/><thr:total>26</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-441274526753428822</id><published>2008-11-13T23:17:00.003+09:00</published><updated>2008-11-20T13:36:58.258+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='JDEV Confidential'/><title type='text'>J-Dev Confidential 4</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SRw3DYoC2SI/AAAAAAAABCM/gF_pNHn-SUs/s1600-h/post_confidential_4.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SRw3DYoC2SI/AAAAAAAABCM/gF_pNHn-SUs/s400/post_confidential_4.JPG" alt="" id="BLOGGER_PHOTO_ID_5268146195406182690" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(153, 153, 153); font-style: italic;"&gt;In this series of posts I examine, from the unique perspective of having experience and knowledge of both Western and Japanese development practices, where, in my humble opinion, Japanese game development is going wrong. Beware that these are merely generalised opinions and do not necessarily apply to all or any specific Japanese companies, some of which are, admittedly, slowly changing their approaches and attitudes.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Part 4 - Decision making&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Once, a few years ago, the company I was working for moved the entire operation to new premises. Obviously, the staff were all needed to help move and set up the new offices. Three of my colleagues were charged with setting up a large metal bookcase. They moved it to the designated location and proceeded to unpack all the books and manuals from the cardboard boxes and put them on the shelves. Not one hour later it was made clear somehow, for some reason, the location just wasn't acceptable. So my colleagues proceeded to take all the books off the shelves again and manhandled the bookcase to its new location, where they eventually refurnished the shelves with all the books. Later that day it became necessary to delve under the floorboards to reroute some cables, except, of course, that particular bookcase was in the way. So again, my colleagues took all the books off the shelves, this time depositing them on nearby desks and moved the bookcase out of the way so the programmers could spend the afternoon on their knees laying out the cables. After which, of course, the bookcase was again placed in its location and the books put back on the selves. The whole scenes could have been filmed in time-lapse to the backing of "Yakety Sax".&lt;br /&gt;&lt;br /&gt;Though this serves as a wonderful example of planning and decision making, it would be unfair, not to mention &lt;span style="font-style: italic;"&gt;untrue&lt;/span&gt;, to paint this as a uniquely Japanese problem; spurious decision making, or lack of any kind of solid decisions, retroactive planning and foreseeable last-minute changes leading to the ever irksome "feature creep" are commonplace in our industry, worldwide. However, due to cultural circumstances the problems seem, on the surface at least, somewhat exacerbated over here, despite the fact the Japanese work hierarchy would appear to be more protected from this due to their "auteur" approach. The boss generally has the last say, &lt;span style="font-style: italic;"&gt;in everything&lt;/span&gt;, but the director is basically in charge. On paper this sounds great; a single vision to drive the design would seem a great way to work compared to, say, design by committee. However, in Japan, hard decisions are a bad thing, culturally. So in the end you have an auteur who directs but makes no real decisions, sometimes only implying them, sometimes just hoping things will fall into place - or to make them fall into place with long stretches of crunch.&lt;br /&gt;&lt;br /&gt;I don't quite yet have a grasp of the cultural angle of decisions in Japan, even after these many years here. A simple "yes" or "no" are shunned in favour of implied understanding, usually. People in positions of responsibility never act on that responsibility. Decisions are pushed as high up the hierarchical chain as possible, passing the buck again and again until someone high up puts a stamp on it, to everybody's relief. Finding a consensus is usually much more important than making a decision, which is one reason why meetings in Japan take so long. It is also a reason why decisions are never set in stone.&lt;br /&gt;&lt;br /&gt;I must add at this point there is a school of thought in video game development that shuns decisions too, not just in Japan but &lt;span style="font-style: italic;"&gt;globally&lt;/span&gt;. Some people seem to be under the impression game development is a kind of unstable alchemy, a special unknowable magic that can only be harmed by sticking to early decisions. Though I agree there should be a certain flexibility in development, this abhorrence to decision making usually does more harm than good. Certain elements of development can and should be set in stone and areas of change should be anticipated and prepared for. Instead we hear horror stories of massive delays when someone somewhere decides at a very late juncture that the whole focus of a game should shift dramatically. I don't think that is good business. In Japan however, even the little things seem to work this way.&lt;br /&gt;&lt;br /&gt;In short, my rant, my biggest &lt;span style="font-style: italic;"&gt;personal &lt;/span&gt;complaint about the Japanese system, is that there is a total lack of planning on every aspect of development. Sure, there are so called "planners" here, that take on the role of a designer in the West, creating long asset lists, documents, stories, ideas, and whatnot, it's just that, well, they're not very good and are prone to change continuously over the course of a project, either due to lack of oversight, which appears the most common, or random changes mandated by management.&lt;br /&gt;&lt;br /&gt;In an ideal world, any part of development, in this example asset creation, should follow the following graph:&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SRw3DgK4EwI/AAAAAAAABCU/o0cnpFppGd0/s1600-h/post_graph_a.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 208px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SRw3DgK4EwI/AAAAAAAABCU/o0cnpFppGd0/s400/post_graph_a.JPG" alt="" id="BLOGGER_PHOTO_ID_5268146197431325442" border="0" /&gt;&lt;/a&gt;The yellow line, &lt;span style="font-style: italic;"&gt;design&lt;/span&gt;, starts well ahead of the &lt;span style="font-style: italic;"&gt;creation &lt;/span&gt;part, blue. Once the design is strong enough, only then does the artist start the creation process, which will naturally fluctuate somewhat due to creative and technical issues. Once the creation part is done, the &lt;span style="font-style: italic;"&gt;implementation&lt;/span&gt;, red, should be fairly easy, depending on the tools, and may cause some more changes when the final picture is more complete, as seeing your work in-game will pretty much always cough up some unforeseen issues. The main point is, however, that the main decisions regarding this work have been made &lt;span style="font-style: italic;"&gt;before &lt;/span&gt;the work is started. Any extra time is spent on polish, making things just that little bit better than required.&lt;br /&gt;&lt;br /&gt;In Japan however, I found the following graph to be much more common:&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SRw3D9IR_DI/AAAAAAAABCc/_1swSAuntT8/s1600-h/post_graph_b.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 208px;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SRw3D9IR_DI/AAAAAAAABCc/_1swSAuntT8/s400/post_graph_b.JPG" alt="" id="BLOGGER_PHOTO_ID_5268146205205068850" border="0" /&gt;&lt;/a&gt;Everybody starts off, go, go, &lt;span style="font-style: italic;"&gt;GO&lt;/span&gt;! Pre-production is usually a formality where a very slim design document is created before production detailing the story, mostly, and some major points of play, but not much else. The details and hammered out during actual development. So without planning, the creation part just starts, well, &lt;span style="font-style: italic;"&gt;creating&lt;/span&gt;. While planning catches up, changes have to be made to conform to the plan. Even after implementation, changes to the plan will cause massive set backs. Random changes of direction cause further setbacks until eventually you just have to ship because you've run out of time.&lt;br /&gt;&lt;br /&gt;Pretty much uniformly, &lt;span style="font-style: italic;"&gt;all &lt;/span&gt;the work I have ever done in Japan could have easily been done in half the time it actually took, if only people had planned things ahead a little more. I got a bad reputation for bothering the planners with my questions; "How do you need this to work?", "Have you considered that this here will fuck up that other part of the design?" or "Are you sure? I mean, &lt;span style="font-style: italic;"&gt;sure &lt;/span&gt;sure?" No, you just do and when changes come, as they invariably do, you just work harder to make it fit. This partly leads to the "work ethic" approach I wrote about last time.&lt;br /&gt;&lt;br /&gt;As a side note, I have often heard people marvel at the level of detail of Japanese games. "Individual breakable pots are individually textured, and artists spent a lot of time agonising over such details" people gush. Not to bust that dream too, but from my experience the "detail obsession" is just a way to fill the work day. Either a boss needs people to work but hasn't made any decisions yet, so just tells them there is this one pixel out of place in that one background object, or artists are so bored waiting for decisions to be made they spend their days texturing pots. All this usually to the detriment of the bigger picture. With time running out, I've been in situations where we had a wonderful set of beautifully textured props, but hardly any environment yet to speak of.&lt;br /&gt;&lt;br /&gt;What Japan really needs is simple: &lt;span style="font-style: italic;"&gt;change control&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Now change control is a little contentious, even in the West. What this at its most basic means is that any change has to be &lt;span style="font-style: italic;"&gt;justified&lt;/span&gt;. How this is done depends on the system you use, but the most important thing is that when a change is requested people sit down and discuss its merits or demerits first before just going "ok!" and working weekends to get it done. For example, "make it more red" seems like an easy change, but with one particular set of tools, and the fact this particular red was spread over many levels, even a simple colour change would have taken a few days of work and testing and heartache. The main question is of course, "if you wanted it this red, why didn't you say so &lt;span style="font-style: italic;"&gt;before &lt;/span&gt;we made it?", but the current system of "make it as I see it in my head" doesn't allow for such searching questions. The next best question then is "is it worth the extra work to change this red, respective of the benefits we could potentially achieve?" Again, in Japan the answer would be "just come in weekends and make it happen", but as soon as you start calling people on their decisions, they will actually realise those decisions have consequences and those consequences must be dealt with, not by the pit ponies, but by the people responsible for making the decisions.&lt;br /&gt;&lt;br /&gt;Change control could help to an extent in development, but like previous posts, there is a huge underlying cultural force at work, which will be very hard to shift. Being decisive is rude, being rude is bad. Forcing people to consider their decisions can lead to embarrassment, and embarrassment must be avoided &lt;span style="font-style: italic;"&gt;at all costs&lt;/span&gt;. It's a shame, though, because taken at face value, Japan's hierarchy of development, the "auteur" approach, seems to be a pretty good one. But with that one puzzle piece missing, "decision making", the whole system just flounders.&lt;br /&gt;&lt;br /&gt;In Japan you neither have autonomy &lt;span style="font-style: italic;"&gt;nor &lt;/span&gt;direction over your work. And though I may sound like a prima donna occasionally, I actually prefer to have solid direction. I have worked in this industry long enough to know if I want to do my own thing, I should do it on my own, at home, outside of work. Game development is a team effort and great direction is a Godsend. I would assume. When I started interviewing when I first came to Japan I was often asked, presumably because I was foreign and suspected of being opinionated, "how do you deal with direction?". These days my honest answer would be "I dont know, I've never really had any."&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-441274526753428822?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/441274526753428822/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/11/j-dev-confidential.html#comment-form' title='12 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/441274526753428822'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/441274526753428822'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/11/j-dev-confidential.html' title='J-Dev Confidential 4'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SRw3DYoC2SI/AAAAAAAABCM/gF_pNHn-SUs/s72-c/post_confidential_4.JPG' height='72' width='72'/><thr:total>12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-7041899135920628254</id><published>2008-11-06T20:30:00.003+09:00</published><updated>2008-11-06T20:43:28.643+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>The problems with sudden freedom</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SRLXYFQ0mdI/AAAAAAAABCE/DyZZv659ElQ/s1600-h/post_obatarian.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SRLXYFQ0mdI/AAAAAAAABCE/DyZZv659ElQ/s400/post_obatarian.jpg" alt="" id="BLOGGER_PHOTO_ID_5265507723079096786" border="0" /&gt;&lt;/a&gt;Daytime Tokyo is a strange place and one I have experienced surprisingly little until now. My days used to be spent at work and the 500 meter bubble around it, and the long commute to and fro, with occasional weekends here and there, which doesn't count. No, the Tokyo of weekday daytime is something altogether different. It's less crowded for sure, but it's also strangely noisy with workmen doing this and that and builders building as well as garbage men garbaging.&lt;br /&gt;&lt;br /&gt;The biggest shock, though, comes from the old people, who are literally &lt;span style="font-style: italic;"&gt;everywhere&lt;/span&gt;. Not just old, but &lt;span style="font-style: italic;"&gt;ancient&lt;/span&gt; they are and have earned the nickname "obatarian" from the more daring young folks. The word is derived from "obaba", or granny, and "batarian", zombie. And they are. They float around town in their own little bubble, not caring a jot for others. They cut queues, push you around the supermarket if you happen to stand in their way and take over tables in coffeeshops previously reserved by others by use of a coat or bag. They simply don't care. When they do care, they are worse still. They take the role of citizen Stasi, vocally forcing people to adhere to rules, either real or imagined.&lt;br /&gt;&lt;br /&gt;I was standing in a train, minding my own business, thumbing an email on my mobile phone, when one of these obatarian approached me. "Is that a mobile phone?" she asked me, in Japanese obviously. Slightly surprised by the question I smiled and said yes; possibly she had never &lt;span style="font-style: italic;"&gt;seen &lt;/span&gt;one before? Or was surprised to find a dirty foreigner with his hands on such amazing Japanese technology? But no, "&lt;span style="font-style: italic;"&gt;Switch it off!&lt;/span&gt;" she said. My smile dissipated and I told her I was just emailing, knowing full well it's very bad etiquette to talk in your phone on the train. Japanese trains are very quiet due to this little rule and I personally quite like that. She wasn't impressed, "&lt;span style="font-style: italic;"&gt;off!&lt;/span&gt;" she demanded. Not quite knowing what to make of all this, as the obatarian returned to her seat, I noticed an older woman standing next to me shooting daggers at the granny. This gave me the impression that yes, this obatarian was just a busybody, insane maybe even. I ignore her and continued my email. A few seconds later she approached me again with the same demand. I flipped my phone shut and turned away from her with, I was hoping, obvious disrespect. At the next stop a young Japanese girl came in holding her phone open. No sooner had she boarded or the old witch approached her too with the demand, much to the girl's shock. At least the woman was just insane, not racist.&lt;br /&gt;&lt;br /&gt;Later I found out what she harping on about. They recently changed the rules somewhat; phones are asked to be switched off near the elderly priority seats, indicated now by yellow hand grips, rather than the white ones. This amounts to about 2 square meters at the end of every other carriage. A ridiculous concept, like a smoking section next to a non-smoking section, even if phones were to be proven to be harmful, which they haven't. I was still miffed at the woman though, for she wasn't actually sitting in a priority seat, and had I taken a small step to the left I'd have been out of the "zone", something I wish I had known and rubbed into her face. Either way, who appointed her police of Tokyo railway's manner rules? Next time 'll be better prepared. Mind you, I was already in a bad mood because earlier that day another obatarian ignored the queue in the supermarket and just went straight through as if she was the only 120 year old on the planet.&lt;br /&gt;&lt;br /&gt;Another small problem I found with my sudden freedom from work is an acute caffeine withdrawal. Now usually these come as headaches, occasionally on the weekends, as I used to drink an awful lot of coffee at work. I'd have, say, 1 on the way to work, 1 when I arrived, one or two every hour until lunchtime, one during lunch and the last one of the day just after lunch. A good 10 orso cups a day, if not more. When I quat I didn't drink any at all and my body revolted. No headaches this time, but pure &lt;span style="font-style: italic;"&gt;nausea&lt;/span&gt;. I spent one whole day in bed, my head swimming sickeningly. No fever, no runny nose, so no cold, but I couldn't do a thing. I have since upped my coffee intake enormously, with the plan to cut down little by little over the next few weeks. I think one or two cups a day should be my eventual goal.&lt;br /&gt;&lt;br /&gt;Then, of course, there is Little Big Planet...oh boy. I knew from the Beta I would like this game, but I had no clue it would grab me so entirely. Hours and &lt;span style="font-style: italic;"&gt;hours &lt;/span&gt;I've spent on it, playing the game, collecting the bubbles, creating my on "masterpieces"... the game is an absolute wonder, the game of the decade, beyond any shadow of a doubt. Sure, it still has some issues, and the servers seem to go up and down a lot, but generally, it's pure awesome. I recommend it to anyone. If you want to check out my first level, one I spent a &lt;span style="font-style: italic;"&gt;disgraceful&lt;/span&gt; amount of time on, as well as many sleepless nights as my imagination pondered the many things I wanted to create, search for "Count Sackula's Castle". Even if you hate the level, which you might, you'd do me a tremendous favour if you "heart" it, and me, as the "author". Apparently Sony's derivative trophy system has also got its hooks in me! This game will be the first for which I shall unlock all trophies, one way or another.&lt;br /&gt;&lt;br /&gt;As you can see...a productive start to my creative freedom. To be fair, I haven't had a holiday in quite a while, so a little downtime is deserved, I recon. But maybe I should try thinking of spending it on something other than Little Big Planet.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-7041899135920628254?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/7041899135920628254/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/11/problems-with-sudden-freedom.html#comment-form' title='12 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7041899135920628254'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7041899135920628254'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/11/problems-with-sudden-freedom.html' title='The problems with sudden freedom'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SRLXYFQ0mdI/AAAAAAAABCE/DyZZv659ElQ/s72-c/post_obatarian.jpg' height='72' width='72'/><thr:total>12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-1082869613087310336</id><published>2008-11-01T10:41:00.000+09:00</published><updated>2008-11-01T10:41:41.273+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='JDEV Confidential'/><title type='text'>J-Dev Confidential 3</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SQlCuLRW65I/AAAAAAAABB8/9VwlKAAross/s1600-h/post_confidential_3.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SQlCuLRW65I/AAAAAAAABB8/9VwlKAAross/s400/post_confidential_3.JPG" alt="" id="BLOGGER_PHOTO_ID_5262811000626146194" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;font-size:85%;" &gt;&lt;span style="color: rgb(102, 102, 102);"&gt;In this series of posts I examine, from the unique perspective of having experience and knowledge of both Western and Japanese development practices, where, in my humble opinion, Japanese game development is going wrong. Beware that these are merely generalised opinions and do not necessarily apply to all or any specific Japanese companies, some of which are, admittedly, slowly changing their approaches and attitudes.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Part 3 - Work ethic&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;One of the most persistent Great Lies of video game development is that overtime, &lt;span style="font-style: italic;"&gt;unpaid&lt;/span&gt; naturally, is an unavoidable necessity. So ingrained is this fallacy that even non-management developers sometimes defend this position. The reasoning is fairly easily debunked, though, as it usually follows the line of "Game X took a lot of overtime to finish. Game X was a success. Therefore game X could not have been made without a lot of overtime". If "Game X" is a big hit it is sometimes even extrapolated to "&lt;span style="font-style: italic;"&gt;successful &lt;/span&gt;games &lt;span style="font-style: italic;"&gt;cannot &lt;/span&gt;be made without a lot of unpaid overtime". Only recently has this trend been brought to the limelight and is actually, in the US mostly, being addressed in baby steps. Japan is no different. I don't think I've ever had a job interview, neither here nor back home, where I &lt;span style="font-style: italic;"&gt;wasn't &lt;/span&gt;posed the question "so, how do you feel about overtime?" And though the correct answer would be "You &lt;span style="font-style: italic;"&gt;pay &lt;/span&gt;overtime? &lt;span style="font-style: italic;"&gt;Great!&lt;/span&gt;", if you want the position you are pretty much forced to say "well, it's all part of the process, isn't it?"&lt;br /&gt;&lt;br /&gt;On top of the usual crunch madness, Japan also suffers from the lingering remains of a more hierarchical past, where it was, and to an extent still somewhat is, bad form to be seen to leave work before your boss does. Though this rule is on its way out, it is still felt, possibly subconsciously, by the majority, who will refuse to leave work at a decent hour.&lt;br /&gt;&lt;br /&gt;Now, your average Japanese is no idiot. With crunch and the unspoken rule of working late, they know for a fact they won't be coming home at a decent hour, so why kill yourself? Obviously, you come in as late as possible too, and spread your work out to fill a longer work day, rather than try to get more work done in more hours. The periods in between are filled with procrastination; reading, eating, chatting and even sleeping at your desk. Paradoxically, procrastinating at work is actually quite tiring, so in the end the sum total of this attitude leads to late starts to the day, not much actual work being done, leaving work late and still feeling increasingly tired as the days drag on.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;This is in my humble opinion, &lt;/span&gt;&lt;span style="font-style: italic; font-weight: bold;"&gt;by far&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;, the single most destructive and inefficient, not to say unhealthy, both physically and economically, problem of the Japanese game development industry today!&lt;/span&gt; It also gives rise to the false image of the "great Japanese work ethic"; coming in late, staying late and not doing much work during the day is in fact &lt;span style="font-style: italic;"&gt;a very bad work ethic&lt;/span&gt;. The people I worked with were in a perpetual state of drowsiness at all times.&lt;br /&gt;&lt;br /&gt;I have always tried to set myself very strict working hours; I come in early, on the dot, every single day. If I'm tired I'll just drink more coffee and make a mental note to go to bed earlier that evening. As a result I also always make sure I leave at exactly the same time every evening. Sometimes, of course, if I'm close to finishing something I'll hang around a little longer, but only ever in fractions of an hour, not multiples. This, I have found, made me unique at the companies I've worked for. Also, by filling my days (mostly) with focused, hard work, rather than loafing around filling my time, I usually got the reputation of being an extremely fast worker, surprised, as my colleagues were, that I could finish a task that would take 1 hour in, well, 1 hour.&lt;br /&gt;&lt;br /&gt;It was always a little painful to watch colleagues get more scruffy and tired and bug-prone as projects lingered on; coming in in the morning to a sight of sleeping bags and snoring (and nasty, sweaty funks).  I'd get my coffee and start work. Hours later my colleagues would finally be roused and sleepily start their work, not being able to concentrate well, taking naps at their desks during the day. Then I'd leave on time, leaving them all behind to eat their instant ramen suppers to greet them in the exact same fashion the following morning. I honestly do not think I possess any amazing technical skills, so the fact I usually end up finishing my stuff quickest and with the least number of bugs at the end of the projects I've worked on would suggest my attitude was, in the end, much more constructive and productive, and at the very least, I kept my health and sanity in tact (arguably).&lt;br /&gt;&lt;br /&gt;Now forcing unpaid overtime is actually &lt;span style="font-style: italic;"&gt;illegal &lt;/span&gt;in Japan, but as with most laws, it's difficult for the government to actually make it stick. Every year however the labour standards committee sends out research parties to investigate larger companies' working practices and has a tradition of penalising a whole load of them for inevitably failing to adhere to the legal minimum standards. There are actually a few game development studios that have stricter working hours and some kind of overtime pay scale; you can bet you bottom dollar these were victim of the labour standards committee's random checks; that's the only way things seem to change for the better in these cases.