June 2002

INTERVIEW WITH THE GODDESS:
THE E3 PANEL WITH WILL WRIGHT AND YU SUZUKI

GIGnews recruited Melanie Cambron, known by most in the industry as The Game Recruiting Goddess, to use her skills for the good of gamekind and recruit some of the big names in the industry to give us all valuable insight into what they do and how they do it.

At the past E3Expo, Melanie moderated a panel with Will Wright and Yu Suzuki, Design Secrets Part 1: Japan and the USA. This special "Interview With the Goddess," features question and answer highlights from that panel.

Note from Melanie: I just wanted to take this opportunity to again profusely thank Kirsten Merit of Sega of America for her invaluable help in coordinating this session. Thanks to Young Ashworth for her swift and eloquent interpretation. Also, sincerest appreciation to Suzanne Levacque and Curt Feldman for putting together an absolutely marvelous E3 Conference with thought-provoking and insightful sessions. E3 really knocked it out of the park this year. And of course, to Yu Suzuki and Will Wright for being two of the most gracious living legends I know. Domo arigato. Thank you.

From Design Secrets Part 1: Japan and the USA
E3 2002 Panel

MC: Welcome and Youkoso to Design Secrets Part 1: Japan and the USA.
Arguably, there are no two other countries more intertwined in the history of video games than the United States and Japan. Recently, I was reading the History of Video Games on GameSpot. From 1889 when the forerunner of today’s Nintendo was born in Japan until present day, the one continuous thread was that Japan and America have historically looked to the other for ideas and inspirations. Atari was an American company with a Japanese name and Sega, a Japanese company was started by an American. Both countries even experienced coin shortages during the wild popularity of Space Invaders in arcades. However symbiotic this relationship may be and even as the world becomes a seemingly smaller and more homogenous place, are there significant differences or common influences in creating great games? To help us answer that question we are honored to have spoken with two of the greatest game designers in history. Yu Suzuki and Will Wright.

Yu Suzuki is recognized worldwide as a forefather of console gaming for his contributions in computer animation and 3d graphics. He joined Sega in 1983 and in his second year created the world’s first simulation arcade game entitled Hang On. In 1993, he created the international arcade hit, Virtua Fighter which spawned the 3D fighting genre AND was added to the Smithsonian Institution’s Permanent Research Collection for its tremendous contribution to society in the field of Art & Entertainment. He is best known for industry firsts and genre breaking games. He is the visionary behind the groundbreaking Shenmue. A student of art and music since childhood, Suzuki remains an active artist. He recently prepared his own art exhibit WHILE completing work on Virtua Fighter 4 hailed as "the best fighting game ever made."

Will Wright is a man The Wall Street Journal summed up as follows: "In an industry best known for blood and gore, computer-game designer Will Wright is an alternative thinker. Intellectual may be more like it." Co-founder of Maxis and the man behind SimCity and The Sims, Wright was recently inducted into the Academy of Arts and Science Hall of Fame, joining other industry luminaries. A recognized visionary, Wright has been included in Entertainment Weekly’s "It List" of the 100 most creative people in entertainment, as well as Time Digital’s "Digital 50," a listing of the most important people shaping technology today. Currently, Wright is working on The Sims Online, an online version of the cultural phenomenon and most popular computer game of all time.

Japan is an ancient land steeped in history and tradition. While America is more of a young whipper snapper of a nation. However, the two have grown up together in the arena of video games, learning valuable lessons along the way. When Namco released Pac-Man in 1980, the game was named Puck Man, however when Midway licensed the game for US distribution, they saw the potential for mischievous American youth to alter the letter P on the game's marquee. Hence Pac Man.

Question to Mr. Wright: How have you personally been influenced by Japanese games and culture?

WW:
My all time favorite game is Go while not invented in Japan, it enjoys its strongest popularity there. Go seems to reflect so much of what I think of as the Japanese design aesthetic which is complexity through simplicity. Go has two simple rules, one of which is seldom used. Yet it has strategy far more complex than chess. Just an amazing example of what you can do in game design. I wish I could design a game that had that much simplicity but that much came out of it. Go is the gold standard by which I try to judge all my game designs. I also appreciate that visual sensibility of Japanese design as shown in Japanese gardening. My daughter has sparked my interest in anime and manga. And of course, going back to my childhood, Godzilla. Japan has probably been the most influential culture on my work.

