The games people play

“[If] you're over 35,
chances are you view video games as, at best, an occasional distraction
… If you're under 35, games are a major entertainment and
a part of life.” — Kevin Maney, USA Today tech columnist
Game on
It would probably be fair to say that over the
years video games — and the people who play them —
have been somewhat … misunderstood. This 'phenomenon' can
be traced back through the mists of time to the beginning of vid
game history, ie, the early 70s, when proto-Space Invader machines
began appearing in fast-food outlets around the planet. These
first releases were quickly followed by various flavours of lurid
tale about the dangers of game mania.
There is not much doubt that game play can be
addictive: it produ-ces a similar mental hit to liquor, sports
and religion. However, less quantifiable, and seemingly of deeper
concern to many citizens, is the fear that repeated exposure to
'ultra-graphic' game scenes slowly fries the circuitry of vulnerable
players, rewiring them into ticking sociopathic time bombs.
The jury is still well out on this link though. Even so, it does
the game world few favours when developers shoot themselves in
the virtual foot by including hidden sex scenes in their product
— as Rockstar Games proved quite spectacularly in mid-2005
with its mega-selling GTA: San Andreas.
The slathering match generated by the discovery
of raunchy bits in GTA: SA is still grabbing headlines in the
US several months on. The public outcry has in fact become so
newsworthy that concerned-parent Senator Hilary Clinton is now
spearheading a high-profile campaign demanding national laws on
adult-themed game content.
If these laws pass, they will mostly focus on
restricting sales through an age-rating system. Which, according
to a report recently presented to the British games industry,
may actually do a whole lot of nothing. It appears parents, the
main buyers and supervisors, largely ignore ratings, concentrating
more on how many hours their children play than what they play.
The US situation raises the question of whether
some potential lawmakers might not be operating under a heavily
pixelated cloud of … misunderstanding. A quick peruse of
the 2005 market survey issued by America's leading lobby group,
the Entertainment Software Association (ESA), reveals several
surprising counter-claims to the dodgy image of game(r)s:
1. The average player is 30 years old, and the
average buyer, 37.
2. Seventy-five percent of heads of household play video games.
3. Ninety-two percent of those under 18 purchase with a parent.
4. Forty-three percent of PC and console gamers are women.
5. Nineteen percent of PC and console gamers are over 50.
Admittedly this information is for the US, a
nation with a well known affinity for electronic entertainment,
but the values are largely supported by reports from other countries
— with the notable exception of Japan. It is not that Japanese
surveys dispute the American figures; it is more that there is
little published research available, despite the market's enormous
size.
This is no small trial for a writer, but, fortunately,
we have the ideal people to probe right here in Kansai: the staff
at Kyoto's Q-Games. Q-Gamers are in a unique position to know,
counting both Sony and Nin-tendo among their clients. They also
happen to include company presi-dent Dylan Cuthbert, who at the
tender age of 33 already has 12 years of Japan experience.
As someone on the high side of 35, I certainly
have one point from the ESA report I want Q-Games to clear up:
While the average player spends 6.8 hours a week on games, they
also devote more than triple this amount of time, 23.4 hours,
to sports, study, creative and cultural activities. So, it is
possible to be a gamer and have a life too?
Localised content
The Q-Games office is not exactly what I imagined
— but then again how should the premises of an operation
that spends millions of dollars developing cutting-edge games
technology look? In any case, what you get is a wide-open expanse
of office space dotted with the 20-odd workstations of the company's
mix of Japanese, American, British and French staff.
The main sound is the surprisingly audible hum
of computers as employees go purposefully about their corporate
mission 'to create the game of the future'. And, yes, Q-Gamers
look like they probably do have lives. The finishing touch on
the scene is the sight of Pu-chan, Dylan's doggy companion, cruising
the office. I am warned he has a thing for plump calves.
Duncan, the PR and recruitment manager, shows
me to the Q-Games boardroom table, which is, luckily, also a table
tennis table, and we are soon joined by Dylan, director Takahiro
Matsuya and senior progra-mmer Ryuji Nishikawa. Dylan starts things
off by explaining one reason there is such a dearth of local information
is Japan lacks a body such as the ESA.
It seems the absence of an organisation to gather
statistics, lobby legislators, etc, is also hampering games companies.
Local software revenues are on the slide, which is being caused,
in no small part, by an opposing growth in the unregulated chuko
(used) market. The problem here is that no royalties are paid
to the original developer — a situation off the radar of
most Japanese lawmakers.
While at first this may seem like Bill Gates
complaining that Micro-soft is not scarving enough loot, over
the longer term, less cash in means fewer new titles out. Of course,
rather than legislation, another obvious solution for developers
would be to hit consumers with fresh concepts to encourage them
to buy new.
Q-Games is way ahead on this, however. Dylan
advises me to tune in to www.q-games.com
over the next couple of months for news of a sizzling new release.
Tantalisingly, for now, this item is “top secret”.