&lt;br /&gt;&lt;br /&gt;As a foreign employee in Japan my advice is to make sure you do your work on time and try to stick to contracted hours as much as possible, or you will work yourself to an early grave or mental institution. Also familiarise yourself with the labour standards law. The mere mention of these laws will make any employer back down from unreasonable demands. Though this will keep your health in check, it will make you opt out of the political game at work. For promotion you must still be &lt;span style="font-style: italic;"&gt;seen &lt;/span&gt;to be a team player, which in turn means always staying late, no matter what the workload, the deadline, personal situations or how late you start your actual workday.&lt;br /&gt;&lt;br /&gt;Soon, part 4, "decision making".&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-1082869613087310336?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/1082869613087310336/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/11/j-dev-confidential-3.html#comment-form' title='19 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1082869613087310336'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1082869613087310336'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/11/j-dev-confidential-3.html' title='J-Dev Confidential 3'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SQlCuLRW65I/AAAAAAAABB8/9VwlKAAross/s72-c/post_confidential_3.JPG' height='72' width='72'/><thr:total>19</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-5072816538551713728</id><published>2008-10-27T22:44:00.002+09:00</published><updated>2008-10-27T22:51:05.212+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='JDEV Confidential'/><title type='text'>J-Dev Confidential 2</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SQXF9CR99CI/AAAAAAAABB0/CQTg3s-frPU/s1600-h/post_confidential_2.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SQXF9CR99CI/AAAAAAAABB0/CQTg3s-frPU/s400/post_confidential_2.JPG" alt="" id="BLOGGER_PHOTO_ID_5261829392027218978" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic; color: rgb(102, 102, 102);font-size:85%;" &gt;In this series of posts I examine, from the unique perspective of having experience and knowledge of both Western and Japanese development practices, where, in my humble opinion, Japanese game development is going wrong. Beware that these are merely generalised opinions and do not necessarily apply to all or any specific Japanese companies, some of which are, admittedly, slowly changing their approaches and attitudes.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Part 2 - Serfdom&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;A few decades back, when Japan was riding high in their economic boom and the world was looking at Japanese businesses and management to copy their techniques, there was such a thing called "job for life", where anybody entering into employment within a corporation was pretty much &lt;span style="font-style: italic;"&gt;guaranteed &lt;/span&gt;to be able to earn a wage within that company in one form or another for the rest of his life. When Japan's economic bubble burst, this admirable situation obviously died with it. "Job for life" hasn't existed in Japan for a while now, yet the attitudes still linger, from both the employers' and employees' sides.&lt;br /&gt;&lt;br /&gt;In Japan the average employee works for the good of the company and not so much his own benefit. This may not sound too bad, and honestly, it probably isn't. In the West, especially the UK, I have found people have a bit of a bloated sense of entitlement, which often leads to unhappiness, complaints and bitterness, lacking a strong sense of responsibility. Japan seems the opposite, where people have a strong sense of responsibility yet almost &lt;span style="font-style: italic;"&gt;none &lt;/span&gt;of entitlement. Neither situation is ideal, but I personally think your average Japanese employee could do with a little self preservation.&lt;br /&gt;&lt;br /&gt;There seems to be a blind adherence to do whatever one is asked to do, whether it fits the job description or not, not that I've ever actually seen a job description formalised in Japan. At smaller companies employees can be tasked with cleaning duties, emptying bins, hoovering or wiping down common area surfaces, above and beyond the usual working hours and tasks. A the end of projects everybody chips in with testing and debugging, no matter what group of development is lagging behind or whether or not an employee's skills are better used elsewhere on other projects. When companies move or rearrange desks, the latter happening &lt;span style="font-style: italic;"&gt;all &lt;/span&gt;too frequently, it is the employees who have to lug around equipment and furniture or relay cables. When schedules are overstretched, as they often are, employees can be asked at a day's notice to come in on holidays or weekends, or stay late, regardless of their private situations or plans. Employees can be lent out to friendly companies for short periods. In short, as an employee you simply &lt;span style="font-style: italic;"&gt;belong &lt;/span&gt;to a company and do whatever the company wants you to. All of this happens without complaint or questioning.&lt;br /&gt;&lt;br /&gt;Now I'm not saying this attitude doesn't have its good sides. Staff turnover seems to, generally, be much lower than in the West, with employees staying at companies for long periods of times, rather than just a few projects. This helps bond teams and collegial familiarity and it helps companies plan their future better without having to worry so much about staffing levels from project to project. The attitude also seems refreshingly devoid of bitching, a favourite pastime in the UK, where everything and everybody about management &lt;span style="font-style: italic;"&gt;always &lt;/span&gt;sucked and that had to be vocally expressed, even on the workfloor. It is actually quite nice to work in an atmosphere where people try their best in the face of bad odds and punishing schedules rather than complain like a prima-donna the moment something extra is asked of them.&lt;br /&gt;&lt;br /&gt;It has gone too far though, and I don't really like to use the term "exploitation" but often it can seem that that is exactly what management does with its employees. Employees don't complain or move jobs so much, so it's pretty safe to ask them to do anything, at any time, at whatever cost. And they &lt;span style="font-style: italic;"&gt;do&lt;/span&gt;. When a director drastically changes his mind on some design issue but doesn't change the schedule or budget, it's up to the team to catch up an make it happen; if or when it doesn't happen, it is obviously also the team's fault. When a product is miraculously shoved out the door and onto the shelves, the employee may get a few drinks at a cheap izakaya at the company's cost, but completion bonuses are reserved for management, All in all, the employee is a chunk of man-month to deploy as the company sees fit.&lt;br /&gt;&lt;br /&gt;None of this is particularly unique to Japan, it just seems to be driven to extremes here. In an ideal world employees keep their sense of responsibility but learn to stand up for themselves a little. By making management take responsibility for their mistakes or decisions management can be streamlined and, well, educated better, which in turn leads to better working systems and attitudes. It's a difficult balance, of course, as too much of a sense of entitlement leaves everybody dissatisfied, yet too little leaves employees open to abuse. I don't have any solutions for this, which is a little useless, as it would require a &lt;span style="font-style: italic;"&gt;huge &lt;/span&gt;cultural change over the entire Japanese mindset, which, frankly, seems unlikely.&lt;br /&gt;&lt;br /&gt;What usually happens is that Japanese employees with a sense of individuality and a drive to excellence for themselves &lt;span style="font-style: italic;"&gt;personally&lt;/span&gt;, rather than &lt;span style="font-style: italic;"&gt;collectively&lt;/span&gt;, end up leaving the country and going somewhere where their skills are appreciated for what they are. Within our industry this usually means moving to the US or starting your own company - not a unique Japanese thing, actually. This leaves the employers falling back on the usual practice of hiring inexperienced and dirt-cheap graduates.&lt;br /&gt;&lt;br /&gt;All this is changing, slightly, at a snail's pace. Job-hopping is slowly losing its stigma. The days that having more than a couple of companies on your cv being viewed as a bad sign of unemployability are coming to a close. With employees free to switch jobs easier, companies that offer the best package and working conditions will win out over those that rely on employees' sense of responsibility alone. This in turn will lead to a competition between companies to create the best working environment to lure the best employees. This, I think, is a healthy thing.&lt;br /&gt;&lt;br /&gt;It might have been a bad idea to start this series of posts with this particular subject as management types will obviously not see this as a problem at all, but those that do are faced with Japan's cultural mindset, which is not something that can be changed so easily. Personally I have managed to keep my own interests protected while working at Japanese companies, calling my leads out when they made unreasonable demands, like asking me to come in on a bank holiday weekend when I had already planned a trip, or telling them I wasn't going to attend this late night meeting and they should reschedule it for tomorrow morning. It didn't make me very popular, but at least in one company it did help solidify the otherwise meaningless core-hour rules that were already in place; they started to only schedule meetings within those hours and not after. Of course, it's all a matter of give and take. Had I taken the purely Western approach of "look after nr. 1" I could &lt;span style="font-style: italic;"&gt;never &lt;/span&gt;meet them halfway; I had to occasionally do my overtime and weekends, or stay at a late night meeting once in a while, even do some cleaning duties occasionally, always letting them know it was a special circumstance, something I did for the company but not something they can always rely on. This seemed to work well, as they had trouble thinking of me as arrogant and entitled, as I &lt;span style="font-style: italic;"&gt;did &lt;/span&gt;sometimes give more than I was required to, yet at the same time letting them know it wasn't cricket. Colleagues who saw me "get away" with such behaviour were inclined to follow my example. One of the companies I worked for was actually going in the right direction with this, in some small part, I'd like to think, to my insistence that I wasn't going to stay at work late to help a programmer I worked with if he came in after lunch.&lt;br /&gt;&lt;br /&gt;Soon, part 3, "work ethic".&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-5072816538551713728?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/5072816538551713728/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/10/j-dev-confidential-2.html#comment-form' title='14 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5072816538551713728'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5072816538551713728'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/10/j-dev-confidential-2.html' title='J-Dev Confidential 2'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SQXF9CR99CI/AAAAAAAABB0/CQTg3s-frPU/s72-c/post_confidential_2.JPG' height='72' width='72'/><thr:total>14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-5366482052682935437</id><published>2008-10-23T23:02:00.002+09:00</published><updated>2008-10-23T23:12:18.661+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='JDEV Confidential'/><title type='text'>J-Dev Confidential 1</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SQCEOnp380I/AAAAAAAABBs/MGnh2d9leSM/s1600-h/post_confidential_1.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 125px;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SQCEOnp380I/AAAAAAAABBs/MGnh2d9leSM/s400/post_confidential_1.JPG" alt="" id="BLOGGER_PHOTO_ID_5260349751466390338" border="0" /&gt;&lt;/a&gt;&lt;span style="color: rgb(102, 102, 102); font-style: italic;font-size:85%;" &gt;In this series of posts I examine, from the unique perspective of having experience and knowledge of both Western and Japanese development practices, where, in my humble opinion, Japanese game development is going wrong. Beware that these are merely generalised opinions and do not necessarily apply to all or any specific Japanese companies, some of which are, admittedly, slowly changing their approaches and attitudes.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center; font-weight: bold;"&gt;Part 1 - Preface, "This is Japan!"&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;As someone who has recently decided he couldn't handle it anymore, any direct criticism from my part would and &lt;span style="font-style: italic;"&gt;should &lt;/span&gt;be taken with a grain of salt. It could easily come across as sour grapes and, if I'm brutally honest with myself, some of it probably is. I had high hopes of my career, none of which came to fruition, mostly due to decisions on my own part, but &lt;span style="font-style: italic;"&gt;some &lt;/span&gt;of it due to how things are done round here. Though I will focus mostly on the latter, readers should not forget that I am not so arrogant as to assume I myself am without blame, and that I am making a scapegoat of an industry I have failed to make an impact on. Instead remember that these posts are an honest attempt at looking at what I,&lt;span style="font-style: italic;"&gt; in my humble opinion&lt;/span&gt;, consider to be the major failings of the Japanese video game development industry in the hope these things can be addressed, for the greater good, as it were. I may sound like I'm bitching, but I am trying my hardest to be constructively critical. My apologies in advance if I seem to stumble occasionally.&lt;br /&gt;&lt;br /&gt;Also let me preempt some critical feedback. I am fully aware Japanese games enjoy a &lt;span style="font-style: italic;"&gt;certain&lt;/span&gt; status with a &lt;span style="font-style: italic;"&gt;certain &lt;/span&gt;group of people who will gleefully point to all the industry's successes as proof that my observations are academic at best. It is certainly true that some excellent, amazing titles have come from these shores, but my contention is that these titles have been made &lt;span style="font-style: italic;"&gt;despite &lt;/span&gt;the way the industry works, and not &lt;span style="font-style: italic;"&gt;because &lt;/span&gt;of it. Though the industry in Japan has a few kinks that allows, nay &lt;span style="font-style: italic;"&gt;forces &lt;/span&gt;more creativity in certain areas, as a whole it is still a lumbering beast with many flaws and coughing up blood. The fact a team of developers managed to create masterpieces like  Zelda, Super Mario Galaxy or Ico goes more to show the great talent of these teams than prove the Japanese way of doing things actually works. If anything it is as inefficient as a solar-powered sunbed, and I can only imagine, excitedly, what these teams could accomplish had they a better working system.&lt;br /&gt;&lt;br /&gt;There is of course a growing awareness of Japan's status in the global video game market. More and more similar reports are cropping up of industry high-rollers such as &lt;a href="http://kotaku.com/5054484/sony-exec-notes-slow-progress-in-japanese-development" target="blank"&gt;Yoichi Wada&lt;/a&gt;, president of Square-Enix, and &lt;a href="http://www.gamesetwatch.com/2008/10/analysis_capcom_namco_square_b.php" target="blank"&gt;Kenzo Tsujimoto&lt;/a&gt;, of Capcom, incidentally one of the first high-profile companies to make it an active goal to pursue the Western markets over the local ones in both product and development practices and &lt;a href="http://kotaku.com/5063013/kojima-might-announce-new-game-at-next-years-tgs" target="blank"&gt;Hideo Kojima&lt;/a&gt; Some consumers are even getting a little irked by all this negativity; but I don't see it as pessimism. The fact major Japanese corporations can stand up and publicly admit Japan is fading fast in the shadow of Western technology and development is the kind of acceptance that leads to improvement and a better industry (and market) for all. Once big corporations like Square and Capcom successfully change their businesses others will follow too, or be faced with imminent bankruptcy.&lt;br /&gt;&lt;br /&gt;As you can see, I already speak in hyperbole and from a position of false authority, putting forth my theories as facts.  In the posts to follow I am sure this tone will continue, so I must humbly ask the readers to remember these are all &lt;span style="font-style: italic;"&gt;conjectures&lt;/span&gt;, based on personal observations and musings. And it takes a big man to admit he is wrong. I am not a big man.&lt;br /&gt;&lt;br /&gt;Now you may ask what the point is of this series. Why didn't I discuss this with my colleagues and employers at the time? Well, I did, sort of. The many problems I'll discuss in later posts I have talked about with colleagues, even my boss. The end result was always the same: sympathetic nods, agreement, acceptance of the futility of the situation, understanding the need for change, all rendered moot with that single, ever-present line "&lt;span style="font-style: italic;"&gt;but this is Japan&lt;/span&gt;", as if to say, "you're right, of course, but this is simply how things are done round here, old chap." This is an argument you cannot fight against. Whenever people see the correct way to solve a destructive issue but decline to act because it's not the done thing, you might as well, as I did, give up. In certain areas I have tried to lead by example, with some limited successes, but in the end Japan's immovable object was too immovable and my irresistible force of change all too resistible.&lt;br /&gt;&lt;br /&gt;Also, don't be too discouraged if you are one of those who is working towards or dreaming of a career in video game development in Japan. As a series focusing on the negatives it will naturally come across as all doom and gloom. Also, I believe if you are aware of the problems you won't get wrong-footed or short-changed when you finally get here. You'll know what is going on and be more informed before making any decisions. If you really want to work here, don't let these articles dissuade you. Let them help you have realistic expectations. And who knows, maybe you will be the one to bring the winds of positive change at your future company.&lt;br /&gt;&lt;br /&gt;Finally, no, I have &lt;span style="font-style: italic;"&gt;no intention&lt;/span&gt; of lifting my veil of anonymity and openly discussing the companies I have worked for; many issues are wide-spread but not omnipresent, some issues I know exist even though the places I have worked at didn't actually suffer from them. I am trying to paint a rather broad picture here and it would be unfair, not to mention unprofessional, to assign all these ills to a few particular companies. However frustrated I grew as an employee I don't actually harbour any bad feelings towards my former employers and I do not wish to harm their business. So don't ask.&lt;br /&gt;&lt;br /&gt;The series will kick off in earnest some time soon with part 2.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-5366482052682935437?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/5366482052682935437/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/10/j-dev-confidential-1.html#comment-form' title='12 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5366482052682935437'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5366482052682935437'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/10/j-dev-confidential-1.html' title='J-Dev Confidential 1'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SQCEOnp380I/AAAAAAAABBs/MGnh2d9leSM/s72-c/post_confidential_1.JPG' height='72' width='72'/><thr:total>12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-946574187113036271</id><published>2008-10-17T20:14:00.002+09:00</published><updated>2008-10-17T20:20:17.973+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>The morning after the night before</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SPhz2OJqmoI/AAAAAAAABBk/WBk3bXpzxr0/s1600-h/post_pocari.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SPhz2OJqmoI/AAAAAAAABBk/WBk3bXpzxr0/s400/post_pocari.JPG" alt="" id="BLOGGER_PHOTO_ID_5258079940303821442" border="0" /&gt;&lt;/a&gt;I know it's a cliche and I know it is true, so why does it still occasionally surprise me when colleagues really come out of their shell when they get drunk? Of course as the company is paying everybody is going mad, including myself, with &lt;span style="font-style: italic;"&gt;free &lt;/span&gt;booze. I know it's a school night but opportunities to get locked on sponsored alcohol are few and far between. People I hardly ever speak to, people that usually avoid me on the workfloor, people who can often hardly disguise their contempt for this foreign interloper with a better salary come over and slap me on the back. We laugh and make jokes.They tend to get very tactile when drunk, and being British this still freaks me out somewhat, so I decide to get drunk &lt;span style="font-style: italic;"&gt;quickly&lt;/span&gt;; it's bad form to flinch when your boss taps you on the back of your upper thigh. I have about 4 conversations on my interlocutor's desires to speak English better, peppered with my usual jokes about not being able to speak Japanese at all, delivered in Japanese, and how if an idiot like me can speak English &lt;span style="font-style: italic;"&gt;anyone &lt;/span&gt;can. This seems to be the norm for any evening with Japanese people.&lt;br /&gt;&lt;br /&gt;Of course the next morning I regret it. I usually do. Though the nights have been getting colder today is a warm, sunny day; the worst kind of day to have a hangover. On my way to work I purchase the items for my survival kit; a bottle of Pocari Sweat, a glucose drink so sweet you can feel your teeth and eyes and brain rot as you drink it, but it packs a bit of a punch and takes over the role of coffee this morning. Also a chocolate bar of sorts. Again, sweetness and unhealthy crap, a perfect foodstuff for when I am feeling this way. I couldn't possibly imagine eating a Japanese style breakfast with the remains of God only knows how many glasses of red wine sloshing around my veins. I think I am actually still drunk. The chocolate was a compromise though; they have some excellent bakeries here that bake fairly outrageous buns, stuffed with sausages, curry, or both or many other things I usually don't eat for breakfast, but on mornings like these they are a great pick me up.&lt;br /&gt;&lt;br /&gt;My colleagues have all reverted back to their normal selves. The golden rule of Japanese drunkenness is that you will not hold anything against anybody for acting the way they do when they are stiff as an owl. This, sadly, also includes all the friendly banter. One can't approach a colleague so easily and continue last night's conversation. It's as if they have two personalities, one fueled by alcohol and one by corporate obligation. Sadly, the golden rule also dictates that nobody will remember my grand gesture: the grand raffle prize I won last night and in a fit of drunken benevolence and acute quitter's guilt donated to the company for use by my soon to be ex-colleagues, as I already had one and didn't want to lug it around all night. A fine gesture I think you'll agree, but one I regretted almost &lt;span style="font-style: italic;"&gt;instantly&lt;/span&gt; and again a little later in the evening when a colleague tells me he would have bought it off me and again this morning when I realise how nobody is going to mention anything about that drunken night ever again due to possibilities of embarrassment. At times like these I try to be pragmatic and tell myself "easy come, easy go", rather than dwell on my stupidity, &lt;span style="font-style: italic;"&gt;as well I should&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;The morning drags. As they don't like to pay people for doing nothing they won't ever tell someone to sit out their notice period at home yet still give the last month's wages, as has happily been the case whenever I quit a company back in the UK. No, I am sat here doing nonsense work that won't be of any use to anybody. Boredom is a brain killer so I throw myself on the task with more energy than my ragged soul ever thought he could muster today. If I can just keep focused it'll be going home time before I realise. Sadly, I don't remain focused.&lt;br /&gt;&lt;br /&gt;I decide to go out for what I call my "bad Jew" lunch; a toasted bagel with both ham and melted cheese. A woman walks into the smoking area to hand coffees to the two older guys sitting near the window, one of whom gives me the involuntary gaijin stare, obviously mesmerised by the whiteness of my skin or enormity of my nose, or maybe the bags under my eyes. As the woman walks back out to get her own coffee she pulls a face and waves her hand in front of her nose. Why come into a smoking area and be disgusted by the smoke? It makes little sense to me. But later I feel a little bad for her as she sits with the two old geezers. She doesn't smoke and obviously has to mother these two guys and keep them company. But still...  On the way back to the office I walk past a woman who &lt;span style="font-style: italic;"&gt;looks &lt;/span&gt;Japanese but is dressed as an African queen. I half expect her to hand me a flyer for something but she's just playing with her phone and her perfume is much too potent.&lt;br /&gt;&lt;br /&gt;Here I am, looking at the clock's minute hand slowly creeping forward in little jumpy motions. A few more hours until a much needed weekend, and then one more week of this before creative freedom. Being at the office has a real last day of school vibe about it these days.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-946574187113036271?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/946574187113036271/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/10/morning-after-night-before.html#comment-form' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/946574187113036271'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/946574187113036271'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/10/morning-after-night-before.html' title='The morning after the night before'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SPhz2OJqmoI/AAAAAAAABBk/WBk3bXpzxr0/s72-c/post_pocari.JPG' height='72' width='72'/><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-4897390026555000032</id><published>2008-10-13T11:48:00.002+09:00</published><updated>2008-10-13T11:52:58.459+09:00</updated><title type='text'>Alice in Japan</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SPK3QDXX75I/AAAAAAAABBc/Sksut14wpDU/s1600-h/post_alice.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SPK3QDXX75I/AAAAAAAABBc/Sksut14wpDU/s400/post_alice.JPG" alt="" id="BLOGGER_PHOTO_ID_5256465201503924114" border="0" /&gt;&lt;/a&gt;Considering Alice's Adventures in Wonderland and Through the Looking Glass is one of my top five most favourite books of all time&lt;span style="color: rgb(255, 102, 0);"&gt;*&lt;/span&gt; I was pleasantly surprised to accidentally stumble across &lt;a href="http://apricot8585.deviantart.com/gallery/#japanese-alice" target="blank"&gt;this DeviantArt page&lt;/a&gt; by user "Apricot8585". Considering a large proportion of my readers are probably secretly or overtly Japanophile, I thought I'd share the link.