MC Question to Suzuki-san: How have you personally been influenced by American games and culture?
 

YS: I didn’t play games that much when I was a student. But I bought the Apple computer which at the time only displayed text. So in Wizardry, when I saw the picture on the screen I was overwhelmed. Pong is the first game. It greatly influenced me and consequently inspired me to make games. The movement of the ball in Pong is very beautiful. (Pause) That’s a joke! (Laughs) I do get a lot of input and information from Western people. I tend to like old American movies like Roman Holiday and Casablanca which is my absolute favorite.

MC: How do you approach game design? Do you think your approach / method is uniquely influenced by your culture/heritage?
 

WW: You don’t want to know. (Laughs) I tend to get very captivated with a subject. I will research it for a number of years and then start building a lot of prototypes of it. Usually the game design for me comes in toward the end, after I have a really good sense of the subject and what aspects of the subject that I want to illustrate. Then I’ll experiment with game design.

YS: I appreciate originality in everything so I don’t only want to be involved in games. I like to do many things and only after the inspiration has accumulated do I begin making the game. I get a lot of inspiration outside of the game industry. I also get inspiration from dreams. Like Dali, the famous painter, I get a lot of my inspiration from dreams.

MC: At the Tokyo Game Show earlier this year, Bill Gates said that the Xbox would be tailored for the Japanese market with a smaller hand-held controller and US designed games adapted by a team of Japanese developers. What differences do you see between the U.S. and Japanese consumer market?

WW: Japanese market tends to be much more console based while the US tends to be somewhat more PC based. I think the Japanese market is an interesting one. You go over the and see stuff that is way crazy out there and then you’ll see the seventeenth version of an RPG. You get both the creative exploration and the refinement. In Japanese design, the extremes feel more populated but in the US it seems that everything is middle of the road homogenous mush.

YS: I feel it’s the opposite. Japan is an island country with only one race. So I feel that everyone has the same tendencies in design. It is true that there is a small portion of the population who are in the extreme but we are a nation of farmers, not hunters, so we tend to cultivate something to near perfection before moving onto something new, as in game genre.

MC: What could be considered decent in Japan can be considered "mature" in the United States, and vice versa. For example, Square has held back games like Xenogears due to mature themes that could offend American customers. When designing are you creating a game for a specific type of audience?

WW: I know what I like. I can’t come up with an original game by trying to put myself in someone else’s mind. The game is built to please me. Once I start building that game and see that nobody else likes it, then I look for excuses in usability to fix it. Usually, there’s a lot of playtesting involved. For the most part, my design starts with some obscure thing that interests me. My task then is to figure out how to make other people get it.

YS: I always contact market research, including my target audience. Based on research, I customize the game for this audience. For example, I use certain cars for a European audience and in America I would use cars from Nascar. For Nintendo’s games, I always think of small children ages 10-14.

MC: Should games be designed with a global market in mind? That is, when you sit down to make a game, should you design in terms of what will sell globally or does that bring the risk of diluted game design? Like ordering, say, veal parmigiana at Denny's? Maybe not everything should be for every market. Is there marketing pressure to design games for world-wide audiences?

WW: Not more pressure than I already feel myself. I like the idea of my games going out to a more global culture. When creating The Sims, we decided we were going to do it in 14 languages. So we had to study a great deal of non-verbal gestures that might be inappropriate in other countries. Facial expression tends to be cross-cultural. I think that’s useful for any game designer.

YS: There’s not so much pressure to worry about the global market. But the budget is a bigger issue. I have to always worry about the budget for the development…like with Shenmue.

MC: What are your references and influences and how do those references influence your game design? Do you draw inspiration from other art forms? film? science? other innovative designers? etc.

WW: My biggest single influence is biology. I think we are just beginning to fully appreciate what an incredible information processing system it is. Other design fields like product design, architecture and toy design have also been strong influences. Robotics are also a very big interest of mine, especially Japanese robotics.