I suspect Dylan might spill if plied with sufficient
pints of the right in-centive, but I do not want to risk being
toasted to maintain contractual obligations regarding (big clue)
Nintendo and its DS console.
Well, if the details are a bit scant there,
I can at least ask what makes a good 'game of the future'. In
Dylan's book, “The point is to give people an escape from
daily life. Games should be purely fun.”
I definitely have to admit to a chuckle when
he illustrates this with a game he developed for Sony called Piposaru
2001, in which, basically, you have to suck the underpants off
monkeys with a vacuum cleaner.
But why not, ay. It sounds like a pretty entertaining
mix of fantasy, strategy and bare-assed argy-bargy. For the record,
Dylan believes that for 99.99 percent of the (semi-sane) population
even gorefest type games like GTA: San Andreas provide an outlet
for aggression, rather than a trigger. I make a note to forward
all this to Hilary Clinton later.
Duncan also adds that one profile does not fit
all markets. For example, while increasingly realistic rape, kill,
pillage games like GTA may be overwhelmingly popular in Western
countries, contrary to many people's image, it is actually the
endless editions of robot, horse racing, pachinko and slot machine
games, etc that sell here in Japan.
This prompts me to ask about Japan's (in) famous
bishojo (girlie) games. Messers Matsuya and Nishikawa field this
one — after disavow- ing any first-hand knowledge. Fortunately,
or not, it seems the genre has moved on from its more porno/graphic
origins to a renai (love story) role playing format. This is the
mainstream, at least. If you are intere-sted in a bit of the other,
you might want to check out www.jastusa.com,
which can supply you in, yes, English.
The Q-Games domain
Q-Games is an independent development studio
based in Kyoto, a location chosen by Dylan because it represents
the “real Japan” for him. Dylan originally lived here
when Nin-tendo seduced him away from high school in England for
his first Japan gig. Before setting up the company in 2001, he
held positions with Nintendo, Argonaut and Sony in Japan, the
UK and the US. He has worked with legends such as Shigeru Miyamoto
(Mario and Zelda) and Ken Kutaragi (PlayStation).
Q-Games also has a long list of credits to its
name, including the now famous demo created for Sony's PSP launch
in 2004. If you like the sound of all this, Q-Games may have a
proposition for you. The company is looking to add to its present
line up of talent, and applications are welcomed from appropriately
qualified 3D modelers/artists, programmers and game designers.
More details are available at www.q-games.com
or from Duncan Flett at duncan@q-games.com.
Game and console picks
Despite what the TV weather people might be
reading off the cue cards, it is nothing like Spring yet. Which
means you probably have endless time to practice your game skills.
But what do the pros play when they are not making the games?
Well, since you asked:
Consoles
Dylan,
Bossman
I'm going to recom-mend the Nintendo DS. This little hand- held
gem is the only commercially available game console with a touch
panel. There is an incredibly diverse range of games available
for this machine and some — Mario Kart DS for instance —
even allow you to play opponents via the Internet. The DS is proving
so popular that even 14 months after its launch, many shops are
still sold out. If you see one for sale, snap it up.
Jerome,
Senior Programmer
I'm excited about the Nintendo Revo-lution console, due out this
year. Will it live up to its name? Well, the controller is indeed
revolutionary. It's like a remote control that reflects your movements
on the screen. You can grasp it like a sword, shine it like a
torch or flick it like a fishing rod. Nintendo believes people
are often put off by the complexity of the controller, and they're
betting the Revolution will increase the 'gaming population'.
Games
Nishikawa-kun,
Senior Programmer
For the Wintery evenings, I heartily recommend Kaha-shima Ryuuta
Kawashima Ryuta Kyoujyu no Nou wo Kitaeru Otona no DS Training
(Brain Training for Adults) for the Nintendo DS. For people who
don't traditionally play 'games', this fascinating software is
designed to stimulate your brain into thinking in different ways.
The game is based on tests developed by a Tohoku University professor.
You'll be cleverer by the end of your gaming session, and at ¥2,800,
it is half the price of regular kill-all-the-aliens-type games.
Pu-chan,
Q-Games dog
Nintendogs is my recommendation for the portable Nintendo DS.
If you've ever wanted to own a dog but didn't want to clean up
excrement from the kitchen floor, this is the game for you. Nintendogs
lets you train, discipline and play with your virtual pooch. Your
pet will even sniff the virtual bottoms of other dogs. Of course,
nothing beats the real thing — but I would say that, wouldn't
I? Right then, I'm off to desecrate the lino.
Erik,
Programmer
I'm going to go with Minna no Daisuki no Katamari Dama- shi (We
Love Kata-mari Damashi) for the PlayStation 2. Daisuki is actually
the second release, and it's a lot more polished than Katamari
Dama-shi. The idea is to start with a small ball, which you roll
to pick up objects. As you pro-gress, the ball gets larger, and
soon you find all manner of strange and incredible objects sticking
to it. It's a very simple premise and yet strangely addictive
and satisfying.
Text: Kym Hutcheon • Images: KS
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