&lt;br /&gt;&lt;br /&gt;The page contains a few images that re imagine the story and characters of Alice as traditional Japanese characters in an awesome classical Japanese style. The images are bold and imaginative, not to mention beautiful; definitely worth checking out. The separate images' descriptions explain in further detail the how, what and why of the characters.&lt;br /&gt;&lt;br /&gt;I have had to endure some terrible reinterpretations of one of my favourite books over time, like the predictably gothy American McGee game and the ludicrous vanilla version Disney thought was better than the original, but this is the first one that actually got to me, in a good way. Enjoy!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(255, 102, 0);"&gt;*&lt;/span&gt; &lt;span style="color: rgb(153, 153, 153);"&gt;FYI, the others being Haruki Murakami's "The Wind-up Bird Chronicle", Cervantes' "Don Quixote", James Joyce's "Ulysses" and Bret Easton Ellis' "American Psycho"&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-4897390026555000032?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/4897390026555000032/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/10/alice-in-japan.html#comment-form' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4897390026555000032'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4897390026555000032'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/10/alice-in-japan.html' title='Alice in Japan'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SPK3QDXX75I/AAAAAAAABBc/Sksut14wpDU/s72-c/post_alice.JPG' height='72' width='72'/><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-5661843900534920435</id><published>2008-10-11T22:12:00.002+09:00</published><updated>2008-10-11T22:14:57.608+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Tokyo Gameshow 2008</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SPCmeRBUdoI/AAAAAAAABBU/Zgb1vLWJcrg/s1600-h/post_tgs.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SPCmeRBUdoI/AAAAAAAABBU/Zgb1vLWJcrg/s400/post_tgs.jpg" alt="" id="BLOGGER_PHOTO_ID_5255883804036593282" border="0" /&gt;&lt;/a&gt;Here is a top tip for readers from abroad who want the real news on the &lt;a href="http://tgs.cesa.or.jp/english/" target="blank"&gt;Tokyo Gameshow&lt;/a&gt;: if the site you are reading news items from also features articles and posts on other "wacky" Japanese sights and activities the "reporters" have seen, like crazy bondage doll gift egg machines or weird trans-gender cosplay in Akihabara or, most tellingly, reports on "cool swag" the "reporter" picked up in Tokyo or at the show, well, then your "reporter" is way too enamoured by Japan to be able to give you an objective view and opinion on the products on display. They are not reporting on the show but walking around in a wide-eyed daze of excitement and geekiness, "omfg I'm in Japan!", which clearly clouds the mind that that weird, colourful stamp licking DS game is actually probably just a shit game, and not an amazing example of Japan's creativity or that the show itself is exciting or significant, which it really isn't.&lt;br /&gt;&lt;br /&gt;I'm not being overly miserable here, I do "get" it. I was very much like that too when I first moved to Japan. The lights, the sights, the people, the madness, it was all a little overwhelming. But over time the sheen wears off and the truth outs, and those fantastic little toys I got then are now revealed to be cheap tat and the Tokyo Gameshow, for me once an amazing experience of Japan's video game industry's extravaganza, is well past its prime and diminishing more every year. This is not just my perception; it can be seen at the show itself, if you are unclouded by the otaku hype, once filling the entire Makuhari Messe twice a year and now barely filling up half of it once a year. It's glory days are over and its function, to inform and entertain, long since taken over by the internet, a much more convenient and comfortable way of getting your game-related news. For developers it remains an excuse to escape the desk for a day or two and to meet up with peers, do business and get drunk. For the consumer, though, it's in obvious decline.&lt;br /&gt;&lt;br /&gt;Despite my traditional, yearly resolution to never go again, I went to the show this Friday, the second of the two business days. I avoid, at all cost, going on a public day, as the crowds are far less manageable on those days. I'm there to meet people and check out the competition, not to hustle and bustle and queue up for lengths of time to play a demo of a game I'm not really interested in. This year, again, only 2 of the big halls were in use, with half of a third dedicated to university booths and cheap curry stalls. That said, half of one of the main halls featured more business oriented booths, with representatives from several far corners of the world pimping their middleware or promoting their country as a game developers' haven. Several new technology stands could also be found, from a "mind reading" controller, which seemed interesting but was marred by a terrible demo game experience, and head-tracking helmets.&lt;br /&gt;&lt;br /&gt;This left the rest for the usual suspects; Microsoft, Sony, Square, et all. The main focus of attention was, shock horror, stop the press, Monster Hunter, digital crack to the Japanese for some reason. Sizable lines were also seen at Biohazard 5 (Resident Evil 5) and whatever Square had in its walled off area. Level 5 went so far as to hide their entire stage area with a massive curtain for each show. This attitude, alongside the "no photos!" rules confuse me; is this not a PR/marketing event? Why force a useless and irritating sense of exclusivity upon it? Madness. Little Big Planet too had some attention and seemed to enthrall the visitors. What with the reveal of Sepiroth and old Snake sackboys it would seem the game is on its way to make a bit of a splash in Japan too. That said, you never really know, do you? Monster Hunter will outsell anything anyway.&lt;br /&gt;&lt;br /&gt;And that, basically, was it. Another long, tiring and headache-inducing day with no surprises or flabbergastering. A new title was revealed here and there, with the obligatory 5 second, pre-rendered and uninformative teaser trailers, but there was nothing there that wasn't expected or known already. This Saturday and Sunday is time for the punters to check out there wares, which they'll do in droves, and to dress up and be photographed, but I am glad it's over for another year.&lt;br /&gt;&lt;br /&gt;Never again. And this time I mean it.&lt;br /&gt;&lt;br /&gt;See you there next year.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-5661843900534920435?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/5661843900534920435/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/10/tokyo-gameshow-2008.html#comment-form' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5661843900534920435'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5661843900534920435'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/10/tokyo-gameshow-2008.html' title='Tokyo Gameshow 2008'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SPCmeRBUdoI/AAAAAAAABBU/Zgb1vLWJcrg/s72-c/post_tgs.jpg' height='72' width='72'/><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-2834798606941715871</id><published>2008-10-06T22:57:00.003+09:00</published><updated>2008-10-06T23:07:20.616+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Little Big Whoop</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SOoZhrpKhiI/AAAAAAAABBM/R1CqLNrUpjA/s1600-h/post_lbp.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SOoZhrpKhiI/AAAAAAAABBM/R1CqLNrUpjA/s400/post_lbp.JPG" alt="" id="BLOGGER_PHOTO_ID_5254039981722863138" border="0" /&gt;&lt;/a&gt;I am not often given to hyperbole, as &lt;span style="font-style: italic;"&gt;everyone &lt;/span&gt;knows, and it is hard for me to get excited about games these days. Well, I say that but we've had an amazing year or two of excellent releases, but still, I could not have predicted how a single, upcoming title would grab my attention the way it has.&lt;br /&gt;&lt;br /&gt;Like so many hopefuls I signed up to the &lt;a href="http://littlebigplanet.us.playstation.com/" target="blank"&gt;Little Big Planet&lt;/a&gt; beta a good few weeks back and like so many hopefuls I wasn't successful, but, as so many hopefuls, we got a second chance as they expanded the number of users recently. My key was actually delivered to me on the cusp of a night on the town. You can imagine how torn I was, having to choose between good food and booze with friends and a glimpse at the one title I am most hotly anticipating. As it happened the former option narrowly won out, but once I got home, drunk and satiated, I managed to download my LBP Beta and give it a good go. Or rather, I fumbled about, fell asleep in a drunken stumpour and woke up, hungover but excited, and gave it a second, non-blurry glance. And it's had its cute hooks in me ever since.&lt;br /&gt;&lt;br /&gt;The style is, as is obvious, &lt;span style="font-style: italic;"&gt;heart-meltingly&lt;/span&gt; cute. In fact, I'd go so far as to say it's going to get some attention in Japan, if the squeals of delight my wife produced are anything to go by. Watching a random Japanese player dressed as a pink rabbit sackboy grab my little Shakespeare sackboy and drag him around, having me slap him away, pulling a toothy grin and doing the pointy hand dance made us both smile like a democrat watching a Sarah Palin interview. The wonderfully low-fi quality of the design is just so refreshing in the current pool of brown-gray and the obvious humour dotted around the place, from the &lt;span style="font-style: italic;"&gt;World's Best Credits Sequence&lt;/span&gt; to the little sackboy emotion animations should guarantee those smarmy bastards at &lt;a href="http://www.mediamolecule.com/" target="blank"&gt;Media Molecule&lt;/a&gt; some kind of industry award, or a cuddle at the very least.&lt;br /&gt;&lt;br /&gt;Thought all of this was known to me from watching, and rewatching, the many videos and presentations on-line, to the extent I pre-ordered it the very second I was able to do so, I had niggling doubts about the "2.0" nature of the game. Were the tools going to be robust enough, fun enough for your average user to create the content to make this game the hit it so obviously deserves to be? After the slightly disappointing display that was Spore, which had &lt;span style="font-style: italic;"&gt;fantastic&lt;/span&gt; editors that in the end didn't sit well with the rest of the title, &lt;span style="font-style: italic;"&gt;in my humble opinion&lt;/span&gt;, I was on the fence with this one. I honestly believed that user generated content was going to be a buzzword that wasn't going to survive the next fiscal year. But then, I also thought at the time the Sims was a ridiculous idea that was going to flop, so I've learned my lesson about jumping to conclusions.&lt;br /&gt;&lt;br /&gt;After just a few days with the Beta, I found, I am having Tetris Dreams. The LBP editor is keeping from sleep, as I lie awake in bed, staring at the ceiling, thinking of all the ways I could use the tools to make elaborate traps and levels. Though being bored, with nothing to do, at work as I sit out my notice isn't the most engaging activity anways, I find my daytime too is filled with daydreams of possibility and creativity. Seeing what amazing creations several users have made, and shared, in this mere beta stage I am &lt;span style="font-style: italic;"&gt;astounded &lt;/span&gt;and daren't imagine what creations wait around the corner once the title is in full release. The editor, in short, is an amazing toy that just fires up my otherwise moribund creativity.&lt;br /&gt;&lt;br /&gt;Still, I think I'll wait and see what happens before making any huge pronouncements on its success. It's obvious the tool allows the creative mind to do wonderful things, but it remains to be seen if your average, non-creative user with little time on his hands is going to use it. I think there will probably be a tiny percentage of users creating playable, fun levels for the vast majority to enjoy. But I also think that will be enough. And I'm sure some creative and dedicated LBP users can use the tools to create a game design portfolio that can help their way into an industry job; so vast are the options that truly creative brainfarts are executable within it and I can't wait to see what is going to be out there.&lt;br /&gt;&lt;br /&gt;I am not so over-hyped as to notice the game itself isn't without fault. The idea of having to unlock "building blocks" before being able to use them in the editor seems a little onerous and the three layers of the game field are often a little hard to navigate. But compared to the tremendous fun I've had with the beta just these few days these are minor niggles. The fact I can't log into a server if my PS3's system language is set to anything other than Japanese should be considered &lt;span style="font-style: italic;"&gt;a major bug&lt;/span&gt;, though, and one I am hoping Media Molecule will deal with.&lt;br /&gt;&lt;br /&gt;At the moment there seems little hype for the game in Japan. I don't quite understand why Sony isn't pushing this game into everybody's faces; let's wait and see if they do something for this week's Tokyo Gameshow. I truly think Media Molecule has hit upon a style that could appeal to the Japanese consumer. Sackboy certainly has the looks to be the kind of mascot that can be plastered over all manner of product for advertising purposes. Damn, he's cute! Whether they are interested in the user-creation part of the game here remains to be seen, but I'll be very surprised if the title bombs in Japan. If it &lt;span style="font-style: italic;"&gt;does &lt;/span&gt;I'm going to blame Sony marketing.&lt;br /&gt;&lt;br /&gt;Of course, as Titan Quest shows us, a fantastic tool does not guarantee a success, and LBP's editor could overwhelm your average gamer. But it's powerful and playful enough to make me think there will be something special come the final version. I, personally, can't wait. For once the (western) media's hype and my own seem perfectly matched and the product, what's I've experienced of it, delivers in ways I could never have hoped.&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 153, 153);font-size:85%;" &gt;I know, &lt;span style="font-style: italic;"&gt;I know&lt;/span&gt;, this is basically nothing more than a pretty sycophantic love-letter to Media Molecule and their excellent game, but I don't get this excited that often, so take it as it comes.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-2834798606941715871?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/2834798606941715871/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/10/little-big-whoop.html#comment-form' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2834798606941715871'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2834798606941715871'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/10/little-big-whoop.html' title='Little Big Whoop'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SOoZhrpKhiI/AAAAAAAABBM/R1CqLNrUpjA/s72-c/post_lbp.JPG' height='72' width='72'/><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-7889532151159933358</id><published>2008-10-02T20:16:00.003+09:00</published><updated>2008-10-02T20:20:31.433+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>I am Joe's utter lack of surprise</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SOStraf9BVI/AAAAAAAABBE/G9g3s9hbctg/s1600-h/post_dsi.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SOStraf9BVI/AAAAAAAABBE/G9g3s9hbctg/s400/post_dsi.JPG" alt="" id="BLOGGER_PHOTO_ID_5252514026780165458" border="0" /&gt;&lt;/a&gt;In the pre-Tokyo Gamehow press hype it is probably all over the internet by now but Nintendo have finally announced &lt;a href="http://www.nintendo.co.jp/ds/dsi.html" target="blank"&gt;a new DS iteration&lt;/a&gt;, this time with larger screens, a thinner design, no GBA port, a camera and whatnot. Aside from the fact I had picked up this rumour a while back through some trusted sources&lt;span style="color: rgb(255, 102, 0);"&gt;*&lt;/span&gt;, this should really not come as any great surprise to anybody; it's the classic Nintendo Way&lt;span style="font-size:78%;"&gt;(tm)&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Looking at the new features, especially the camera and the funky software with which to manipulate your photographs, it seems to be aimed quite squarely at the DS's biggest market; Japanese women. It seems like a lot of fluffy fun and though technically not on par with other alternatives on the market, it does seem to get the "gee, this is fun" element right; Nintendo have long since given up on the specs race and have focused mainly on functionality and low manufacturing costs. And so far it's been a winning strategy. To this day the number of DSs I see in the wild outnumber the PSPs by a &lt;span style="font-style: italic;"&gt;huge &lt;/span&gt;margin.&lt;br /&gt;&lt;br /&gt;So if the DS follows the GBA redesign route we can see one more iteration of the DS before its demise, possibly a novelty version (GBA Micro?), and onto the DS2, whatever that may be. I expect the DS to survive for quite a while yet, and sales figures are still good. I still think they should release a Louis Vuitton themed DS. Personally I still like to see more Wii/DS connectivity and who knows, with this new version's better Wifi this may be on the cards. Being able to see my DS on my large TV would be great; it's the only way I ended up playing GBA games on the GBA Player for the Gamecube. Control will be an issue, though, but I'm sure some boffin somewhere will sort that out.&lt;br /&gt;&lt;br /&gt;Obviously I don't &lt;span style="font-style: italic;"&gt;need &lt;/span&gt;a DSi, but as a free agent it's more important than ever that I keep up to date with progress. That is, at least, the excuse I'll tell my wife, along with the promise she can take over my DS Lite, as she took over my DS when I bought that. It won't work, of course, but I can handle a few days of grumbling and exasperated head shaking . I mean, I can't buy every GBA iteration and then &lt;span style="font-style: italic;"&gt;not &lt;/span&gt;buy every DS one, can I? That's not the mentality that made me a Club Nintendo platinum member.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(255, 102, 0);"&gt;*&lt;/span&gt; &lt;span style="color: rgb(192, 192, 192);"&gt;Sorry, I have no desire to be the new Surfergirl.&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-7889532151159933358?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/7889532151159933358/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/10/i-am-joes-utter-lack-of-surprise.html#comment-form' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7889532151159933358'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7889532151159933358'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/10/i-am-joes-utter-lack-of-surprise.html' title='I am Joe&apos;s utter lack of surprise'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SOStraf9BVI/AAAAAAAABBE/G9g3s9hbctg/s72-c/post_dsi.JPG' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-1096193507817077054</id><published>2008-09-25T13:05:00.001+09:00</published><updated>2008-09-25T13:19:14.908+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>Shackles - part 2</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/R8FN-F_-jPI/AAAAAAAAA3w/9MyhQlJL-Nw/s1600-h/post_shackles.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/R8FN-F_-jPI/AAAAAAAAA3w/9MyhQlJL-Nw/s400/post_shackles.jpg" alt="" id="BLOGGER_PHOTO_ID_5170499576355785970" border="0" /&gt;&lt;/a&gt;Long time readers with a memory for the banal may remember &lt;a href="http://japanmanship.blogspot.com/2008/02/shackles-part-1.html" target="blank"&gt;a post I wrote back in February&lt;/a&gt; detailing the tedious process of applying for permanent residency, followed by a promise of a follow-up once the verdict was in.&lt;br /&gt;&lt;br /&gt;So last week, on the same day I was able to make the decision to quit my job and having my XBox 360 delivered back home after a &lt;span style="font-style: italic;"&gt;third &lt;/span&gt;but probably not final repair, I also received the pre-printed and hand-addressed, by myself, postcard telling me my presence was required at the immigration office and if I'd be so kind as to bring my passport, foreigner registration card and money.As they never, ever go into detail specifically, this could only mean I was approved and was asked to come pick up my permanent residency. Either that or I was being deported.&lt;br /&gt;&lt;br /&gt;So with my heart in my throat I went to the immigration office and wouldn't you know it, I got my permanent residency! &lt;span style="font-style: italic;"&gt;Huzzah!&lt;/span&gt; I'd like to think I meet some kind of minimum quality standard as a human being, but I guess it only really means I have paid my bills and taxes and have kept my nose clean, for as far as they've managed to ascertain, as well as reaching the minimum requirements of three years of marriage or work-related equivalents.&lt;br /&gt;&lt;br /&gt;One annoying aspect of the permanent residency is that I am still forced to buy "re-entry permits" if I want to leave the country and, well, re-enter; "&lt;span style="font-style: italic;"&gt;gaijin tax&lt;/span&gt;" they are derisively called by those who need them. An "unlimited" re-entry permit is valid until the end of your visa or a maximum of 3 years, so I will still have to go to the immigration office every three years to buy one. Luckily the process is quick and simple enough; a form, a 6000 Yen stamp and a new sticker in your passport, but still...an annoyance.&lt;br /&gt;&lt;br /&gt;A handy tip for any readers wanting to follow suit: find a &lt;span style="font-style: italic;"&gt;friendly &lt;/span&gt;immigration office. For this application I traveled a little further to a semi-local headquarters rather than my closer-by local branch office. At the latter the people tend to be a miserable bunch of unhelpful oiks, whereas at the former I found staff to be a lot more friendly and helpful. Whether this had any bearing on my application I have no clue, but it might've. When I first attempted to move from a work to a spouse visa we tried this head office where a woman was very helpful, gave us the forms and told us I'd have no problems getting the 3 year spouse visa, really. However, she pointed out, my work visa was still valid for a while so I  might as well run that one out first, which I did. When we actually did apply for a spouse visa we went to the local branch office where they eventually gave me a 1 year spouse visa, &lt;span style="font-style: italic;"&gt;twice&lt;/span&gt;. We then went to the headquarter office and got a 3 year spouse visa. This might have something to do with timing, it might not have, but for this permanent residency we went straight to the headquarters and got it, so it's worth considering asking local expats about their experiences at various offices. Sometimes it's worth the effort traveling a little further.&lt;br /&gt;&lt;br /&gt;So here I am, an official "lifer". And with the many, highly appreciated well-wishes from my lovely readers following my last post, I have a feeling that &lt;span style="font-style: italic;"&gt;finally&lt;/span&gt;, things are coming up Millhouse!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-1096193507817077054?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/1096193507817077054/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/09/shackles-part-2.html#comment-form' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1096193507817077054'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1096193507817077054'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/09/shackles-part-2.html' title='Shackles - part 2'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/R8FN-F_-jPI/AAAAAAAAA3w/9MyhQlJL-Nw/s72-c/post_shackles.jpg' height='72' width='72'/><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-1052248539310340843</id><published>2008-09-22T14:00:00.000+09:00</published><updated>2008-09-22T14:00:00.835+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Work in Japan'/><title type='text'>Alea iacta est!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SNYWyIVB59I/AAAAAAAABA8/zGETcXy1VXg/s1600-h/post_die.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SNYWyIVB59I/AAAAAAAABA8/zGETcXy1VXg/s400/post_die.jpg" alt="" id="BLOGGER_PHOTO_ID_5248407466231850962" border="0" /&gt;&lt;/a&gt;"The die has been cast," Julius Caesar exclaimed, according to Plutarch, before crossing the Rubicon and plunging Rome into a civil war that would shape Western civilisation. And, in a move with exponentially &lt;span style="font-style: italic;"&gt;less &lt;/span&gt;significance, it is also what I say now, as I have finally decided to lay down arms and hand in my resignation. After a long decade of working in video games development, the majority of which in Japan, I have found that reaching my full potential, the dreams I pursue, to create amazing art through hard work, dedication and study, to work on great games that bring many people joy, to work in a professional, streamlined working environment...are all pretty much impossible here, for a variety of reasons.&lt;br /&gt;&lt;br /&gt;Some of these reasons point the finger of blame squarely at myself, of this I have no doubt. I don't for one moment believe I am the "misunderstood genius whom nobody listened to". I certainly could have done more to better my situation, but I gave up. Other reasons, though, are very much to do with the state of video game development in general, especially in Japan. These reasons I will mull over at length in an upcoming series of posts dedicated to the subject. But the end result is: I throw in the towel. I simply cannot ever do any good (enough) work as a wage slave in a Japanese company. I'm &lt;span style="font-style: italic;"&gt;out&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;To say I feel liberated is possibly somewhat of an understatement. In fact, this decision was made a while back but due to circumstances out of my hands I had to bide my time. One can imagine having this particular carrot dangled in front of me for months on end was a very rough and emotionally turbulent trek.&lt;br /&gt;&lt;br /&gt;So what's next for me? Sadly, unlike the West, in Japan one usually works out their notice period to the last second. Having already had my reserves of motivation depleted it'll be a difficult last month, dragging myself to work. But after that, I've been looking into the possibility of doing some freelance work, indie projects, some other business ideas, doing some art for art's sake. I need to realign my spine and coax some life back into my joints by exercising, possibly swimming in one of the tiny local pools usually clogged by ancient women doing aquarobics. Learn to knit. Study something, possibly another language. Work through my backlog of unplayed games. Do a bit of traveling to see friends and family. But mostly, and foremost, I will have a sleep for a month orso.