YS: Mr. Wright and I share a lot of common influences. For the past five years, I have been constantly researching movies. I have accumulated over 500 DVDs. The new game platforms effectively allow cinematic expression in games. I think many things will be merged between games and movies. Well produced movies from Hollywood with all of their technological enhancements are hard to analyze. They seem too perfect to study. Some second class movies from Hong Kong are useful in that they show what not to do. My travels, as well as movies, also inspire me. For example, when visiting a European country, I saw beautiful 7th century palaces and fortresses. I want to use these landscapes and structures in my games.

MC: Where do you see yourself headed in terms of game design?
 

WW: I’ve been very impressed with how The Sims fans have customized the game. I’m really interested in how to make this player-created content appear on your computer without having to download off the web. A Napster meets Amazon thing where the game is continually evolving to match your personal preferences.

YS: I would like to create a new genre of game. Up until now, the game has evolved from 2 dimensional to 3 dimensional. From this point, I want to discover, to develop some new category.

MC: I noticed a striking similarity in researching both or you. You are both excellent students of human nature.

Mr. Wright, in your GIGnews.com interview, you said you are willing to sit back and observe with an empty mind, trying to imagine what’s motivating others as well as yourself. When I’m sitting there playing a game, I always wonder why am I really doing this? What real life experiences or observations have been incorporated into your games?

WW: I lost my home in the Oakland Hills fire in 1991. So in SimCity 2000 I made a scenario about the Oakland Hills fire. My house was actually labeled in the scenario so I could put all the fire trucks around my house and save my house. Now that we are working on The Sims Online, the boundary is getting blurred. Things are happening to me with real people in the game that are sparking other ideas for the game. We’re seeing the in-game and out of game behavior start to blur. The game is breaking out of the box.

MC: Suzuki-san, you said in an interview with GamerWeb that your game creation has benefited the most from life experiences like "working odd-jobs or getting dumped! Meeting lots of people so that you learn to figure out what other people are thinking." Hence, you are able to work out what the player is thinking. What real life experiences or observations have you observed and then incorporated into your game design?

YS: I don’t have any concrete rules about incorporating my experience into games. It is very important for me to impressed, overwhelmed by experiences. These types of things, I like to incorporate into my games. When I feel that my energy has accumulated by my experiences then I begin making games. For example, the wine gives me energy. (Laughs).

MC: It seems to me that these are not things learned in a game design book or course or workshop. These seem to be innate abilities to learn from life’s observations things. Do you recognize the experience while it’s happening as fodder for future endeavors and make note of it OR only later, do you come to realize that a previous observation or experience was actually a subconscious source for your inspiration?

WW: Either conscious or subconscious, it happens both to me almost in equal amounts. I kept a journal when I was working on The Sims, recording what I did every day down to the minute. It was painstaking research. It totally changes the way you live when you have to write down "answered the phone, went to the bathroom, had a bite to eat." So I’ll probably never do that again. Other times, something will appear in a game and I’ll have déjà vu then realize that this happened to me and now it’s in my game.

YS: I have been carrying around sketchbooks and notebooks, carrying them everywhere. This particular one contains a new game idea. Ideas pop up very quickly. Sometimes many ideas will pop up simultaneously so while I am making notes on one idea, I’ll forget other ones. I also carry a tape recorder because sometimes I’ll get a very nice melody in my mind and want to tape it.

MC: Well, let me just add that I am fully aware that I am interviewing Yu Suzuki and Will Wright and how truly surreal this moment is. I will not have to jot this moment down in a journal.

Past Interviews:
Interview With Elonka Dunin
(May 2002)
Interview With Will Wright
(April 2002)
Interview With Stevie Case and John Romero
(March 2002)
Interview With Richard Garriott
(February 2002)
Interview With George Sanger
(January 2002)
Interview With Josh Resnick
(December 2001)
Interview With Paul Steed
(November 2001)
Interview With Marc Saltzman
(October 2001)
Interview With Rick Hall, Senior Producer, Ultima Online
(September 2001)

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