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Reader Comments (12)

Posted: Jul 17th 2006 9:26AM (Unverified) said

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I'm positive that there are more game designers out there like Mizuguchi, and if we'd only have a more welcoming corporate environment in North America, we may see more gems like those that he has developed. Far as I can see it, he is way ahead of his time, representing a sort of artistically centered game designer that the current market, for the most part, stiffles under short deadlines, small budgets, and zero marketing support. People like Mizuguchi have real vision, and it should be the industry's top priority to support them. I'm not saying they shouldn't be about profit, as they are businesses first, but they should also see it as an investment in their collective futures. People will only buy crap for so long.

Conrad and Jen, thank you for bringing this interview to Joystiq!

Posted: Jul 17th 2006 10:29AM Antibot said

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"Conrad and Jen, thank you for bringing this interview to Joystiq!"

I second that. Great interview series.

Posted: Jul 17th 2006 10:48AM (Unverified) said

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Awesome questions! I love his responses as well.

" So if Satochi looks Japanese, nobody cares about that. But for adult people, they say "oh this looks Japanese", but the kids don't care about that."

I find this to ring true. The only big difference I see between the majority of american games and japanese games is that the characters and situations in japanese games are more multi-dimensional. It seems it is because they normally have fixed characters and storylines, so you as a player can see the POV's that they are trying to put out there. Then after you see them you can derive the meanings for yourself. Im most western games I see more of a sandbox mentality and a more open ended progression of the storyline so you are able to play your characters as freely as possible.

I find no faults in either of these, It just seems I get more engrossed in the japanese style of story telling.

Posted: Jul 17th 2006 10:52AM (Unverified) said

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didnt read the interview but i liked what i thought i read. i second that comment by the guy who said the second comment. stupid mondays.

Posted: Jul 17th 2006 11:42AM (Unverified) said

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Great Interview!

Would've been nice to learn about his drug habits :)

Posted: Jul 17th 2006 3:02PM (Unverified) said

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I pulled out Rez this weekend to play through again. As I was playing I was annoyed slightly by the controls because I wasn't used to them. Suddenly I thought: How much easier would this be on a Wii?

The very idea of Rez (or a game similar to Rez) on the Wii makes me giddy.

Posted: Jul 17th 2006 4:25PM Kyattsuai said

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It's odd that he didn't mention Space Channel 5 Part 2 during the question about sequels... Interesting review, regardless.

Posted: Jul 17th 2006 5:15PM (Unverified) said

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Great interview. Every publisher needs to have their own Tetsuya Mizuguchi, Tsutomu Kouno, or even Keita Takahashi working away on the "indie" games while the usual WW2/Scifi/fantasy games are pooped out.

Either way Every Extend Extra will be fun. The demo was!

Posted: Jul 17th 2006 7:36PM Serious Kriss said

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"With war games you've traditionally only been able to portray one side's idea of justice, but with High Def you can give more than one side's view."

That part made me laugh. I wonder what he meant?

Posted: Jul 18th 2006 8:51AM (Unverified) said

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what the hell is Rez...? :P

regardless of my ignorance... i love reading these kinds of interviews~

Posted: Jul 18th 2006 9:19AM (Unverified) said

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Serious Kriss,

I think what he meant is that, while it's been plausible to demonstrate the full scale of a narrative in games for quite some time (IE: Metal Gear Solid), the ability for any one system to demonstrate emotion visually and on the fly, hasn't really been a possibility until recently.

Let's take Mizuguchi's example of a war game for instance. You're an allied soldier, and while infiltrating a Nazi base, you discover a lone recruit in the mess hall, unarmed. Even just a single hardware generation ago, the possibility of expressing that recruit's emotions would have been limited to audio, and a little scripted motion. Now however, it's completely plausible that such a character could display dynamic facial expressions of apprehension and terror, and for added colour, maybe even wet himself, all while reeling back, falling from his chair.

You can tell a heck of a lot about a character without actually going into their history in a narrative, something that the gaming industry has just recently been able to borrow from Hollywood. Adding a bit of emotion such as in the example above, even when applied to nazis, arguably the archetypal historical monsters, can humanize NPCs to a point where the player actually feels conflict about certain decisions, and places real weight on pulling the trigger, as opposed to the usual "kill anything that moves" romps.

Everything has its place of course, and I'd hate to see ultra realism replace the kill 'em all game entirely, but it does open some interesting doors.

Posted: Jul 18th 2006 4:15PM (Unverified) said

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I'll also agree with Abbas:
I really want to know what the hell he's smokin'. Him and the guys who came up with Katamari Damacy.

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