&lt;br /&gt;&lt;br /&gt;Japanmanship will continue for as long as I have things to write about and spurious opinions to proclaim. Aside from the series of in-depth post-mortems I have planned I'll now be able to look a little more closer at typical Japanese games that usually don't make it to the West, as well as the many trial and tribulations of the freelancer or indie developer. Theoretically, aside from the post-mortems, the tone of the blog should take a turn for the optimistic, or, if things don't go well, the self-loathing, as I'll have noone to blame but myself.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-1052248539310340843?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/1052248539310340843/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/09/alea-iacta-est.html#comment-form' title='31 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1052248539310340843'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/1052248539310340843'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/09/alea-iacta-est.html' title='Alea iacta est!'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SNYWyIVB59I/AAAAAAAABA8/zGETcXy1VXg/s72-c/post_die.jpg' height='72' width='72'/><thr:total>31</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-4578595241244375953</id><published>2008-09-11T20:53:00.003+09:00</published><updated>2008-09-11T21:00:14.435+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Work in Japan'/><title type='text'>Japanese devs aren't stupid</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SMkHLVDp0YI/AAAAAAAABA0/-AYY0OFFIL0/s1600-h/post_jdas.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SMkHLVDp0YI/AAAAAAAABA0/-AYY0OFFIL0/s400/post_jdas.JPG" alt="" id="BLOGGER_PHOTO_ID_5244731132262076802" border="0" /&gt;&lt;/a&gt;However frustrated I get sometimes it is good to know there are Japanese developers, of actual importance and status, who seemingly pretty much agree with me. It's a little confirmation that makes me glow on the inside and reminds me that, even though my tone may be condescending and bitter at times, I am not pulling all this out of my arse.&lt;br /&gt;&lt;br /&gt;In an &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=19941" target="blank"&gt;interview&lt;/a&gt; in Gamasutra, &lt;a href="http://www.platinumgames.co.jp/" target="blank"&gt;Platinum Games&lt;/a&gt;' Atsushi Inaba speaks frankly of the wide chasm between Western and Japanese games. What lends these comments particular weight, in my eyes, is that I personally consider Platinum Games' output to be of extraordinary quality, painting them as one of the top developers in Japan. Yet even Mr. Inaba concedes Japan is behind.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"And what I want Japanese creators to realize now is that they are now following the lead of the U.S. creators, and that we need to get to and then surpass those creators, with innovative games that sell in the West as well."&lt;/blockquote&gt;&lt;br /&gt;He points to one particular strength of Japanese developers, namely working well within tight technical limitations.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Japan had always been good at taking advantage of what was available within the technology of the consoles that were available then, and worked best within the restrictions, while the West had always been great at going beyond what was available to them. So, going forward, I believe that Japan needs to be more creative, and go beyond what is given. "&lt;/blockquote&gt;&lt;br /&gt;It is true, from my observations, that Japanese developers generally don't cope well with the raw power and the expectations that come with that of the next generation systems, which, in conjunction with the huge sales figures, might explain why so many of them are looking at the Wii and the DS as primary platforms. Arguably, Japanese developers are doing amazing things on the DS, for example, pushing its limits both technically and creatively; this is one area where one could argue Japan is ahead of the West. The Wii, however, remains a Nintendo powerhouse, with plenty of cheap, substandard shovelware littering the shelves in Japanese stores too.&lt;br /&gt;&lt;br /&gt;One thing Japan is still pretty strong in is, in my opinion, creative design. This is a country and market, though also blighted by sequels and cynical cash-ins, where one can still follow the, what I call, William S. Burroughs school of game design pitching. One can dream up a high-concept pitch, say "you play a mechanical fetishist penguin from the future who needs to save the world by slapping people's arses with a sword made out of handbags while avoiding FBI agents dressed as lolitas who want to use your brain to create a funky coat for the president's daughter, who is also a pink SUV", which would, in the West, get you escorted off the premises by security but, in Japan, might lead to nodding and chin stroking. When Mr. Inaba speaks of being more creative, I'm sure he means technically.&lt;br /&gt;&lt;br /&gt;Just the fact that companies like Capcom and Platinum Games have come this this realisation and are working to remedy it is very comforting. &lt;a href="http://www.gamerepublic.jp/" target="blank"&gt;Game Republic&lt;/a&gt;'s Yoshiki Okamoto &lt;a href="http://kotaku.com/5047749/western-games-are-more-advanced-than-japanese" target="blank"&gt;agrees&lt;/a&gt; but is a little more defeatist about it, thinking that the West is now so far ahead that it's almost impossible to catch up.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Even if we thought about catching up with them now, they'd still be making progress."&lt;/blockquote&gt;&lt;br /&gt;He might be right, but it's not a lost cause. Things need to change and it seems they might. But as all things in Japan, the change will be slow and will require input from the outside. Readers of this blog may be interested to hear that Platinum Games are willing importers. theoretically at least, as Mr. Inaba mentions:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Bayonetta is a very difficult game to develop, and if there are very capable developers and programmers in the West it would be great if they could come on board."&lt;/blockquote&gt;&lt;br /&gt;If haven't a clue how far they are prepared to go with this, as it'd require some extensive company-wide language training, relocation support and possibly a restructuring of development systems and salary structures, but eager readers know where to send their resumes. It should also be noted that Game Republic appear to also be gaijin-friendly. Don't focus too much on my fatalist bitter ramblings, but take some solace in the fact Japanese developers too are looking to fix things.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-4578595241244375953?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/4578595241244375953/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/09/japanese-devs-arent-stupid.html#comment-form' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4578595241244375953'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4578595241244375953'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/09/japanese-devs-arent-stupid.html' title='Japanese devs aren&apos;t stupid'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SMkHLVDp0YI/AAAAAAAABA0/-AYY0OFFIL0/s72-c/post_jdas.JPG' height='72' width='72'/><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-3554751870786510267</id><published>2008-09-09T21:54:00.003+09:00</published><updated>2008-09-09T21:58:55.480+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Work in Japan'/><title type='text'>Strength in numbers</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SMZyKttOInI/AAAAAAAABAs/g0iBrUXqHA8/s1600-h/post_numbers.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SMZyKttOInI/AAAAAAAABAs/g0iBrUXqHA8/s400/post_numbers.jpg" alt="" id="BLOGGER_PHOTO_ID_5244004344513045106" border="0" /&gt;&lt;/a&gt;I had an interesting conversation with a friend and fellow foreign lifer here who pointed out the obvious I was already vaguely aware of but had not quite yet formulated into a thought: the more gaijin work at your office, &lt;span style="font-style: italic;"&gt;the better&lt;/span&gt;. And this isn't coming from some kind of racist superiority complex, no.&lt;br /&gt;&lt;br /&gt;There is a kind of foreigner in Japan who suffers from the commonly called "&lt;span style="font-style: italic;"&gt;my&lt;/span&gt; Japan syndrome", for whom the mere sight of another foreigner breaks the illusion that the solitary life here can easily trick someone into: that you're somehow special and unique. And certainly, the fact Japan is so homogeneous and every white, long-nosed face sticks out in a crowd, you'll find interest, idolisation even, from many Japanese people who don't often come into contact with "your sort". If your dream of working in the Japanese game development industry is based on a love for very Japanese-y games, you may even think you'll want to work in a very Japanese company surrounded, exclusively if possible, by Japanese colleagues. There is no better way to immerse yourself, is there not?&lt;br /&gt;&lt;br /&gt;Well, it's not all piss and cakes. The Japanese system has its faults and problems, as does any, but I daresay we labour under some more egregious managerial fallacies that have either already been decimated in the West or have generally been decided as being a very bad idea. Not so Japan, where the old adage "&lt;span style="font-style: italic;"&gt;but this is Japan!&lt;/span&gt;" is still the most commonly used excuse to not have to think about any troubling situations. I have had long and frustrating conversations with colleagues, usually over a cigarette or two, about their work ethics. "If you are so tired," I'd ask, "why not go home on time and take a good rest? That way you'll be more focused tomorrow!" And they'd nod and agree. And then they'd just go ahead and do what they always do: stay late because this is Japan.  Whenever I come across interesting articles on technical issues, game design or tools I make a point of sending it in an email to interested parties, or rather to parties who should be interested, though they never make an effort to read them. When I am given neither autonomy nor direction over my work I pipe up and say it's a waste of everybody's time for me to create something and then change it later when they have ironed out all the issues. I &lt;span style="font-style: italic;"&gt;try &lt;/span&gt;to lead by example, working solid hours, always coming in on time and trying to remain focused during the day. I try to inform colleagues of new games and the interesting things we could learn from them. I try to push for best practice approaches to problems. &lt;span style="font-style: italic;"&gt;However....&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I am the only foreigner in our part of the studio. Therefore, I am also the only one trying to bring about change, for the better, hopefully. I am the only one who comes in on time every morning, who leaves on time too. I am the only one who avoids unpaid overtime. I am the only one calling other disciplines to task when they make mistakes that directly impact my work flow. I am the only one who really tries to research games and techniques. I am, in short, the only one who wants change.&lt;br /&gt;&lt;br /&gt;Now the main problem with this is that I don't, nor am able to, offer any real context to my proposals and ideas. I am just one man, and as such, in a communal country like Japan, can all too easily be dismissed. "This is Japan," they say "and we do things our way. You are just some weird foreigner." And well, I am, I guess. "JC comes in very early every morning," they think, "because he is just this weird foreigner who sticks to his contracted hours." or "Don't ask JC to come in on weekends, because he's weird and will say 'no'." However, had there been three or four or more of us, all doing these things, it wouldn't be represented as one man's insanity but as "the way things foreigners do it". If every morning, when people finally come in, there is a group of foreigners already hard at work, they will think, "wow, foreigners do it this way, huh?" rather than "ah, there's good old mad JC." A single person is a problem, a group of people is a movement.&lt;br /&gt;&lt;br /&gt;The message of this post is twofold. Firstly, if you are keen to work in Japan you may be thinking you want to work in a Japanese company with a Japanese working environment. As a Westerner this is not a good environment to work in. I will go into more detail in the future but the Japanese system is inefficient and broken; one can witness this in the companies that are successful, which also appear to be the ones actively changing their approaches. Secondly, a single person cannot affect change, especially in Japan. For these reasons I highly recommend future ex-pats to investigate, even ask during interviews, how many foreigners are working at a studio before making any commitments. The more foreigners there are, the more chance there is that there isn't too Japanese a working mentality, that the studio has a future and that you won't end up too frustrated and overworked or that there is a real possibility of change for the better. By painting this as a Western vs. Japanese attitudes thing might come across as racist, foreign arrogance even, but from my experiences and observations it seems to be the case. Japanese developers too are slowly beginning to realise they dropped the ball, in development terms, quite a while ago, and some companies are actively making changes to emulate the more useful Western approaches to stay competitive.  Having foreigners on board helps with that and it will help you, as a foreigner working at a Japanese company.&lt;br /&gt;&lt;br /&gt;As for me, well, I have long given up trying to change things. As the solitary white guy here I am simply unable to. I can have frank discussions with my boss over a few drinks, where he vehemently agrees with me, even spurs me on, I can talk to exhausted colleagues who will agree that they are working so hard as to have become inefficient, I can try to lead by example, but in the end "this is Japan" and I am just the single odd one out. I am that single nail that sticks out. So I spend my days just doing exactly what I am asked to do and nothing more, while pondering the future I might have at this studio. Or not, as the case might probably be.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-3554751870786510267?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/3554751870786510267/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/09/strength-in-numbers.html#comment-form' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/3554751870786510267'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/3554751870786510267'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/09/strength-in-numbers.html' title='Strength in numbers'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SMZyKttOInI/AAAAAAAABAs/g0iBrUXqHA8/s72-c/post_numbers.jpg' height='72' width='72'/><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-2473854945991078833</id><published>2008-08-31T20:30:00.000+09:00</published><updated>2008-08-31T20:30:00.923+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>The Truth about games, apparently</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SLp_iqD93VI/AAAAAAAABAk/tQAJVBHKc0U/s1600-h/post_tropes.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SLp_iqD93VI/AAAAAAAABAk/tQAJVBHKc0U/s400/post_tropes.jpg" alt="" id="BLOGGER_PHOTO_ID_5240641349782199634" border="0" /&gt;&lt;/a&gt;Let's face it, television &lt;span style="font-style: italic;"&gt;never &lt;/span&gt;lies. That is just one of those facts. And television, as well as other media, teaches us a lot about video games and video game development.&lt;br /&gt;&lt;div style="text-align: center; color: rgb(153, 153, 153);"&gt;* * *&lt;br /&gt;&lt;/div&gt;Video games are played almost exclusively by young boys who sit upright on pouffes a few inches away from a CRT television and hold their controllers up in front of them. All games can be played while mashing buttons and simultaneously holding conversations with the person standing behind you.&lt;br /&gt;&lt;br /&gt;Though graphics have progressed, video game sound has hit its peak in the mid-80s. Even today sophisticated FPS games use bleeps and bloops for audio, &lt;span style="font-style: italic;"&gt;incessantly&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;The only genres in video games are sports and shooting.&lt;br /&gt;&lt;br /&gt;A lot of games require text input, which must be delivered in perfect English grammar and must be sounded out by the player as he is typing.&lt;br /&gt;&lt;br /&gt;Video game development studios are always housed in lush, modern buildings with a lot of space and cool, trendy lighting and technology. There are never any security measures for visiting friends, family, delivery boys or crime scene investigators who can waltz through the premises with impunity.&lt;br /&gt;&lt;br /&gt;The boss's star employee in every company is the programming genius, with an I.Q. in the high 300s with matching sociopath tendencies. Or indeed &lt;span style="font-style: italic;"&gt;homicidal &lt;/span&gt;tendencies. He always has his own office which is spacious and has many, many monitors and awards.&lt;br /&gt;&lt;br /&gt;The best job in video game development is that of Quality Assurance, or "tester", but competition is hard. Only the most super-elite video game playing masters need apply, but they get compensated &lt;span style="font-style: italic;"&gt;extremely &lt;/span&gt;well and everybody looks up to them.&lt;br /&gt;&lt;br /&gt;Triple-A, next-gen, big name productions require a team of around 7 people with job titles as "gore designer" and "bullet programmer". It may look like they live in a  frat-house like, spacious office, but this tiny band of heroes actually makes your games for you. Except those times when the rogue tester creates an entire game on his own to wow the boss with, at home, doing code, art and design, while being stoned most of the time.&lt;br /&gt;&lt;br /&gt;Nobody in game development is older than 23. Producers and bosses may be older, but only if they are metrosexual and take care of themselves, like ex-surfer dudes with money. Developers themselves are pretty and handsome in bland GAP-model ways, but &lt;span style="font-style: italic;"&gt;all &lt;/span&gt;female developers geek themselves up by wearing glasses.&lt;br /&gt;&lt;br /&gt;The role of the producer is to come up with game ideas.&lt;br /&gt;&lt;br /&gt;Video games that inspire murders can faithfully recreate the circumstances of the real-life murder and lead to revelations on the identity of the murderer.&lt;br /&gt;&lt;br /&gt;Massively-multiplayer on-line worlds are run and kept up by one guy.&lt;br /&gt;&lt;br /&gt;Browser games look identical in style and quality to the best console games and load up in seconds.&lt;br /&gt;&lt;br /&gt;You can always tell if an artificial intelligence wants to kill you because it will ask you, using a bad speech synthesizer, if you want to play a game. Never play games with a computer that asks you to play with it out of the blue.&lt;br /&gt;&lt;br /&gt;Game development is &lt;span style="font-style: italic;"&gt;fun&lt;/span&gt;!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-2473854945991078833?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/2473854945991078833/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/08/truth-about-games-apparently.html#comment-form' title='20 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2473854945991078833'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/2473854945991078833'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/08/truth-about-games-apparently.html' title='The Truth about games, apparently'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SLp_iqD93VI/AAAAAAAABAk/tQAJVBHKc0U/s72-c/post_tropes.jpg' height='72' width='72'/><thr:total>20</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-8187149816102162407</id><published>2008-08-23T16:05:00.002+09:00</published><updated>2008-08-23T16:12:21.599+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Episodic done right</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SK-2-4zDM0I/AAAAAAAABAU/xP5SUm4XcI4/s1600-h/post_episodic.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SK-2-4zDM0I/AAAAAAAABAU/xP5SUm4XcI4/s400/post_episodic.JPG" alt="" id="BLOGGER_PHOTO_ID_5237606083169825602" border="0" /&gt;&lt;/a&gt;I’ve dipped my toe in the episodic gaming world once or twice. The results were usually pleasant enough, if never overwhelming. &lt;a href="http://www.telltalegames.com/samandmax/" target="blank"&gt;The Sam &amp;amp; Max series&lt;/a&gt;, for example, were mostly fun but as games paled in comparison to the original and the art re-use was always a little too obvious. American McGee too is currently toying around with the concept with his &lt;a href="http://www.gametap.com/grimm/" target="blank"&gt;Grimm series&lt;/a&gt; and Telltale are further building on the idea with &lt;a href="http://www.telltalegames.com/strongbad" target="blank"&gt;Strongbad’s Cool Game for Attractive People&lt;/a&gt;. It’s all go, apparently. However, I was most pleasantly surprised by Insomniac’s &lt;a href="http://en.wikipedia.org/wiki/Ratchet_%26_Clank_Future:_Quest_for_Booty" target="blank"&gt;Ratchet &amp;amp; Clank: Quest for Booty&lt;/a&gt;, released this week over the Playstation Network.&lt;br /&gt;&lt;br /&gt;I have just spent a very fun few hours of a hang-over blighted Saturday playing through R&amp;amp;C:QFB and it was tremendous fun. Coming as it does on the heels of the full-priced Ratchet &amp;amp; Clank: Tools of Destruction, it continues the story and play mechanics. Needless to say you’ll have to have enjoyed the latter before contemplating purchasing the former, but as it was undoubtedly a superb gaming experience it took me a mere 2 seconds to opt for the download.&lt;br /&gt;&lt;br /&gt;I fully expect to see more of such “plus alpha” games appearing on PSN, it makes perfect sense. You reuse the tools, tech and assets that so many people have sweated over for so long and build a quicker, new game out of it of such high visual quality and presentational sheen it already stands head and shoulders over the competition in the download market. Development is quick and cheap, compared to the full game, and it keeps the fans warm for when the next instalment arrives, which, as by the unspoken rules of video game markets, must somehow require all new art and tech. It only took a few hours to complete, which is cheap at even half the price, but I was rewarded with a promise of more of the same this autumn, which I’ll lap up like a thirsty kitten when the time comes.&lt;br /&gt;&lt;br /&gt;Insomniac really did deliver, in so many ways, even beyond the excellent craftsmanship of the game itself. We had a simultaneous release in Japan and the West, a very cheap price point pushing it nicely into the impulse buy sector, a fully localised game that sets its language to your system’s preferred choice as opposed to your IP, even in Japan, and, a commitment from the developers to deliver more, soon. Nothing is quite as good as feeling a little delicate one weekend, deciding there and then to buy a game, install it within minutes, play and finish it before the day is done.&lt;br /&gt;&lt;br /&gt;I fully expect more companies to follow suit. Why spend years on creating a pipeline and assets only to never use them again? And indeed, many games could follow suit. There is of course the much touted extra content for Grand Theft Auto 4, though not owning the Xbox version nor a functioning Xbox, that will pass me by. Though not a full-priced game itself, PixelJunk Eden could easily add extra gardens to prolong the wonderful gameplay. Why not add an extra few hours of storyline to Uncharted: Drake’s Fortune, using all the art assets and tech of the game but simply create some new areas and extra story?&lt;br /&gt;&lt;br /&gt;If you want your fans to keep giving you money it’s extra games like Quest for Booty that give you the most bang for your buck, especially as a consumer, as opposed to paying for a few extra multiplayer maps or extra costumes, God forbid. Previously boxed games had a very short timeframe to sell, as sales would usually drop off significantly after the initial months. Using extra episodic content can keep money coming in on the back of that first initial development cycle. And even better, because such episodic extras are cheap and quick to produce, you’ll face less internet fury over “leeching the consumers dry” or “cynically reusing stuff from the previous game”. This is exactly what Quest for Booty does, and I feel in no way cheated!&lt;br /&gt;&lt;br /&gt;As if the glass wasn’t half-full enough, I have to say that slowly PSN is shaping up to be what we all hoped it would be. Though I may have spent more money on full, boxed PS3 games, I have actually spent most time playing PSN titles, and that will certainly have an influence on my future purchases.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-8187149816102162407?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/8187149816102162407/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/08/episodic-done-right.html#comment-form' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8187149816102162407'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8187149816102162407'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/08/episodic-done-right.html' title='Episodic done right'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SK-2-4zDM0I/AAAAAAAABAU/xP5SUm4XcI4/s72-c/post_episodic.JPG' height='72' width='72'/><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-5654109955521618016</id><published>2008-08-11T18:24:00.003+09:00</published><updated>2008-08-11T18:31:18.992+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>Oh boy, obon!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SKAGYkUZYbI/AAAAAAAABAM/s0g3EuaLgNE/s1600-h/post_obon.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SKAGYkUZYbI/AAAAAAAABAM/s0g3EuaLgNE/s400/post_obon.JPG" alt="" id="BLOGGER_PHOTO_ID_5233189786140369330" border="0" /&gt;&lt;/a&gt;It's that time of year again where, amid the sweltering heat and numerous spectacular thunder storms Japan collectively goes on holiday. Though there are no national holidays this month most companies will graciously allow employees to cash in their holiday days, some even going so far as to actually give a few away, mandatory, though strangely almost never a full week's worth. I, too, have the pleasure of bumming off for a few days.&lt;br /&gt;&lt;br /&gt;Obon has some history in Buddhism, so I am little interested in the theory behind it. It has something to do with dead people, I think. There will probably be some bon odori, fun little festivals where people dance in a large circle around a tent where some local will be banging the drums. These are nice events to hang out at, especially as they only come by once a year. Then we will have our local fireworks too where we'll be sitting on the grass getting drunk and hoping our bladder will hold out so as not to have to queue for the few public toilets before we all try to get back on the train home amongst the several thousand other attendees. The fireworks are good fun, though the trip home afterwards is always somewhat of a chore.&lt;br /&gt;&lt;br /&gt;Mostly I am looking forward to the arse-end of the season, as I will be working a few days that week and, hopefully, most of Tokyo won't. That way I might be able to enjoy a commute without having the life squeezed out of me or being drenched in salaryman sweat. As with Golden Week in spring, Obon has the annoyance of being a regular holiday, so prices shoot up and holiday destinations are booked full weeks, months in advance. Very often developers elect to work through such holidays to accrue days off in lieu to spend a little after the season when prices are back to normal and availability won't be an issue. As I am saving my holiday days for a later, better use, I'll just take off the days I'm given and work the rest.&lt;br /&gt;&lt;br /&gt;As my XBox's internal calendar is set to "Japanese" the console has, in anticipation of my approaching spare time, again refused to operate, sitting there with a green eye blinking, not doing much more and not even having the common decency to flash red. Especially this time I am annoyed as I was looking forward to some Braid and Castle Crashers, but Microsoft has willed it not to be. I am toying with the idea of having the machine fixed a third time, but I am a little afraid of the inevitable verbal aggression I'll need to display to the useless prongs at the help center. With this heat I don't know if I can muster the energy to shout them down to size, as they so richly deserve. Luckily Sony is there to pick up the pieces and I shouldn't wonder I will be spending my entire holiday playing PixelJunk Eden, which is a fine, fine game.&lt;br /&gt;&lt;br /&gt;I had some plans to go out too, but this weather is still beating me down. Given the choice between a headachy day indoors underneath the air-conditioner or venturing outside in the blazing, stifling heat, the choice should be simple. I look forward too to my occasional excursions out on the balcony for a cigarette and listening to the noisy cicadas whirring up to deafening decibels, as well as having a good go at my drinks cabinet and trying out some new cocktail recipes. Which reminds me, I need to buy more vodka.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-5654109955521618016?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/5654109955521618016/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/08/oh-boy-obon.html#comment-form' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5654109955521618016'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/5654109955521618016'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/08/oh-boy-obon.html' title='Oh boy, obon!'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SKAGYkUZYbI/AAAAAAAABAM/s0g3EuaLgNE/s72-c/post_obon.JPG' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-7681200231672722697</id><published>2008-08-04T20:49:00.003+09:00</published><updated>2008-08-04T20:56:23.614+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Piracy</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SJbs_PnbuiI/AAAAAAAABAE/WdKv7o-CJAg/s1600-h/post_piracy.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SJbs_PnbuiI/AAAAAAAABAE/WdKv7o-CJAg/s400/post_piracy.jpg" alt="" id="BLOGGER_PHOTO_ID_5230628588505250338" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: italic;"&gt;We cannot change anything unless we accept it. &lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Condemnation does not liberate, it oppresses.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;- Carl Jung&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Software piracy is one of those perennial problems that just refuses to go away, no matter what we throw at it. On one extreme of the debate we have the lollards who proclaim "Piracy is &lt;span style="font-style: italic;"&gt;EVIL&lt;/span&gt;! Pirates are &lt;span style="font-style: italic;"&gt;SCUM&lt;/span&gt;!" and say it'll be the death of the industry, despite strong evidence to the contrary (i.e. the industry isn't dead). On the other extreme we find those pirates that seem to warp space and time itself, not to mention logic, to justify their behaviour with ludicrous claims, such as "games are too expensive, so I am right to pirate them" or "I wasn't going to buy it anyway". Obviously such dogmatic approaches are useless and, as with most things, truth and solutions can usually be found somewhere in between.&lt;br /&gt;&lt;br /&gt;The way I see it, piracy is just another example of the economic and philosophical problem of &lt;a href="http://en.wikipedia.org/wiki/Free_rider_problem" target="blank"&gt;free riding&lt;/a&gt;. On an individual level it is extremely hard to condemn piracy because if you can get something for free with ease and pretty much no fear of repercussions there is no way somebody could be convinced to part with his money anyway. Of course it is in the interest of the consumer to pay for the product, as that translate into profit for the publishers and developers who can use that money to create more of the products you enjoy, but the free rider problem recognises that short-term individual gains outweigh the long-term effects of the masses. If enough other people pay for the game anyway, it'll make up for you not doing so yourself. It's a little like paying taxes. For the individual there is plenty of reason not to pay your taxes, especially as so little money can't have much effect, positive or negative, on the whole nation, but people must nevertheless be made to pay taxes for the greater good. With games, we must find ways to compel people to pay for them, not just expect it.&lt;br /&gt;&lt;br /&gt;Part of this problem I think lies in the perceived monetary value of digital data, i.e. none. Because video games have for so long relied on tangible media carriers, from cartridges to cassette tapes to discs, they have taken their place in society as a commodity, a tangible product. However, what makes the game is, to put it stupidly, a series of 0s and 1s that can be transferred easily on a media carrier of your choice and propagated without loss of quality.&lt;br /&gt;&lt;br /&gt;I remember reading "&lt;a href="http://www.amazon.com/Being-Digital-Nicholas-Negroponte/dp/0679762906/ref=pd_bbs_sr_1?ie=UTF8&amp;amp;s=books&amp;amp;qid=1217379169&amp;amp;sr=8-1" target="blank"&gt;Being Digital&lt;/a&gt;" and being struck by an anecdote wherein the author had to give the police an estimated value of the laptop that had been stolen. It has been years since reading the book, so apologies if I don't hit all the finer details. His conundrum was that beside the value of the laptop itself there should be an assigned value to the data on it, namely all his material, all the things he had written. But somehow this is difficult to do. As a society we still see digital data as intrinsically without value. It's just there, you can't touch it, you can't see it, it is worthless.&lt;br /&gt;&lt;br /&gt;So when anti-piracy preachers shout out nonsensicals as "you wouldn't go to a shop and steal a DVD" they miss the fact that data isn't tangible. Software piracy isn't at all like going to a shop to shoplift a material item. It would be more like going to the shop with audio recording equipment and recording the music they are playing through the store's PA system to be enjoyed at home at a later date. This lack of a sense of value is not the reason people pirate software but it's the facilitator that makes it easy to justify to themselves. And as society becomes more and more plugged in, even if that is wireless, this is an issue that will need to be addressed. Data has a monetary value. People need to change their thinking to incorporate this philosophy.&lt;br /&gt;&lt;br /&gt;So as software creators we need to find other ways to &lt;span style="font-style: italic;"&gt;compel &lt;/span&gt;customers to purchase our goods, as opposed to simply copying them. How do we go about this?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;DON'T&lt;/span&gt; try to appeal to or blame pirates&lt;br /&gt;It simply &lt;span style="font-style: italic;"&gt;doesn't&lt;/span&gt; work. It's a classic free rider symptom that it's difficult to compel someone to pay for something for the greater, long-term good if the alternative appeals so much more. Why pay for a game when it's "freely available"? Of course attacking the problem at the source doesn’t work either; every group of hackers or torrent website that closes down spawns several new ones to take its place. Stopping piracy this way is like nailing a jelly to the ceiling and bombarding all users, including the legitimate ones, with patronising adverts and tedious copy protections simply doesn’t work, as time has told us.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;DO&lt;/span&gt; entice customers&lt;br /&gt;One of the reasons I have more Gamecube, Wii, GBA and DS games on my shelf than anything else, apart from being a horrendous Nintendo fanboy of course, is because of the wonderful Club Nintendo. Even today I am much more likely to make an impulse buy of a Nintendo game simply because I know I will receive a code which turns into points with which I can get free, tangible gifts. Hell, I've even bought games I've only played once or twice just for such codes! In the old days I would much prefer to own a copy of Ultima than pirate it just so I could have the tea-towel map and excellent bestiaries.&lt;br /&gt;If you can give extra value to your game by adding something only legitimate customers can receive you will still encounter piracy, of course, but at least you're giving something to your customers rather than punishing them with copy protections.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;DON'T&lt;/span&gt; muck around with annoying copy protection&lt;br /&gt;Copy protection &lt;span style="font-style: italic;"&gt;will &lt;/span&gt;be hacked. No matter how clever your limited pool of programmers, there are a large number of highly talented hackers out there up to the challenge. The strategy is, of course, to at least try and prevent hacked copies of your game being available in the short period just after the game's release when boxed titles traditionally sell most. If you can have a copy protection system that will at least hold up for the first few weeks you'll have made the bulk of your sales. This is, however, harking back to an increasingly outdated economic model and we have only to look at the record industry to see what happens to businesses clasping to old models, refusing to embrace the new.&lt;br /&gt;On top of that, you are punishing your legitimate customers with all manner of annoyances, from having to have the disc in the drive at all times, having to keep track of numerous codes and keys or even installing malignant software.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;DO&lt;/span&gt; think of new business models&lt;br /&gt;The brick and mortar, boxed copy version of the game is on its way out, we all hope. But it is exactly these lingering older models that require these Draconian copy protection systems. Downloading games is easy and convenient and, so far, not that expensive. They could in fact be sold cheaper as you are dealing with a different kind of distribution that requires fewer overheads. Korea has seen some success with free-to-play games that rely on advertising and micropayments for additional features for income. Q Entertainment was sadly lambasted for its innovative segregation of Lumines on XBLA, where aside from a basic game players could but the additional parts they wanted for a lower price and ignore those they weren’t interested in. Valve are seemingly building their own download network with Steam, as Sony has PSN and Microsoft has XBL, and Nintendo…well, &lt;span style="font-style: italic;"&gt;Nintendo&lt;/span&gt;.&lt;br /&gt;Many of these newer models seem at this moment in time more secure and, though not entirely piracy-proof, are a step in the right direction. Though I possibly have the know-how, or could at least acquire the know-how, to hack my systems and play pirated copies of downloadable games, the prices are so low as to be in the impulse-buy category and with the added convenience of instant access I have seen no reason to go through the bother of mucking up my system, especially as automatic system updates could easily negate all this hard work.&lt;br /&gt;Just as iTunes set up a new business for digital music distribution while record companies were clasping at straws to keep the status quo, so are we seeing the gaming world change. With IP addresses, system serial numbers, credit card information and user accounts hopefully the annoying and costly problem of copy protection and piracy can be alleviated if not entirely circumvented.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;DON'T&lt;/span&gt; keep harping on about the Evils of piracy&lt;br /&gt;We &lt;span style="font-style: italic;"&gt;know &lt;/span&gt;it's bad. We know studios have closed down ostensibly because of it, though how true that is remains questionable. We know some people like to bandy about words as "scum" and "thieves". Piracy is a fact of software development. Screaming about it won't change it. Changing our business models and the way we look at our customers just might help at least &lt;span style="font-style: italic;"&gt;somewhat&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;As far as I can tell piracy in Japan would seem to be similar to that in the West. I remember my very first visit to Japan and seeing small stalls on the streets of Akihabara selling “multi-game Gameboy carts”, but these days such blatant illegalities seem to have been replaced with more shady, backstreet affairs. The R4 was being openly sold in shops and has been netting increasing prices due to Nintendo’s legal threats.&lt;br /&gt;&lt;br /&gt;All being said and done, there will &lt;span style="font-style: italic;"&gt;always &lt;/span&gt;be people who refuse to pay for software. There are laws in place to punish these but the effort usually outweighs the rewards, and they know it. In the end all we can do is &lt;span style="font-style: italic;"&gt;entice&lt;/span&gt;, not pressure, as many people as possible to pay for games legitimately in new ways and accept some people will just &lt;span style="font-style: italic;"&gt;never &lt;/span&gt;remove that padlock from their wallets. Preaching the Evils of piracy is as constructive as a Japanese progress meeting and vastly oversimplifies the situation to the point of being actually damaging to the debate.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(153, 153, 153);font-size:85%;" &gt;(250th post, hurray for me!)&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-7681200231672722697?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/7681200231672722697/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/08/piracy.html#comment-form' title='58 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7681200231672722697'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7681200231672722697'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/08/piracy.html' title='Piracy'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SJbs_PnbuiI/AAAAAAAABAE/WdKv7o-CJAg/s72-c/post_piracy.jpg' height='72' width='72'/><thr:total>58</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-6070002554508796615</id><published>2008-07-29T19:41:00.003+09:00</published><updated>2008-07-29T19:44:50.590+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Thank you for playing</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SI7z-g_UvHI/AAAAAAAAA_8/AvGOa3BZypE/s1600-h/post_r4.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SI7z-g_UvHI/AAAAAAAAA_8/AvGOa3BZypE/s400/post_r4.JPG" alt="" id="BLOGGER_PHOTO_ID_5228384472756698226" border="0" /&gt;&lt;/a&gt;Nintendo, along with several dozen other companies, have filed a suit at the Tokyo District Court, according to &lt;a href="http://kotaku.com/5030319/nintendo-and-54-companies-battle-evil-r4-in-court" target="blank"&gt;Kotaku&lt;/a&gt;, in their continued effort to halt the sales of the R4, a device which slots into a Nintendo DS cart slot and houses a microSD card onto which users can copy videos, photos, text files, homebrew software and, well, pirated DS games.&lt;br /&gt;&lt;br /&gt;Nintendo's motives are entirely obvious and understandable. The R4 makes DS piracy easy and available, which is bad for business, and they control the platform. I presume that they have a strong legal case to make and that they'll probably win. However, I am personally quite sad about these developments.&lt;br /&gt;&lt;br /&gt;Mostly it's down to the homebrew. Talented amateurs out there are elevating the DS from a gaming platform to a full-blown PDA with excellent scheduling and diary software, text readers and video players. These are all things Nintendo could have and should have released to further push the DS to the forefront of handheld devices. Nintendo has, quite rightly in some aspects, chosen to be a "simply games" company, focusing on fun and input schemes to bring gaming to a wider audience. Since the Gamecube have they stated that they are not interested in the number of triangles on screen or raw processing power and, considering the wild hotcake in a blaze success of the Wii and DS they certainly weren't wrong about that strategy.&lt;br /&gt;&lt;br /&gt;Yet I feel the full potential of the DS remains locked. Very few eBook carts have been released (in Japan) and no good diary software has been made available for purchase. With the touch screen input and WiFi capabilities the DS is screaming to be more than "just a gaming console" and by and large, that is exactly what it has remained. Talking cookbooks and TV tuners aside, it could have been so much more.&lt;br /&gt;&lt;br /&gt;So homebrew is not just picking up Nintendo's slack, it is also providing other excellent uses. A lot of amateurs and hobbyists have been creating their own titles, with varying degrees of success, giving them valuable experience in console game development. Others have ported with great love and care those older titles from other platforms for which the market is too small to make publishers care about. For all the crying and begging for DS ports of classic LucasArts adventures, for example, it has been left to the homebrew scene to create an amazing port of the SCUMMVM engine. Homebrew is a truly wonderful thing. But it is, of course, sadly diametrically opposed to Nintendo's licensing business.&lt;br /&gt;&lt;br /&gt;But however much annoyed Nintendo might be with the hobbyists it's obviously the pirates that have them fuming. It's undeniable that the R4 facilitates piracy. A simple Google search will result in a long list of sites that offer roms for download and putting them on an R4 to play is extremely easy, even though some clever &lt;a href="http://blog.wired.com/games/2008/03/crystal-chronic.html" target="blank"&gt;anti-piracy measures&lt;/a&gt; have been experimented with. Nintendo could find ways to force working anti-piracy measures into their games, at some cost no doubt, so inevitably the R4 must die.&lt;br /&gt;&lt;br /&gt;This is a shame. I hope sincerely Nintendo will at least consider incorporating the better aspects that homebrew has brought us so far into whatever is next for the DS. While the R4 lasted it brought us some great things. It's a shame that that inevitably brought with it the piracy that will eventually get it suppressed.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-6070002554508796615?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/6070002554508796615/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/07/thank-you-for-playing.html#comment-form' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6070002554508796615'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6070002554508796615'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/07/thank-you-for-playing.html' title='Thank you for playing'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SI7z-g_UvHI/AAAAAAAAA_8/AvGOa3BZypE/s72-c/post_r4.JPG' height='72' width='72'/><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-3569372918047634509</id><published>2008-07-23T21:23:00.003+09:00</published><updated>2008-07-23T21:26:35.690+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>Mad dogs and Englishmen</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SIci-Ryz-rI/AAAAAAAAA_0/78tNp-OvyrQ/s1600-h/post_summer08.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SIci-Ryz-rI/AAAAAAAAA_0/78tNp-OvyrQ/s400/post_summer08.jpg" alt="" id="BLOGGER_PHOTO_ID_5226184345910508210" border="0" /&gt;&lt;/a&gt;Regular readers may have noticed a dip in output and quality on this blog, and I am acutely aware of this. But this summer is hitting me harder than previous ones. When I first moved to Japan, as a podgy, pasty European, the first summer I experienced here was &lt;span style="font-style: italic;"&gt;Hell&lt;/span&gt;. It's not just the heat but mostly the humidity. You have a cold shower and by the time you've dried off you're dripping with sweat again. I remember, either my first or second summer here, running for cover from shop to shop, enjoying the cold breeze of the air conditioners in between the hot blasts from the sun outside. I also remember visiting recruiters and going for interviews in my recruit suit with, stupidly, a light blue shirt which would be dark with sweat.&lt;br /&gt;&lt;br /&gt;As I lost the inevitable weight so many seem to in Japan, and acclimatised somewhat, the summers became a little more bearable. The key was never to hurry and take things &lt;span style="font-style: italic;"&gt;extremely&lt;/span&gt; slowly. Plus, of course, as a developer you need not worry about dress codes, so on extremely hot days shorts and sandals would ease the commute.&lt;br /&gt;&lt;br /&gt;But for some reason this year I am having a hard time coping. I don't think it's particularly warmer or more humid than previous years, but possibly work related stresses and general malaise contribute to this overwhelming feeling of tiredness, a zombification of the mind and body. Though it is pleasant to sit in the coolness of an air conditioned room, it somehow makes my head heavy and my lungs raspier than usual. Sleeping with the thing on, an absolute necessity, causes restless sleep, for me at least.&lt;br /&gt;&lt;br /&gt;It doesn't help that due to some genetic mishap, I think from my mother's side of the family, I have easily excitable sweat glands, though luckily not so much the odour issues that usually come with these. Or rather, the sudden availability of decent deodorants in Japan has helped me combat fishy funk. It all adds up to make the average daytime a dreary, sweaty, heavy headed chore, which makes my evenings lazy and without energy, in front of a fan or underneath the air conditioner. Dog days indeed.&lt;br /&gt;&lt;br /&gt;There isn't much going on in Japan, at least not in &lt;span style="font-style: italic;"&gt;my &lt;/span&gt;monkeysphere. Apparently, in politics, communism seems to enjoy a little resurgence, though I doubt very much your average Japanese cares too much about socialist issues to turn the whole country red, even if the West were to allow it to happen. Personally I am increasingly annoyed by that one bald politician who seems too busy appearing on television shows and generally behaving like a talento than busying himself with whatever it is politicians are supposed to do. I have also been discussing the injustices of Japan's latest scandal, where a professional baseball player had a torrid affair with a mixed race television presenter; the single woman has had all her contracts canceled while the married man with one child is back playing baseball. I wonder if it's because she's a woman or because shes half not-Japanese that the fault seems to have been placed firmly at her feet for some reason. Maybe it's the fact this is the second time she's burnt herself on the same iron. Either way, it's a little silly, not to mention hypocritical of Japan's populace at large; infidelity is next to godliness in the Japanese dictionary, but that may be down to stroke-orders and other obtuse kanji-related issues.&lt;br /&gt;&lt;br /&gt;My current choice of summer drink is the Moscow Mule, especially when, as the bartender and customer, I can make them with ever so slightly increasing ratios in favour of the vodka. I do yearn for Pimms though, but this is of course not available in Japan, at least not in the shops I've been searching. I suppose I could make it myself, though, but the ease of the Mule is too much of a draw.&lt;br /&gt;&lt;br /&gt;In other news I watched merrily one day as a woman drove her car straight into and up onto the little wall that divides our office building from the parking spaces in front of it. It was quite a wallop and a nasty scrape as she backed up off the wall. She got out, seemingly unharmed and had a perfunctory yet panicky look at the front of the car before doing that half-run jog trot into the building. This further cemented by over-generalised and undeniably racist view that the Japanese aren't very good at driving. I've seen plenty of examples of this before, like the guy who couldn't park his car properly despite the fact he had a good 200 yards of empty sidewalk to play with or the many times I've been almost run over by cars storming out of driveways and side streets.&lt;br /&gt;&lt;br /&gt;I literally can't wait for this summer to end, to make way for the much cooler and therefore much more enjoyable autumn, followed by the usual crisp and bright winter, my favourite season. An as usual I am not alone in this. Your average Japanese doesn't seem to fare much better than I, which is &lt;span style="font-style: italic;"&gt;some &lt;/span&gt;consolation.&lt;br /&gt;&lt;br /&gt;Well, this was a long, rambling and self-pitying, not to mention &lt;span style="font-style: italic;"&gt;useless &lt;/span&gt;post, but that, I'm afraid is what life is like these days. Regular readers can rejoice in the promise I will be posting some things of more substance some time in the near future. I have a few posts in mind, but am as yet unable to bring these to fruition for a variety of reasons, lack of energy being the main culprit, all things considered.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-3569372918047634509?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/3569372918047634509/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/07/mad-dogs-and-englishmen.html#comment-form' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/3569372918047634509'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/3569372918047634509'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/07/mad-dogs-and-englishmen.html' title='Mad dogs and Englishmen'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SIci-Ryz-rI/AAAAAAAAA_0/78tNp-OvyrQ/s72-c/post_summer08.jpg' height='72' width='72'/><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-8615086022556621454</id><published>2008-07-16T20:00:00.000+09:00</published><updated>2008-07-16T20:04:21.071+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>Domestics Spotting</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SHoHKZv5iEI/AAAAAAAAA_s/1ubK3-Ytx_s/s1600-h/post_domestics.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SHoHKZv5iEI/AAAAAAAAA_s/1ubK3-Ytx_s/s400/post_domestics.JPG" alt="" id="BLOGGER_PHOTO_ID_5222494593181386818" border="0" /&gt;&lt;/a&gt;If there is one obvious flaw to the Japanese character it’s their refusal to lose their rags in public situations. Aside from the occasional commute-based freak-out and a fair amount of muttering to oneself, your average Japanese will avoid making a scene in public, so when it does happen, which it does occasionally, it’s worth rubbernecking.&lt;br /&gt;&lt;br /&gt;As a “firefly”, a smoker banished by a non-smoking spouse to the balcony where he makes little fiery lights dance around with the tip of a burning stick of slow suicide, I am privy to a lot of gossip-worthy eavesdropping on my neighbours. There is one activity me and the wife like sharing out there, though, which is listening in on domestics. For some reason the apartment building opposite ours is rife with marital difficulties and on more than one occasion have we stood outside, enjoying the cool evening air and the many shouts and threats that drifted on it.&lt;br /&gt;&lt;br /&gt;Two instances spring readily to mind. The first was a domestic quarrel, which we pinpointed to an apartment at our height, to the west, in the opposite building. In it, we gathered, a male was paying heavily for some dalliance, presumably, as a woman was screaming at the top of her lungs at him for a good hour orso. In a relentless tirade she screamed and cussed and swore at the guy in a high pitched, piercing shriek. Congreve was almost correct if only his line read “Nor Hell a Fury, like a Japanese woman scorn’d”, though, granted, that wouldn’t have scanned as well. If you want to experience pure, cold, naked terror it lies in the face of a Japanese woman in a rage. Japanese, as a language, has never sounded scarier and hormonal fury never looked as much like bleak obliteration as the time one peers into the eyes of a Japanese woman with a bone to pick. And in this instance too, though we neither of us doubted the guy had it coming to him, whatever it was he had done, we actually felt sorry for the poor sap as he sat there silent in this turbulent whirlwind of abuse. We tried to pick up words in the tirade, but it’s difficult when it’s screamed at such a high pitch. It involved money, uselessness, idiocy and the like. My guess was infidelity, though the wife suggested some theories revolving money and the possibility the man had been profligate in times of need. Once the storm had died down, we listened as we heard windows slide shut from various points between our two apartment buildings. We needed a sit down after that one.&lt;br /&gt;&lt;br /&gt;More recently was an instance of mutual domestic squabbling. In an apartment in the opposite building, slightly higher, diagonally opposite of ours, a couple were fighting tooth and nail at extreme volumes. I was, in fact, in a back room when the wife informed me of the spectacle, and we both went to the balcony, drinks in hand, to listen. Again, it was hard to pick up words, but in instances like these “baka”, which is your catch-all word meaning anything from “you rotter” to “die in Hell”, was bandied about liberally. This time, however, the male side was represented in force. The man was equally vocal at his screaming wife indicating that there was probably more at stake here than a little marital slip. “Wakatte iru yo!” too was heard many times, which in polite conversation means something like “yeah, I know”, but in the context of arguments could mean “I’m not a gosh-darn idiot, you know!” This is priceless stuff most Japanese language schools sadly don’t teach. This exchange burnt out quicker due to its intensity. We heard a slam of a window and a continued but muffled shouting match which eventually died down as I had run out of vodka and the wife’s favourite television show was about to start.&lt;br /&gt;&lt;br /&gt;As for your average Japanese male marriage is one long primrose path I am surprised we don’t hear these kinds of exchanges more often, but when we do, we always make a point of enjoying them together. Like the grunts of gorillas in the mist we share a nice moment together as these rare pieces of vocal evidence of Japan’s disintegrating peaceful society are borne aloft the barmy summer breezes.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-8615086022556621454?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/8615086022556621454/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/07/domestics-spotting.html#comment-form' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8615086022556621454'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8615086022556621454'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/07/domestics-spotting.html' title='Domestics Spotting'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SHoHKZv5iEI/AAAAAAAAA_s/1ubK3-Ytx_s/s72-c/post_domestics.JPG' height='72' width='72'/><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-8235884316792605821</id><published>2008-07-12T15:36:00.002+09:00</published><updated>2008-07-12T15:46:17.095+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Good Art Director! Have a Creme Egg!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SHhRLsXM74I/AAAAAAAAA_E/UM6Ur5I2Z5A/s1600-h/post_artdir_1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SHhRLsXM74I/AAAAAAAAA_E/UM6Ur5I2Z5A/s400/post_artdir_1.jpg" alt="" id="BLOGGER_PHOTO_ID_5222013029264977794" border="0" /&gt;&lt;/a&gt;Most visually creative people know this, a lot of consumers probably subconsciously understand this, but for most manager-types it is still a mystery: good art direction will &lt;span style="font-style: italic;"&gt;always &lt;/span&gt;triumph over raw processing power. Good art direction is what made Mario Galaxy achieve a lot more on less horsepower than most games do on more powerful consoles. A strong visual design is key to most successful, visually speaking, games, and yet it is still in its infancy in our industry. All too often a style guide is a series of grunge textures and some RGB values for different shades of brown and gray and, if there was a pre-production period, a series of photos of real-life locations. But of course there are some games out there that get it right, in my humble opinion, and Japanmanship, &lt;span style="font-style: italic;"&gt;I&lt;/span&gt;, hereby award the art directors responsible for the following visual feasts with a Creme Egg&lt;span style="color: rgb(255, 153, 0);"&gt;*&lt;/span&gt;!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mirror's Edge&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SHhRL04kxMI/AAAAAAAAA_M/MielVahsIWA/s1600-h/post_artdir_2.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SHhRL04kxMI/AAAAAAAAA_M/MielVahsIWA/s400/post_artdir_2.JPG" alt="" id="BLOGGER_PHOTO_ID_5222013031552435394" border="0" /&gt;&lt;/a&gt;DICE's latest offering, only available as a gameplay &lt;a href="http://kotaku.com/5023717/mirrors-edge-impressions-new-screens-and-trailer" target="blank"&gt;trailer&lt;/a&gt; right now, slapped me in the face hard with its stark, simple yet nicely designed visuals. The heroine, a game designer's version of an ideal Asian girlfriend, runs around a clean, white city with nice blue shadows and aims at brightly coloured visual cues to perform her free-running tricks. The effect is &lt;span style="font-style: italic;"&gt;beautiful&lt;/span&gt;. Any artist who hasn't secretly enjoyed a MentalRay rendering of an untextured scene with the "physical sky" option turned on is no real artist at heart. Blue shadows on a white environment just simply looks nice, and the bright reds and oranges really stand out. DICE must be congratulated for such a bold visual style in a genre that would seemingly have demanded, from the publisher's side, a gritty, real "urban" sprawl, with dirt and graffiti and rusty iron fences. Similarly, EA, so often and unfairly painted as the industry's S.P.E.C.T.R.E. super villain, should be patted on the back by going along with this vision. The game will have a lot to prove in the gameplay department, but I for one am interested simply for it daring to look different.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Diablo 3&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SHhRMG1MEOI/AAAAAAAAA_U/EPgBjLvM1WQ/s1600-h/post_artdir_3.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SHhRMG1MEOI/AAAAAAAAA_U/EPgBjLvM1WQ/s400/post_artdir_3.JPG" alt="" id="BLOGGER_PHOTO_ID_5222013036370071778" border="0" /&gt;&lt;/a&gt;Richer than Midas, Blizzard can afford good artists and art directors and the recent footage of the highly anticipated (by me included) &lt;a href="http://www.blizzard.com/diablo3/" target="blank"&gt;Diablo 3&lt;/a&gt; shows, yet again, that they are masters of a simple yet arresting visual style that doesn't rely on a billion polygons. The footage shows a very strong sense of colour and form, yet if you zoom in on the screenshots you'll find there isn't much there. The overall effect is a pleasant, coherent and readable environment that is very pleasing to the eye.&lt;br /&gt;Of course, a vocal minority of &lt;a href="http://kotaku.com/5021118/diablo-fans-petition-against-diablo-iii" target="blank"&gt;idiots&lt;/a&gt; decided the art direction is pap, citing anything coloured more brightly than gray is simply &lt;span style="font-style: italic;"&gt;unacceptable&lt;/span&gt;. I have the utmost confidence that Blizzard will ignore these dolts, as they &lt;span style="font-style: italic;"&gt;should&lt;/span&gt;, and stick with this wonderful, fantastical and vibrant style that will help make Diablo 3 even more bleedin’ addictive than the time-sink predecessors I have wasted so much of my life on.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Castle Crashers&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SHhRMA1JHTI/AAAAAAAAA_c/jQm0PvGMLX4/s1600-h/post_artdir_4.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SHhRMA1JHTI/AAAAAAAAA_c/jQm0PvGMLX4/s400/post_artdir_4.JPG" alt="" id="BLOGGER_PHOTO_ID_5222013034759265586" border="0" /&gt;&lt;/a&gt;Real cartoon-style games often look, well, &lt;span style="font-style: italic;"&gt;rubbish&lt;/span&gt;. They end up a hotchpotch of clunky 3D characters with exaggerated proportions that contrast badly with the webcomic-quality cutscenes; it’s all a bit sad. And then there is &lt;a href="http://devblog.thebehemoth.com/" target="blank"&gt;Castle Crashers&lt;/a&gt;.&lt;br /&gt;I suppose this game shouldn’t be included on the list, as the art was created &lt;span style="font-style: italic;"&gt;by a single person&lt;/span&gt;, so directing doesn’t come into it, strictly speaking. But the overall visual style of this game, apparently polished beyond Alien Hominid standards, is &lt;span style="font-style: italic;"&gt;awesome&lt;/span&gt;. There is more life in those creatures than most normalmapped, high-poly characters we see and ignore so often in your average triple-A blockbuster.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dyson&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SHhRMCyScjI/AAAAAAAAA_k/nga54qaaA_c/s1600-h/post_artdir_5.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SHhRMCyScjI/AAAAAAAAA_k/nga54qaaA_c/s400/post_artdir_5.JPG" alt="" id="BLOGGER_PHOTO_ID_5222013035284165170" border="0" /&gt;&lt;/a&gt;And on the complete opposite side of the spectrum I enjoy this little strategy game’s subdued simplicity. It shows that simple visuals can be beautiful, but more importantly, that they are &lt;span style="font-style: italic;"&gt;functional&lt;/span&gt;. This is something we often forget, where visuals are overcomplicated and obstruct the actual experience of the game. Not so &lt;a href="http://www.dyson-game.com/blog/" target="blank"&gt;Dyson&lt;/a&gt;, which conjures up an entire universe, or asteroid belt at least, with the simplest of graphics. As artists with immense processing power at our behest, we often forget that less is, more often than not, more, much &lt;span style="font-style: italic;"&gt;much &lt;/span&gt;more. This title proves that beyond any doubt.&lt;br /&gt;&lt;br /&gt;I, for one, am growing weary of the supposed photo-realism or the high-contrast shadowing that make so many video games not only unplayable but, if we’re honest, ugly as sin. Good art direction isn’t easy, that is a fact, and it’s not always what the customer seems to want, sadly, but whenever there is real talent laying down a style, backed up by skilled artists to bring that vision to reality the effect is an amazing visual feast. It’s worth investing time and effort into. The titles mentioned above are just a few of the games I, as an artist, am excited about. So far only the last one is available to play, but I am highly anticipating the other titles and have already penciled them in on my “immediate impulse purchase” list.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="color: rgb(255, 153, 0);"&gt;* &lt;/span&gt;&lt;span style="color: rgb(153, 153, 153);"&gt;Creme Eggs not included!&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-8235884316792605821?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/8235884316792605821/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/07/good-art-director-have-creme-egg.html#comment-form' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8235884316792605821'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8235884316792605821'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/07/good-art-director-have-creme-egg.html' title='Good Art Director! Have a Creme Egg!'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SHhRLsXM74I/AAAAAAAAA_E/UM6Ur5I2Z5A/s72-c/post_artdir_1.jpg' height='72' width='72'/><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-7176430753197370589</id><published>2008-07-07T21:09:00.003+09:00</published><updated>2008-07-07T21:13:28.170+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Miscellaneous'/><category scheme='http://www.blogger.com/atom/ns#' term='Work in Japan'/><title type='text'>Hey, teacher!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SHIHi0ViyJI/AAAAAAAAA-8/Iv1-kpYRKvA/s1600-h/post_teacher.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SHIHi0ViyJI/AAAAAAAAA-8/Iv1-kpYRKvA/s400/post_teacher.JPG" alt="" id="BLOGGER_PHOTO_ID_5220243212821776530" border="0" /&gt;&lt;/a&gt;As our industry grows, which is does relentlessly, and matures, which it does grudgingly, obviously the workforce will grow in terms of needs, numbers and skills, and so it is not surprising that institutions will offer dedicated courses and degrees which, in turn, get to be scrutinised by the press in a recent bit of &lt;a href="http://www.eurogamer.net/article.php?article_id=155753&amp;amp;page=1" target="blank"&gt;hooplah&lt;/a&gt; over the state of such affairs in Britain. This leads me to pondering the value of game-related degrees and a lot of chin-stroking on what I believe the industry needs. And I've come to the conclusion that the industry does not need game-related degrees.&lt;br /&gt;&lt;br /&gt;As can be said for any industry, arguably, the skills you will rely on most in your career will be learned on the job, with a previous education only offering you a solid base to start your training from. The game industry is no different. Looking back at my own career I find that all the skills I possess and use nowadays I have learned while doing the job and my skill set when I joined the industry was laughably inept to deal with the issues I face in my day to day activities. Ask a banker, labourer or teacher and you'll probably find this to be a common thread. Experience is a far better teacher than any humanoid, but that doesn't of course mean education is useless - far from it. I studied in a vaguely related field, though still far removed from video games, and one of my most hated courses I find taught me things I, I reluctantly accept, still use today, in the form of colour theory and composition. What my education did well was to teach me the basics of the visual arts and the disciplines of production, scheduling, pre-production and the like. But with my degree in hand a young JC would in no way be ready to start a job as a games artist from the get-go. No, I was lucky enough to find a company who saw my potential and hired me. From that point on I've relied of colleagues, training, self-study and a bit of real-life working pressure to make me what I am today: a dried up husk of a shell of my former self. All joking aside, I am what I am in terms of competency in my job thanks to the job, with my education serving to add a sense of depth and grounding.&lt;br /&gt;&lt;br /&gt;And this is an important issue, I think. Video games are still so immature, as an industry, with so much to learn and improve on that any study that bases its syllabus on the current state of the business is basically teaching "broken knowledge" or immaturity. If you teach a student how things are done now, they might be able to wrangle a job in the short term, but as an employee they'll form part of the problem, not the solution. What we need is versatile, well-grounded graduates who can think fast on their feet and, as much as I detest the phrase, "think outside of the box". With vastly exploding budgets, higher risks, shorter development times, growing impoverishment of the imagination and the difficulties of nurturing new IPs, how can a graduate help solve difficult issues like these if all they know is how to do their jobs in these circumstances? A game degree course as a supplement to a regular degree could be helpful in getting that first job, but as a substitute for a more general degree I'd say it's specialising too soon. There is a very good reason why the better environment artists I've worked with usually have an educational background in architecture.&lt;br /&gt;&lt;br /&gt;From an art perspective, these are my thoughts on education:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- Communication&lt;/span&gt;&lt;br /&gt;One skill that is often overlooked is the ability to communicate ideas effectively, not only between client and artist but also between artists within a team. Video game development is, by and large, a team-based endeavour and communication is paramount.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- Basic art sensibilities&lt;/span&gt;&lt;br /&gt;I am shocked how little people understand about basic colour theory or composition, to the extent where it is applied correctly it jumps out at you as fantastic game art. We must learn from established arts when it comes to the emotive power of colours, the space they need to be read properly, the effect light and shadow have on directing the eye and much much more. These skills can all be learned during your average basic art degree without even thinking about video games.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- Working to tight budgets and deadlines&lt;/span&gt;&lt;br /&gt;Having studied a subject that required expensive equipment I learned early on to schedule in time for the use of these often over-burdened devices. We got away with a lot by doing prep work on home computers before sending the data to the larger equipment at college to do the rendering, or we would sneakily hide in cupboards to be locked in overnight, illegally, so we could have an entire digital editing suite to ourselves for 10 glorious but tiring hours. Knowing the time limitations taught us to think things out ahead of time to make the actual process as quick and easy as possible. This seems to be a skill in short supply in our industry.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- How the software works&lt;/span&gt;&lt;br /&gt;All you need to know is where the buttons are. Anybody, and I mean anybody, can learn to use Photoshop or Maya. To use them well requires a talent and skill you'll pick up over time, but you need to know what buttons do what, totally outside of the context of video game graphics. Maybe nowadays we are stuck with polygon modeling, but who knows what the future may bring? Teaching only polygonal modeling will short-change the students who will be unprepared for future developments in video game technology.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- Don’t focus on current-gen&lt;/span&gt;&lt;br /&gt;As mentioned above, by the time you graduate and get your job video game technology will have advanced - no question. You may be able to model and texture one mean Unreal 3 character model but you'll be at a loss as to the latest developments. It's best to have a general grounding in the software and techniques than anything too specific. On top of that, each company has their own techniques, limitations and toolsets and everyone (everyone!) will have to learn new approaches when changing companies anyway.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- Don’t focus on game art&lt;/span&gt;&lt;br /&gt;As a personal opinion, a lot of the video game art out there is ugly. They may be technically accomplished and display excellent craftsmanship, but still, a lot of it lacks visual gusto. Being able to rely on acquired art sensibilities from other media can only help give you and your project that unique visual flavour that will set it apart from the other Space Marines of Hell FPS clones out there.&lt;br /&gt;&lt;br /&gt;Video game education is in its infancy. I'm sure it'll evolve into something quite useful but all reports state that that might not be quite the case yet. If my experience seeing game school graduates' work is anything to go by, I'd say it has a long way to go yet. Your more cynical observer may think these schools are merely profiting from the growing trend in youngsters wanting to work in video games, promising increased chances of employment, despite the evidence to the contrary, and offering a very naive syllabus by people with absolutely no actual development experience or clue. At this moment in time I would highly recommend people with an interest to find a general education in the rough field of their future expertise, rather than a specialised education for video game development.&lt;br /&gt;&lt;br /&gt;This GameSetWatch &lt;a href="http://www.gamesetwatch.com/2008/07/japanese_game_schools_two_poin.php" target="blank"&gt;article&lt;/a&gt; mentions &lt;a href="http://designblog.theirisnetwork.org/" target="blank"&gt;Andrea Rubsenstein&lt;/a&gt;'s continued adventures at the HAL game academy in Japan. And, of course, how could it not be, Japan is a slightly different beast in these matters. As a commenter pointed out, in most cases in Japan the prestige of the name of your alma mater is much more important than your actual skills. Video game development is slightly different in this, as actual skill is a requirement, or at least the potential for it, and as such, having "Tokyo University" on your resume might pique the interests of the potential employer, it is in no way a guarantee to employment, as it might be in, say, politics or banking.&lt;br /&gt;&lt;br /&gt;In Ms. Rubenstein's situation I have actually little doubt it will increase her chances of employment. She is, afterall, a foreigner and a woman, which in Japan will raise many (irritating) concerns over suitability. Having been through a Japanese school not only will show Japanese language ability but also a slightly better understanding of the Japanese working system than we, as foreigners, are usually given credit for, so even though I have my question marks over the transferability of the skills taught, it would count as a proof of aptitude which would make her a more enticing prospect to employers - at least, it would assuage many of the usual concerns.&lt;br /&gt;&lt;br /&gt;So in closing, the above is all &lt;span style="font-style: italic;"&gt;personal opinion&lt;/span&gt; and video game specific degrees could, potentially, augment a regular degree but not, as of yet, replace them. But don’t quote me on that.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-7176430753197370589?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/7176430753197370589/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/07/hey-teacher.html#comment-form' title='14 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7176430753197370589'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7176430753197370589'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/07/hey-teacher.html' title='Hey, teacher!'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SHIHi0ViyJI/AAAAAAAAA-8/Iv1-kpYRKvA/s72-c/post_teacher.JPG' height='72' width='72'/><thr:total>14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-3411469492828671580</id><published>2008-07-01T19:50:00.001+09:00</published><updated>2008-07-01T19:55:51.584+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>License to smoke</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SGoMxazqfbI/AAAAAAAAA-0/Hv2w2wN4Yzo/s1600-h/post_taspo.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SGoMxazqfbI/AAAAAAAAA-0/Hv2w2wN4Yzo/s400/post_taspo.JPG" alt="" id="BLOGGER_PHOTO_ID_5217997161411280306" border="0" /&gt;&lt;/a&gt;As of today us beleaguered smokers face yet another humiliating obstacle in our drives for self-destruction: the &lt;a href="http://en.wikipedia.org/wiki/Taspo" target="blank"&gt;Taspo&lt;/a&gt;, a photo ID necessary to purchase cigarettes from vending machines, instigated to stop the underaged, which in Japan is anyone under 20 in the case of smoking, from buying their fix from any of the millions of conveniently available, inviting and mostly unguarded machines. The Taspo can be acquired via a laborious process of sending off for forms, to be filled in and sent back with verifiable ID and a photograph. although there are &lt;a href="http://mdn.mainichi.jp/national/news/20080604p2a00m0na003000c.html" target="blank"&gt;ways around it&lt;/a&gt;. It's all slightly barmy, of course.&lt;br /&gt;&lt;br /&gt;Despite some half-hearted efforts from various fronts, Japan is still very much a smoker's country. Maybe I don't observe well enough but I wasn't under the impression underage smoking was a huge issue over here, but it might be. The biggest crime still goes unexamined, however, which is, the one thing I, as a smoker, detest, young families taking their children, sometimes even babies, into the smoking areas of coffeeshops and restaurants. Nothing ruins a good cigarette more than feeling self-conscious about the 2 year old at the next table, even though his idiotic mother or father is happily blowing his own smoke towards his progeny. It disgusts me. My solution: to put the same age limit buying cigarettes has on smoking areas, nobody under 20 is allowed in one. My colleagues and other lost souls I happen to preach at occasionally all seem to agree this is a spiffing idea, yet I hold no hopes of it ever being passed into law. More likely is that Japan will blindly follow in the Western whiners' footsteps of banning all public smoking one way or another, though that, thanks to my own smoking habits and the speed at which change occurs in Japan, probably won't happen in my foreshortened lifetime.&lt;br /&gt;&lt;br /&gt;I think I'll end up getting one of these Taspos anyway, as it is such a typically Japanese idea, even though I purchase all my cigarettes from the local kiosk from an ancient woman who knows me and my habits so well I need not even ask her, because she dives behind the counter as I approach and gets out my usual with a smile. But it'd be fun to wave a Taspo around when abroad so we can all have a good look and a giggle at my "license to smoke".&lt;br /&gt;&lt;br /&gt;Now we wait for the next Card-o. After the Passmo, the chargeable public transport card, and the aforementioned Taspo I predict a Nomimo or Pissflo, an ID to allow salarymen to not only to purchase alcohol, but have it used as a pre-paid  taxi fare payment card with the drinker's address encoded. It's a winner, I think you'll agree!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-3411469492828671580?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/3411469492828671580/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/07/license-to-smoke.html#comment-form' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/3411469492828671580'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/3411469492828671580'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/07/license-to-smoke.html' title='License to smoke'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SGoMxazqfbI/AAAAAAAAA-0/Hv2w2wN4Yzo/s72-c/post_taspo.JPG' height='72' width='72'/><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-6297563320262551174</id><published>2008-06-21T22:30:00.002+09:00</published><updated>2008-06-21T22:35:39.262+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>So much for Freeloader</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SF0CzrugsTI/AAAAAAAAA-s/iWc--arisSQ/s1600-h/post_freeloader.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SF0CzrugsTI/AAAAAAAAA-s/iWc--arisSQ/s400/post_freeloader.jpg" alt="" id="BLOGGER_PHOTO_ID_5214327030499291442" border="0" /&gt;&lt;/a&gt;Well, this very short era of international enjoyment of Wii titles comes to an abrupt close. After having enjoyed the Gamecube version of this region-freeing boot-disc I took the plunge and bought the Wii version, which, at first, seemed to work fine and dandy on the single US game I tried to play on my JP Wii.&lt;br /&gt;&lt;br /&gt;Emboldened by this success I purchased two more titles. These, however, failed to load properly, so a quick email to the CodeJunkies support email address was in order. Here begins a tale of futility. The email bounced back an auto-reply instantly, telling me all problems were discussed on their support website and that that would be the end of this email conversation. After finding the site through a link in the email, rather than from their website, I lodged a ticket and started my wait.&lt;br /&gt;&lt;br /&gt;They are keen to point out their helpdesk system is not an instant message service, but neither is it, I daresay, a service of handwritten parchment, encoded by the Enigma machine and hand-delivered by the royal tortoise. It took an astounding &lt;span style="font-style: italic;"&gt;two weeks&lt;/span&gt; before I received a reply, which included the reminder it was not an instant messaging service. The reply was of course, useless, stating they couldn’t guarantee all games would run using the Freeloader and that this was stated in the manual too. Which it was. Still, maybe I’m spoiled in this digital age, but I’d expect a helpdesk to respond a little more punctually and be, well, &lt;span style="font-style: italic;"&gt;helpful&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;However, by that time Nintendo continue to tighten its grip on the Wii by releasing a new firmware to ostensibly deal with the infamous Zelda save game data hack, but which also rendered the Freeloader 100% useless. So now I have a product which doesn’t work as advertised. “We can’t guarantee the Freeloader will work with every game” can now be replaced with the line “We can guarantee the Freeloader &lt;span style="font-style: italic;"&gt;won’t&lt;/span&gt; work with &lt;span style="font-style: italic;"&gt;any &lt;/span&gt;game”.&lt;br /&gt;&lt;br /&gt;Of course, part of my beef is with Nintendo, who, inexplicably, require me to purchase a full US console if I am to enjoy US Wii games in Japan. Well, I &lt;span style="font-style: italic;"&gt;say &lt;/span&gt;inexplicably, but it could just be a clever ploy to make geeks buy the console twice, though it is probably more the usual kind of paranoia rather than a business strategy. But considering CodeJunkies’ helpdesk system is slow and utterly unhelpful and even had the temerity to very subtly suggest I might not be running an "original game disc", I have no qualms hereby recommending any readers of this blog &lt;span style="font-style: italic;"&gt;not &lt;/span&gt;to bother with their product. It doesn’t work and they don’t care.&lt;br /&gt;&lt;br /&gt;What with the PSN pre-paid cards not out yet in the US and no online store selling the XBLA point cards (that I know of), the life of a global gamer and importer remains a painful and disappointing one. On top of that the PC now seems to have its own form of region locking, with the demo version of Spore’s excellent Creature Creator being sold to specific regions only. I was not allowed to buy the English version from Japan but had to make do with the localized Japanese version, which doesn’t even come with the English components provided. Personally, I am thoroughly sick and tired of too many people trying to control my purchasing habits for no reasonably explicable motive.&lt;br /&gt;&lt;br /&gt;And one of the reasons people pirate software, it is said, is due to the convenience of it. That is a sentiment I can &lt;span style="font-style: italic;"&gt;totally &lt;/span&gt;understand. If people continue to want my money, maybe they should consider allowing me to actually purchase items I want.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-6297563320262551174?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/6297563320262551174/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/06/so-much-for-freeloader.html#comment-form' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6297563320262551174'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6297563320262551174'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/06/so-much-for-freeloader.html' title='So much for Freeloader'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SF0CzrugsTI/AAAAAAAAA-s/iWc--arisSQ/s72-c/post_freeloader.jpg' height='72' width='72'/><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-4834392468004046439</id><published>2008-06-14T19:43:00.002+09:00</published><updated>2008-06-14T19:45:51.076+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Futurama</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SFOhHximoaI/AAAAAAAAA-k/shyRqhVUmPQ/s1600-h/post_futurama.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SFOhHximoaI/AAAAAAAAA-k/shyRqhVUmPQ/s400/post_futurama.jpg" alt="" id="BLOGGER_PHOTO_ID_5211686348727427490" border="0" /&gt;&lt;/a&gt;Contemplating the future of videogames is never an easy task. Short term trends are obvious to even the most casual observer, but who would have predicted the Wii and its immense success just a few short years ago? I distinctly remember attending the E3 at which the DS was unveiled and listening to supposed industry professionals snort with derision and predicting its inevitable failure. Still, it's sometimes cool to imagine what gaming would be like in the future. Here is one possible vision.&lt;br /&gt;&lt;br /&gt;Digital distribution will become so all-encompassing that boxed product is reserved for retro gaming with all new products being delivered through some digital channel. All major manufacturers will continue to put their entire back catalogue up for download services. This makes the home console a repository for your entire games library and other media. Handheld gaming will plug directly into this media hub. Instead of carrying its own media your handheld device will, with the aid of pervasive, superfast wifi that makes every spot in any major city connected at all times, run its software on the home console hub. Only control input will be sent from the device to the console, where the game is run, which sends back the visuals to the device. This means the handheld device is light and cheap. It can also access all your music and video from the home console. The device itself will be small and foldable, with a digital paper screen. Its input is both tactile and motion sensitive to a socially acceptable extent.&lt;br /&gt;&lt;br /&gt;Some company will revive "Virtual Reality" but, despite the massively improved tech, the public still resists. Peripherals that detect motion and position will replace the idea of a VR helmet and as the console is basically a media hub, gaming will stay married to a television screen for many years to come as a result.&lt;br /&gt;&lt;br /&gt;There will be a 2nd Great Game Industry crash. With the continued availability of cheap or free tools which become easier and easier to use, every hobbyist can create and release a game. There will be a tsunami of games created by these amateurs, as well as independent developers and larger publishers trying to cash in, that the public has too much choice of too many substandard titles, which become cheaper and cheaper until it becomes a totally unviable prospect. In one day seventeen different versions of a match-three title will be released, on average. After the crash the industry will rebuild itself, keeping some of the major players and introducing the big new names of tomorrow from amongst the survivors. Luckily, due to the digital nature of game distribution, there will be no landfills to allegedly cover with cement this time round.&lt;br /&gt;&lt;br /&gt;Somebody will release a single, open platform console which will fail utterly in the market place, leaving just the usual number of large manufacturers who keep a tight and lucrative control over their hardware. The failure eventually boils down to the console acting too much like a PC with too much open source and modifiable elements making easy control of it outside the comprehension of the largest part of its intended market.&lt;br /&gt;&lt;br /&gt;None of today's major IPs will survive. Nintendo will be the first to find the maximum age of a recyclable IP when their latest Mario title, though critically acclaimed, fails the sell. Children of the future will have no idea who Link, Mario, Lara Croft and Niko Bellic are.&lt;br /&gt;&lt;br /&gt;A significant proportion of the film industry will make its money from film-games. These are not films made of video game IPs, nor games made from film IPs but films and games created entirely for the tandem development of both film and video games simultaneously. Eventually, though, the video game part of this marriage will be most profitable, leaving the film industry crippled. The most successful players in this new field will actually come from the game business side, who will employ film directors to its staff.&lt;br /&gt;&lt;br /&gt;India and China will be huge players in the global video game business, not just as "cheap outsourcers to be arrogantly scorned" but as major businesses, designers and developers in their own right, providing, at first, their own cultures, but soon enough migrating to make significant sales across the world. Some of tomorrow's major changes, in hardware and game design will come from the East, &lt;span style="font-style: italic;"&gt;excluding &lt;/span&gt;Japan.&lt;br /&gt;&lt;br /&gt;None of this will happen.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-4834392468004046439?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/4834392468004046439/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/06/futurama.html#comment-form' title='23 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4834392468004046439'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4834392468004046439'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/06/futurama.html' title='Futurama'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SFOhHximoaI/AAAAAAAAA-k/shyRqhVUmPQ/s72-c/post_futurama.jpg' height='72' width='72'/><thr:total>23</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-6249938767451769224</id><published>2008-06-09T21:02:00.003+09:00</published><updated>2008-06-09T21:06:34.315+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>Around the ashtray</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SE0cANoxmVI/AAAAAAAAA-c/CbaW9OLRTrY/s1600-h/post_ashtray.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SE0cANoxmVI/AAAAAAAAA-c/CbaW9OLRTrY/s400/post_ashtray.jpg" alt="" id="BLOGGER_PHOTO_ID_5209851133923793234" border="0" /&gt;&lt;/a&gt;One of the new hires finally gathers up enough courage to chat with the company gaijin.&lt;br /&gt;“Are you fluent in Japanese?”&lt;br /&gt;“God no,” I reply, in the usual mock embarrassment and humility. Making jokes about how shit my Japanese is in, &lt;span style="font-style: italic;"&gt;presumably&lt;/span&gt;, decent Japanese breaks the ice and the guy feels more relaxed.&lt;br /&gt;“So, is this your first game development job,” I ask him.&lt;br /&gt;“Yeah.”&lt;br /&gt;“How are you liking it?”&lt;br /&gt;“Well….” he says, “well….”&lt;br /&gt;I motion to him that he need say no more.&lt;br /&gt;“What is it you do, JC?”&lt;br /&gt;“Art. But I’ve been doing a lot of debugging recently.”&lt;br /&gt;“Do you program too?”&lt;br /&gt;“Um, no.”&lt;br /&gt;“Oh, it’s just that I see you typing often.”&lt;br /&gt;“Ah, yes, those are the circular emails I send when I update assets,” I say, and think: and my Google chats and emails and forum trawling and blog post writing…&lt;br /&gt;“Are you enjoying it?” he asks.&lt;br /&gt;“Strange weather we’ve been having of late, don’t you think?”&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(153, 153, 153);"&gt;* * *&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;My GTA-loving colleague tells me “I bought GTA 4 for PS3.”&lt;br /&gt;“Really,” I reply, “isn’t it difficult? The English I mean? You should have waited. Capcom said they’d release the Japanese version this year.”&lt;br /&gt;“Yeah, but I wanted to play it. And besides, I don’t want some censored version. Also, a lot of the story can be found translated on-line.”&lt;br /&gt;“But still,” I say, “you’re missing out on some choice dialogues, man. There is a lot of subtle humour in little throwaway lines.”&lt;br /&gt;“Yeah, well….”&lt;br /&gt;“I quite like the game. Maybe not as much as Vice City, though. I’m glad they added the mission restart option.”&lt;br /&gt;“The what?”&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(153, 153, 153);"&gt;* * *&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;Another recently acquired colleague turns to me.&lt;br /&gt;“Where is it you’re from, again? France?”&lt;br /&gt;“You should be very careful accusing an Englishman of being French!” I reply.&lt;br /&gt;“Oh, haha. How old are you?”&lt;br /&gt;I loathe this question so I usually tell them to guess. He guesses several years in excess. I tell him my age.&lt;br /&gt;“Oh, really! Me too!” he says.&lt;br /&gt;“You &lt;span style="font-style: italic;"&gt;are&lt;/span&gt;? I would have guessed you were &lt;span style="font-style: italic;"&gt;much &lt;/span&gt;younger than that!”&lt;br /&gt;“Haha, thanks!” he says.&lt;br /&gt;“Yeah, and thanks a lot for guessing my age so high,” I reply, hurt.&lt;br /&gt;“I always find it impossible to guess the age of Japanese people,” I tell him.&lt;br /&gt;“Yeah, I’ve heard that can be a problem. Your wife is Japanese, though, right?”&lt;br /&gt;“Yeah.”&lt;br /&gt;I still don’t quite know what he meant by that.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-6249938767451769224?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/6249938767451769224/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/06/around-ashtray.html#comment-form' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6249938767451769224'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/6249938767451769224'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/06/around-ashtray.html' title='Around the ashtray'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SE0cANoxmVI/AAAAAAAAA-c/CbaW9OLRTrY/s72-c/post_ashtray.jpg' height='72' width='72'/><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-8706165736913162293</id><published>2008-05-28T22:19:00.003+09:00</published><updated>2008-05-28T22:25:27.313+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Time to evolve!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SD1cExl4GLI/AAAAAAAAA-M/rRMsltY7s2g/s1600-h/post_evolve.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SD1cExl4GLI/AAAAAAAAA-M/rRMsltY7s2g/s400/post_evolve.jpg" alt="" id="BLOGGER_PHOTO_ID_5205417981411596466" border="0" /&gt;&lt;/a&gt;Games have been around for a while now, you don't need me to tell you that. However, we still see some artifacts of yesteryear in current-gen games that often leave me wondering if they're there just because, well, they've &lt;span style="font-style: italic;"&gt;always &lt;/span&gt;been there. Can't we have a clean sweep and get rid of some of the old gaming staples? And yes, I said "yesteryear", even though I hate that word.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Title Screens&lt;/span&gt;&lt;br /&gt;Obviously every game needs a title, but a title screen where I have to "&lt;span style="font-style: italic;"&gt;press start&lt;/span&gt;" to continue? What is this, a mid 1980s arcade? Sometimes it isn't even start but any button press, but worse still, sometimes it &lt;span style="font-style: italic;"&gt;is&lt;/span&gt; required to stretch out your hand and reach for that badly placed start button just to get to the menu. Often the title screen is a disguised loading screen, which is fine, but I am then still asked to press "start" to continue when loading is done. When am I ever likely to think "nah, I think I'll just look at the title for a tad longer"? It's double-wrapping nobody needs anymore. Why can't your main menu and the title screen be combined? Sure, it isn't a big issue, but it is a stupid one.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Continue? 9...8...7...6...&lt;/span&gt;&lt;br /&gt;Yes, please. Why ask? Why give me a set of lives...and then &lt;span style="font-style: italic;"&gt;another &lt;/span&gt;few sets of lives? Why not give me all those lives at once? Or better still, allow me to choose how many lives I want to take with me when I start, if that is the kind of game you're making. The idea of a "continue" screen made a lot of sense in the arcades, where the player needed time to rifle through his pockets for another 100 Yen coin, but on a home console? What's the use in that?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attract Modes&lt;/span&gt;&lt;br /&gt;Worse even than the title screen is the game that after a period of inactivity jumps to an "attract mode". In the old arcades this usually happened to be a demo of the game in action so a passerby would be "attracted" and lured to the machine. These days the same could be said for demos in kiosks and stores but in the final home product? Granted, they are quite rare these days but you still occasionally come across them. Usually they end up being some kind of edited collage, quite separate from the actual game's introductory sequence, but just something you might see as a commercial for the game. And it serves no purpose whatsoever. Considering the impatience with which I rap on the ”start” button at the sight of any title screen it is unlikely in the extreme I'll be sitting there staring at it for a few minutes for any attract mode to kick in.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Manuals&lt;/span&gt;&lt;br /&gt;Are these really necessary these days? I can hardly remember the last one I &lt;span style="font-style: italic;"&gt;actually &lt;/span&gt;read. Usually, after a brief battle with the plastic wrapping I insert the disc and while the game boots up I cast a glance over the manual, flipping the pages for a few seconds, before putting it back in the box. In the "old days" when space was at a premium and graphics were blocky, a manual could help you understand the gameplay mechanics and illustrate the enemies and protagonists a little better than 4 by 4 pixels could. Part of my addiction to the early Ultima games came from the excellent manuals and bestiary which really helped make the on-screen blobs seem like real characters and monsters in my mind's eye. These days, with the multi-buttoned controllers, a tutorial stage is pretty much the standard, which leaves the manual for...&lt;span style="font-style: italic;"&gt;what&lt;/span&gt;, exactly? Manuals only serve to give the game case a pleasingly expensive weight, fooling you into thinking you're getting your money's worth.&lt;br /&gt;&lt;br /&gt;Paradoxically, for an industry so dynamic, some things take a long time to change. The issues above are mostly left-overs from a time they were actually needed; they have since been accepted into the general game design lexicon, for no other reason than the fact we're used to them. Occasionally one daring developer will try something different, but it's usually not enough to break the clichés. And to be fair, none of the above is really crippling in any way, but it sometimes just strikes me how much of a game is simply there because we &lt;span style="font-style: italic;"&gt;expect &lt;/span&gt;it to be there, rather than it being truly necessary anymore.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-8706165736913162293?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/8706165736913162293/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/05/time-to-evolve.html#comment-form' title='37 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8706165736913162293'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8706165736913162293'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/05/time-to-evolve.html' title='Time to evolve!'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sANHP_KM1Sg/SD1cExl4GLI/AAAAAAAAA-M/rRMsltY7s2g/s72-c/post_evolve.jpg' height='72' width='72'/><thr:total>37</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-4530235140943677501</id><published>2008-05-24T22:43:00.002+09:00</published><updated>2008-05-24T22:53:54.400+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Call to Arms 2008</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SDgbzhl4GJI/AAAAAAAAA98/jfLBCkMjHSs/s1600-h/post_familycommute_title.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SDgbzhl4GJI/AAAAAAAAA98/jfLBCkMjHSs/s400/post_familycommute_title.JPG" alt="" id="BLOGGER_PHOTO_ID_5203939941431122066" border="0" /&gt;&lt;/a&gt;Steve Gaynor of the Daruma-headed &lt;a href="http://fullbright.blogspot.com/" target="blank"&gt;Fullbright&lt;/a&gt; blog recently spammed me about his "&lt;a href="http://fullbright.blogspot.com/2008/05/call-to-arms-2008.html" target="blank"&gt;Call to Arms 2008&lt;/a&gt;", a community game design challenge to eke out the creative in all of us and hopefully come up with some novel game ideas. Though I usually shy away from giving away game ideas to the public for gratis, the first thoughts that came up when pondering this challenge were obviously not commercially viable, so I will hereby give away my intellectual property to any idiot who wishes to make it into a product. May God have mercy on your soul.&lt;br /&gt;&lt;br /&gt;The basic idea behind the challenge is to find new ways of expressing conflict, or to find new game design ideas to express this. "Tradition vs. Progress" was an obvious hook for me, living in Japan, as was "Indulgence vs. Prudence", as a tobacco, caffeine and alcohol abuser, something quite close to my heart. Of the proposed emotions, again, a few seem tailored to my situation. As the Brit the "anxiety of uncertainty" struck home with me, as did the obvious "alienation of being in a foreign land".&lt;br /&gt;&lt;br /&gt;But after some soul searching I have decided to think of a new game idea revolving the most ancient of conflicts, "life vs. death" in an environment which is close to my heart, my life. The emotion I want to convey is the "will to live", or loss thereof. I considered calling the "the Fall and Rise of JC", but such arrogance is off-putting and, considering the basic mechanics of the game I propose, a more appropriate title would be&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold; color: rgb(204, 0, 0);"&gt;FAMILY COMMUTE&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Using the Wii balance board as a control mechanism the player must, simply, survive a commute on Tokyo's busy rail system. There will be a set of difficulty levels of increasing commute length, all played out in real time, from the "easy mode", a roughly 10 minute ride, right down to "salaryman mode", a full hour and a half of commuter Hell.&lt;br /&gt;The player stands on the Wii Balance Board and must keep his balance in the face of the train's swaying and the crowd of other commuters who will try their best to pick fights with you or shove you around simply for being foreign. Special boss characters will be "broadsheet guy", the idiot who will try to read a newspaper, and "roidrage", the racist knuckledragger who will shout at you to die or go back to "your country".&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sANHP_KM1Sg/SDgb0Bl4GKI/AAAAAAAAA-E/JkQH09iv7Xs/s1600-h/post_familycommute.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_sANHP_KM1Sg/SDgb0Bl4GKI/AAAAAAAAA-E/JkQH09iv7Xs/s400/post_familycommute.JPG" alt="" id="BLOGGER_PHOTO_ID_5203939950021056674" border="0" /&gt;&lt;/a&gt;On-screen a delicate balance must be held by shifting your body weight to match instructions. Sudden jolts from the train's movement or idiots will give you a very brief chance to correct your pose before you fall over and are penalised. Holding the Wiimote and nunchuck you can control your on-screen commuter's hands to slap away newspapers, though if a woman happens to be standing in front of you, the player must adjust his pose so his hands are at all times visible for fear of being accused a groper, "chikan!", at which point you'll be arrested and the game will end. Push-fights take the form of a series of balance challenges and hand motions wherein the player must fight for space with another commuter who won't grant you the room to breathe in favour of his own comfort.&lt;br /&gt;&lt;br /&gt;Along the top of the screen is a "health bar", titled "the will to live", which constantly, slowly, depletes. The only way to top up this bar is to unbalance aggressive fellow commuters or to find a spot next to an attractive female (boy, for the female players, who can only ever play on "extreme difficulty" and must use the nunchuck to constantly elbow perverts in the groin). Once the bar is completely depleted, the player's avatar will exit the train and jump in front of it.&lt;br /&gt;&lt;br /&gt;Special periodic challenges include covering your face when old men cough and sneeze all over you and jostling for a seat when the previous occupant disembarks. If successful the commute time will be depleted by several minutes of comfort.&lt;br /&gt;&lt;br /&gt;If enough commercial interest can be found, a special peripheral could be created; a velcro band to be tied around your chest which, much like a blood pressure meter, would slowly fill up with air to restrict your lung capacity and, literally, crush you to death.&lt;br /&gt;&lt;br /&gt;Successful completion of a level will unlock the "bonus mode", which is the return commute on the same ride, but with a machete, controlled by the Wiimote, and a taser, controlled with the nunchuck.&lt;br /&gt;&lt;br /&gt;The game will not only teach you vital survival skills, but strengthen up your calves and resolve but mostly, it’s an exhausting, depressing experience, constantly jostling, readjusting your balance and gradually losing all hope in humanity and any will to live. Playing the game is &lt;span style="font-style: italic;"&gt;living &lt;/span&gt;the game and if you don’t want to kill yourself after playing it, you haven’t played it correctly. The bonus mode is pure, classic fantasy fulfillment gaming at its best.&lt;br /&gt;&lt;br /&gt;Fun for all the family!&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 153, 153);"&gt;Available on WiiWare, Q1 of HellFreezingOver. Price: TBA&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-4530235140943677501?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/4530235140943677501/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/05/call-to-arms-2008.html#comment-form' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4530235140943677501'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4530235140943677501'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/05/call-to-arms-2008.html' title='Call to Arms 2008'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SDgbzhl4GJI/AAAAAAAAA98/jfLBCkMjHSs/s72-c/post_familycommute_title.JPG' height='72' width='72'/><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-7218687205678622666</id><published>2008-05-18T21:55:00.003+09:00</published><updated>2008-05-18T22:01:14.114+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>Bar to Entry</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sANHP_KM1Sg/SDAnamEA-VI/AAAAAAAAA90/XzkACNs8onU/s1600-h/post_bartoentry.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_sANHP_KM1Sg/SDAnamEA-VI/AAAAAAAAA90/XzkACNs8onU/s400/post_bartoentry.JPG" alt="" id="BLOGGER_PHOTO_ID_5201700907460393298" border="0" /&gt;&lt;/a&gt;If you listen, which I cannot much advise, to game related podcasts or read your average gaming website or blog, you’ll find a lot of talk about “casual” versus “hardcore”, as if amongst the googolplex games released every year there is a quantifiable number of more “deserving” games. This whole attitude stinks of snobbery, but what is often overlooked is the rather heartening fact that more and more people are looking at gaming as a hobby or time sink. Personally, I don’t think it was so much the social stigma of geekery that stopped so many “normal people” from playing games so much as the increasingly disastrously designed control inputs, which is exactly why the DS and moreso the Wii has been instrumental in bringing new players to the medium and why the PC has been doing so for a while now.&lt;br /&gt;&lt;br /&gt;In the old days, controls were simple but as the games grew in complexity extra buttons and triggers were slapped onto it to the point where usability and mapping were slaves to the accepted standard. Most controllers look fairly similar now, with dual joypads, a whole host of buttons, your start and select keys, et cetera and et cetera, and, to be frank, it is ridiculous. Even I, having played games for a fair number of years now, &lt;span style="font-style: italic;"&gt;still &lt;/span&gt;have trouble with my PS3 or Xbox360 controller, am unable to remember all the combinations for whichever situation, or get confused about which direction to push the right stick to control the camera which way, and even end up crouching/hooting/whatever in the heat of the excitement by accidentally pushing down on a joystick. Show any such controller to a layperson or explain what is required and I’m not surprised so many of them think “sod this for a game of larks”.&lt;br /&gt;&lt;br /&gt;If you read Donald Norman’s excellent book “&lt;a href="http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0385267746" target="blank"&gt;The Design of Everyday Things&lt;/a&gt;”, which comes highly recommended, you’ll learn about mapping and how many objects in our lives seem to muck this up, from how four gas pips on a cooker are laid out in a square but their buttons in a row to how mopeds and motorcycles arbitrarily use twisting a handle forward or backward equates to left and right indicators or braking. Your average game controller has similar problems. How does pressing down on a joystick equal honking your car horn? Why is the SQUARE button reload in one game and jump in another? Why is the left trigger the fire button, but the little button above it a zoom button? Why is up on the controller &lt;span style="font-style: italic;"&gt;forward &lt;/span&gt;in the game, but up on the right joystick is &lt;span style="font-style: italic;"&gt;up &lt;/span&gt;for the camera, or down if you’re one of those inverted axis weirdos? Why do we even need a start and select button? It is outrageously arbitrary and totally counter intuitive.&lt;br /&gt;&lt;br /&gt;What makes things worse is that none of these inputs are standardized either. Each game requires its own learning curve just for &lt;span style="font-style: italic;"&gt;controlling &lt;/span&gt;it, let alone playing it. Some games don’t even allow you to customize the controls to suit your personal “standard”. On top of that there are slight variations per region too, most famously the CIRCLE button meaning OK in Japan, but the X button taking over that task everywhere else. Then the naming of the buttons is obtuse too. Why A and B, followed by X and Y? Why are the buttons underneath the joysticks L3 and R3, and why did it take me months to realize these were buttons in the first place? To muddy the waters even more are the game designers themselves who often like to add feature upon feature, clouding the control scheme with badly thought out button actions or totally unimportant ones.&lt;br /&gt;&lt;br /&gt;The simplicity of the Wii’s control inputs are a true breath of fresh air. You want to select something? Just point at it and click the friendly round button. Reviewers like to snort with derision at what they call “waggle controls”, seemingly pointless waggling of the Wiimote to perform an action. But I ask you, would it have been better if the action was tied to an arbitrary button? The DS makes things even simpler, with just tapping the required area for your input. It’s so simple, anyone can understand it. Which brings me to the PC, which seems to be the King of casual gaming. And why? Because a lot of games require only a mouse and a single mouse button. Most people know how to use a PC, which means most know how to control a mouse. And with a single button to control a game, you can ignore the learning process and jump directly into the challenge the game itself offers.&lt;br /&gt;&lt;br /&gt;Which is exactly why it annoys me that somehow, along the line, developers and publishers have started equating “casual” with “bright, friendly” or “shitty simple”. You do not have to make main characters pink with huge eyes, involve horses or kittens or make boring mini-game collections to make a casual game. &lt;span style="font-style: italic;"&gt;Just make it easy to play&lt;/span&gt;. As films, books and television show a wide range of popular styles and stories, so, I would hazard a guess, do games. There are a lot of “casual” gamers out there who would like a zombie survival horror game or a gritty World War 2 shooting game, but would not be able to learn or enjoy the 150 button combinations needed to control it. This doesn’t mean those games would have to be made so simple a 5 year old could play them, but it would mean having a good hard think about how these players control the game, adding more contextually automatic actions and using a controller that doesn’t look like a robot with acne.&lt;br /&gt;&lt;br /&gt;Just like last year’s cliché warcry of “we need more women playing our games” gave us a slew of pink-coloured horse-riding simulators and fashion Barbie titles, so the current paradigm of “casual” seems to be bringing us overly simplistic gameplay and cutesy graphics. I’d say if we focus on accessibility more than anything else we will have won half the battle. And the Wii seems the idea for this, but it may not necessarily be the only option.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-7218687205678622666?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/7218687205678622666/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/05/bar-to-entry.html#comment-form' title='14 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7218687205678622666'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/7218687205678622666'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/05/bar-to-entry.html' title='Bar to Entry'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sANHP_KM1Sg/SDAnamEA-VI/AAAAAAAAA90/XzkACNs8onU/s72-c/post_bartoentry.JPG' height='72' width='72'/><thr:total>14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-4991412797383060329</id><published>2008-05-14T22:45:00.000+09:00</published><updated>2008-05-14T22:47:51.299+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Video Games'/><title type='text'>I don’t want it to be nostalgia</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SA3dQYAH9AI/AAAAAAAAA8k/vegjhqogyWI/s1600-h/post_2d.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SA3dQYAH9AI/AAAAAAAAA8k/vegjhqogyWI/s400/post_2d.JPG" alt="" id="BLOGGER_PHOTO_ID_5192049218818667522" border="0" /&gt;&lt;/a&gt;I’ve seen genres come and go, which is only natural in a young, dynamic and constantly growing industry. The most egregious casualty was the point and click adventure game, a genre I was addicted to as a young lad but which until recently was not so much dead as coughing up blood and ignored in the gutter. It always annoyed me when pundits and journalists went on a rant about how game storytelling needed to be more betterer, yet everybody seemed to have forgotten that we’ve had magnificently scripted games for a &lt;span style="font-style: italic;"&gt;long &lt;/span&gt;time. Luckily this particular genre seems to have made a bit of a comeback, surged back from the pits of amateur freeware, where, to be frank, some hobbyists made some &lt;span style="font-style: italic;"&gt;excellent &lt;/span&gt;adventures, to the mainstream, more or less, with titles like Sam &amp;amp; Max, hurray!&lt;br /&gt;&lt;br /&gt;But there is one beleaguered genre I, personally, am aching to play again: the 2D platformer. Now obviously the genre is still around, specifically on the handheld consoles where more often than not they are licensed IP shovelware, and occasionally in the realms of homebrew. But ever since home consoles have become powerful enough to carry amazing, visually eye-popping platformers, nobody has really been making them anymore.&lt;br /&gt;&lt;br /&gt;Xbox Live Arcade has had a few attempts, mostly in the lower end of the quality bell-curve, and a few more are on the horizon, like the much anticipated, by me, remake of Bionic Commando which by all accounts looks to be much better than the actual new title in the series. But that’s about it.&lt;br /&gt;&lt;br /&gt;The death of this genre can be pinpointed to the time where consoles went all 3D on us and platform holders made it an unspoken requirement that all titles make the best use of their hardware, i.e. being in 3D. Of course the much lauded Castlevania: Symphony of the Night was a last hurrah for the genre, but since then,&lt;span style="font-style: italic;"&gt; not a sausage&lt;/span&gt;. More optimistic readers may point to the better 3D platformers, like Mario 64, of course, the Banjo Kazooies and whatnot, but if I’m brutally honest, these never really grabbed me. Half of the game was always battling the camera and learning new controls, whereas the simplicity of the mapping of the 2D platformers always meant they were easy to play and difficult to master rather than the reverse which seems to be true with most 3D games.&lt;br /&gt;&lt;br /&gt;On top of that, 3D graphics age &lt;span style="font-style: italic;"&gt;badly&lt;/span&gt;. Check out any Playstation 1 game and see how horrific the textures, how limited the polycount. Yet open up one of the later Super Nintendo games and bask in the glory of their beautiful 2D graphics, even today. Though today’s better 3D titles are indeed gorgeous, I am the first to admit, I have no doubt this time next year there will be several titles that look even better and come the next generation we’ll look back on Uncharted and laugh at the quaintness of its visuals. And now I have a big telly and some powerful consoles, I want to sit on my sofa and play 2D games!&lt;br /&gt;&lt;br /&gt;What I’m selfishly aiming at is for people like Konami to just damn well bite the bullet and give us another home 2D Castlevania. With 3D graphics, possibly, and classic 2D gameplay how could this do anything but rock hard? Better yet, give the current masters of gorgeous 2D visuals, Vanillaware, makers of Odin Sphere, free use of the Castlevania IP and you’ll have a title on your hands that will sell forever and ever. Or Nintendo should put a full-stop after this recent and excellent Metroid Prime series and make another 2D adventure for Samus to plough through. Make it WiiWare if you must, I’ll buy it!&lt;br /&gt;&lt;br /&gt;In the commercial sphere Sam &amp;amp; Max have proven there is life in an old genre yet. Who will do the same for the 2D platformer?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-4991412797383060329?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/4991412797383060329/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/05/i-dont-want-it-to-be-nostalgia.html#comment-form' title='19 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4991412797383060329'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/4991412797383060329'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/05/i-dont-want-it-to-be-nostalgia.html' title='I don’t want it to be nostalgia'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SA3dQYAH9AI/AAAAAAAAA8k/vegjhqogyWI/s72-c/post_2d.JPG' height='72' width='72'/><thr:total>19</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-8127483708213549753</id><published>2008-05-11T18:11:00.004+09:00</published><updated>2008-05-11T18:16:46.997+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Shopping'/><title type='text'>Go to touristing: Parasitological Museum</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SCa4cWEA-TI/AAAAAAAAA9k/M-_Ba9dFVeM/s1600-h/post_mpm_1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SCa4cWEA-TI/AAAAAAAAA9k/M-_Ba9dFVeM/s400/post_mpm_1.jpg" alt="" id="BLOGGER_PHOTO_ID_5199045616944085298" border="0" /&gt;&lt;/a&gt;It’s been a while since I’ve done one of these posts, but this one is worth a visit. When taking someone out on a date in, say, Meguro, a nice area full of restaurants and bars, afterwards why not take her to see a museum devoted to the many &lt;span style="font-style: italic;"&gt;horrific &lt;/span&gt;things the tiniest of creatures can visit upon the human body at the Meguro Parasitological Museum, the world’s only, as the website claims.&lt;br /&gt;&lt;br /&gt;Hidden away in an unassuming apartment building, and thus easy to miss unless you’re looking for it, the museum claims, via the website, “try to think about parasites without a feeling of fear” and then goes on to show you all manner of horrific and disgusting photographs, schematics and overgrown parasites in formaldehyde, which is enough to make even the most manly of men shudder. But despite the horror show it is indeed fascinating, and as the world’s only, apparently, worth visiting just to be able to say you’ve been there.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SCa4hWEA-UI/AAAAAAAAA9s/YoMRIr79L1o/s1600-h/post_mpm_2.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SCa4hWEA-UI/AAAAAAAAA9s/YoMRIr79L1o/s400/post_mpm_2.jpg" alt="" id="BLOGGER_PHOTO_ID_5199045702843431234" border="0" /&gt;&lt;/a&gt;The museum isn’t that huge, so you could see most things within an hour, probably, and spend some time at the small museum shop, where you can purchase books and cute parasite-themed key chains and T-shirts. And due to the nature of the exhibits, you can end the day with yet another dinner date, as it’s extremely likely you’ll be tempted to void your bowels from either end, though whether you will still have an appetite is debatable.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Location:&lt;/span&gt; Meguro is centrally located along the JR Yamanote line, a short ride from Shibuya and Shinjuku. The museum is a short, straight walk from the station.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Website: &lt;/span&gt;&lt;a href="http://kiseichu.org/english.aspx" target="blank"&gt;here&lt;/a&gt; (in English)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Map:&lt;/span&gt; &lt;a href="http://kiseichu.org/einfo.aspx" target="blank"&gt;here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-8127483708213549753?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/8127483708213549753/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/05/go-to-touristing-parasitological-museum.html#comment-form' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8127483708213549753'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/8127483708213549753'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/05/go-to-touristing-parasitological-museum.html' title='Go to touristing: Parasitological Museum'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sANHP_KM1Sg/SCa4cWEA-TI/AAAAAAAAA9k/M-_Ba9dFVeM/s72-c/post_mpm_1.jpg' height='72' width='72'/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-599272236905222906</id><published>2008-05-08T21:50:00.000+09:00</published><updated>2008-05-08T21:58:46.325+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Life in Japan'/><title type='text'>Barking Mad</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sANHP_KM1Sg/SCBKDoAH9HI/AAAAAAAAA9c/ykY-4jmfjPM/s1600-h/post_barkingmad.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_sANHP_KM1Sg/SCBKDoAH9HI/AAAAAAAAA9c/ykY-4jmfjPM/s400/post_barkingmad.JPG" alt="" id="BLOGGER_PHOTO_ID_5197235396123554930" border="0" /&gt;&lt;/a&gt;Readers will realise within the span of this sentence what a biting, satirical pun the title of this post conveys as the following text will discuss to what extremes the Japanese go in the mollycoddling of their pet dogs. A recent trip to a medium sized outlet mall beyond the outskirts of Tokyo had no less than &lt;span style="font-style: italic;"&gt;three &lt;/span&gt;pet stores where doting owners can buy anything from dog clothes and kimonos to perambulators. These things are not pet themed but actually intended for use by said pets!&lt;br /&gt;&lt;br /&gt;Though dog clothes are a cruel insanity nothing really prepares you for the idea of dog prams, seeing as dogs are evolutionary better equipped for walking than us bipeds by a factor of two.&lt;br /&gt;&lt;br /&gt;This sunny day saw the crowds at this mall divided into young families and dog owners in a 20-80 split. A man or woman pushing a pram was far more likely to have a canine sticking out of it than human offspring. In the West the idea of dogs as children substitutes is widely recognised, presumably, as a mental illness whereas in Japan it is a powerful market force.&lt;br /&gt;&lt;br /&gt;I had always presumed the disastrously low birthrate in Japan had something to do with the expense of looking after a child but seeing how much money, time and attention these people spend on their dogs it may just be that Japanese people don't find each other attractive enough. There is definitely something offputting about someone who dresses a dog up in a little canine kimono without grasping how ludicrous this is. And pushing an animal around in a pram or carrying it around in a branded shoulder bag may give you the feeling of parenthood but it is our duty to make sure these people get the mental healthcare they so obviously need.&lt;br /&gt;&lt;br /&gt;Using a dog may be a decent child substitute that circumvents the messy and painful business of giving birth and can be entirely achieved without having to witness your naked husband bearing down on you with a flushed face but it is undeniably insane. I occasionally feel like the only sane person in Tokyo and that is worrying news indeed, for &lt;span style="font-style: italic;"&gt;Tokyo&lt;/span&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32650776-599272236905222906?l=japanmanship.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://japanmanship.blogspot.com/feeds/599272236905222906/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://japanmanship.blogspot.com/2008/05/barking-mad.html#comment-form' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/599272236905222906'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/32650776/posts/default/599272236905222906'/><link rel='alternate' type='text/html' href='http://japanmanship.blogspot.com/2008/05/barking-mad.html' title='Barking Mad'/><author><name>JC Barnett</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sANHP_KM1Sg/SCBKDoAH9HI/AAAAAAAAA9c/ykY-4jmfjPM/s72-c/post_barkingmad.JPG' height='72' width='72'/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-32650776.post-2662490379847646437</id><published>2008-05-04T12:36:00.003+09:00</published><updated>2008-05-08T21:54:50.300+09:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Frequently Asked Questions'/><title type='text'>Frequently Asked Questions</title><content type='html'>&lt;span style="color: rgb(153, 153, 153);font-size:78%;" &gt;Last updated: May 8th, 2008&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sANHP_KM1Sg/SB0vh4AH9GI/AAAAAAAAA9U/k-OgHuVnlDI/s1600-h/post_faq.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_sANHP_KM1Sg/SB0vh4AH9GI/AAAAAAAAA9U/k-OgHuVnlDI/s400/post_faq.jpg" alt="" id="BLOGGER_PHOTO_ID_5196361804070515810" border="0" /&gt;&lt;/a&gt;I often get emails from hopefuls with an eye cocked at the Japanese game industry. The questions, though I usually try my best to answer them if I can, usually follow the same lines, which reminds me that my blog is probably not the most user-friendly. I promise that I'll think of&lt;span style="font-size:85%;"&gt; (yet another)&lt;/span&gt; redesign, with a blogger template with better emphasis on categories and such. A lot of the things people are curious about are mentioned specifically or in passing in earlier blog posts, but I understand these can be difficult to find. So here are a few of the most common questions I get sent my way, and I'll tag this post with the title, so it'll show up on the "categories" list in the sidebar for future reference.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Q: Do I need to speak Japanese to get a job in the Japanese gaming industry?&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;A: &lt;/span&gt;The easy answer is "no", hurrah! There are a few companies that are willing to overlook this requirement, as they have realised the potential value of a foreign employee, especially if they have previous experience that is useful to the company.&lt;br /&gt;The answer you &lt;span style="font-style: italic;"&gt;don't &lt;/span&gt;want to hear is "yes",&lt;span style="font-style: italic;"&gt; it's imperative! &lt;/span&gt;Let's face it, you'll be living life as a social cripple without basic Japanese skills, and communication with your team will be tiresome or impossible. If you make the slightest effort to learn Japanese your chances increase exponentially, you'll have many more companies to choose from and you'll become a far more attractive prospect. Your colleagues won't speak English, your boss won't, your contract will be in Japanese; if you can show you can handle all this you'll find very few obstructions in your way to becoming a game developer in Japan.&lt;br /&gt;So, really, just learn the language, and start now!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Q: How well do I need to be able to speak Japanese?&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;A: &lt;/span&gt;This very much depends on your role. Some jobs will obviously require near-native level skills, where others will be perfectly doable with only basic communication levels. The more managerial you go, or the further into producing, the more meetings you'll have and the more documents you'll need to write, so obviously you will need some good language ability for these. Down in development, say programming or art, basic communication is the very minimal but often also all you really need. For planning (design) again documents need to be written. For localisation there are a variety of roles, from proofreader or rewriter, for which Japanese really isn't required, to actual translation, which obviously requires native-level skills. So it all depends on what job you are going for in the end, but needless to say, the better your Japanese the better your chances. As a minimum requirement you should really at least be a confident conversationalist.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Q: But isn't Japanese so very difficult to learn?&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;A: &lt;/span&gt;This is what the Japanese themselves would like you to think, but no, not &lt;span style="font-style: italic;"&gt;really&lt;/span&gt;. Grammatically it's simple enough. You'll need to lean your vocab again from scratch, which is a pain, but generally with a bit of effort, especially if you're in Japan already, you can quickly go from nothing to something, to a level where you can ask the shopkeeper for extra plastic bags or to tell the police you didn't steal that bicycle.&lt;br /&gt;The real pain is kanji, of course, which the Japanese themselves learn from age 6, and even they have trouble with it. The best advice here is to get started as soon as possible and cram several of them a day for, well, the rest of your life. But overall, apart from the kanji, no, it's really not that difficult. More problematic is some of the cultural etiquette but even that can be learned or avoided. So don't stress about it.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Q: Is it, like, nearly impossible to get your foot in the door?&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;A: &lt;/span&gt;No, this is one of those persistent fallacies, that the industry is a closed shop and that it's impossible to compete with the Japanese for job openings. It's bunk. Mind you, if you don't speak the language, don't have any previous experience and don't have any marketable skills then, yes, you won't get in, but that isn't uniquely Japanese. Working in game development requires certain skills that not everyone has, so just thinking it's a nice idea for a job without putting in the study is simply not going to cut it.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Q: Should I do/continue/finish my study in (Subject X) before moving to Japan?&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;A: &lt;/span&gt;Yes, absolutely. Personally I'd recommend it anyway, because, even though the skills you need you'll probably only learn doing the job, getting a degree is a valuable experience for any young mind, both in training and knowledge as well as social contacts and alcohol consumption. You’ll spend the rest of your life chained to a cubicle, so why rush into it early?&lt;br /&gt;Mostly, though, having a degree will ease your way into a working Visa for Japan. I'm sure companies willing to spend money on lawyers could find a way around it, but a degree is a requirement for Visa applications. The more relevant your degree the more useful it'll be but in the red-tape of Japan's bureaucracy any old degree will probably do.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Q: Should I get some experience at home first?&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;A: &lt;/span&gt;It would certainly help. Like in any other situation or country the more experience you have the better a candidate you are, the more chances you'll have getting a job. With Japan specifically I'd recommend it, as learning your required skills whilst also dealing with a culture and language barrier my slow down your growth as a developer, taking too much on at once. The better you are at doing your job without the need of tutoring or supervision the bett
