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掌机游戏精英土田加盟Gree 转战社交游戏领域

发布时间:2011-05-12 10:48:48 Tags:,,

游戏邦注:本文作者为Kevin Gifford,本文主要讲述硬核游戏开发者土田俊郎氏转战社交游戏领域。

Toshiro Tsuchida

Toshiro Tsuchida

土田俊郎氏的职业生活以开发硬核游戏为主。他是Square《Front Mission》系列及《Arc the Lad》系列(游戏邦注:这是针对PlayStation平台的RPG游戏)前期作品的设计者和制作人。他甚至还参与《超兄贵》的制作。那么就像他在本周的《电玩通周刊》杂志谈到的那样,他今年3月份为何决定加入日本社交游戏巨头公司Gree呢?

就像现年47岁的土田说的那样,他的这个想法是受Gree田中良和去年初在CEDEC开发者大会所做演讲的激发。他表示,“还没加入Gree之前,经朋友推荐,我开始着迷于《Tsuri-star》(游戏邦注:这是一款钓鱼类游戏)之类的社交游戏。我很是欣赏社交网络游戏倡导的玩家互助理念。这似乎是个很自然的过程,玩家从中体会到相互协作的好处,游戏体验因此鼓励玩家消费,从而获得相应回馈。”

创建G-Craft(游戏邦注:这个独立工作室,推出的作品包括《Arc the Lad》和《Front Mission》)之前,土田通过开发PC Engine游戏进入这个领域。土田表示,“自打我创建G-Craft之后,我的工作重心开始由设计转向管理。我关心的不是如何使游戏变得有趣,而更多是如何按照进度完成工作任务。但我同时还是希望我的团队能够是个杰出的团队,他们开发的游戏能够是优秀的作品。早年更年轻的时候,我们更多注重产量,作品一款紧接着一款,但我从中收获的行业知识如今对我来说弥足珍贵。现在的掌机游戏开发周期有所延长,所以年轻游戏行业人员很难在短时间内积累足够经验,因此如今招募人才变得更加困难。Gree公司开拓的是新领域,我希望把自己的行业知识同公司的丰富经验融会贯通,协助年轻开发者创造更棒的游戏内容。”

Gree

Gree

前Square Enix制作人如今变身Gree社交应用执行总监,过去多年的从业经验对于土田来说的确是笔宝贵财富。他表示,“加入Gree以来,我对公司的印象一直没有改变,但我逐渐发现我以前和玩家之间的关系过于疏远。社交游戏的开发周期很短;我们可以直接从数据中获得用户反馈。也正是这种同玩家之间的密切关系使我萌生了重回游戏开发领域。如果我们发现游戏存在不足,我们很少追究其中责任,而是更多考虑下次如何能够做得更好。这使我们得以不断推出极富创造性的方案,而不必顾虑方案的最终结果。”

土田想对那些至今尚未接触过社交游戏的玩家说些什么呢?“如果有玩家因社交游戏同掌机游戏之间存在差异而放弃体验社交体验,那么我希望他们无论如何都该亲自体验一番。虽然和掌机游戏相比,大型社交游戏为数并不多。但社交游戏领域未来将会涌现越来越多热门作品。我希望玩家能够给予这个领域更多关注。”(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Front Mission Creator Happy in Social Games

By Kevin Gifford

Toshiro Tsuchida is a man who’s built his career out of making “core” games. He was the creator and producer of both Square’s Front Mission series and the first few games in the Arc the Lad series of PlayStation RPGs. He even worked on Cho Aniki, for Chrissakes. So why — as he discussed in this week’s issue of Famitsu magazine — did he decide to join Japanese social-game giant Gree back in March?

As the 47-year-old Tsuchida explained, the idea kicked off when he heard a talk from Gree heard Yoshikazu Tanaka at the CEDEC game developer conference earlier last year. “Before I joined Gree, I became addicted to social games like Tsuri-star [a fishing sim] off the recommendations of friends,” he said. “I admired the idea of players working with each other over networks. It felt like a very natural process, players seeing the merits of working with each other and the game then encouraging them to spend cash to give them the advantage.”

Tsuchida got his start developing games for the PC Engine before founding G-Craft, an independent developer that originally created Arc and Front Mission. “Since I founded G-Craft, my focus shifted from design to management,” Tsuchida explained. “I wound up concentrating less on what makes games fun and more on getting them done before deadline. Still, I’ve always wanted my teams, and the games they make, to be good things. When I was younger, we’d just be pushing out one game after another, but the industry knowhow I picked up along the way is something I really treasure now. The console game industry today features much larger development cycles, so young people can’t get a lot of experience in a short time, which makes it harder to raise talent. Gree is a company that works in a whole new way from that, and I’d like to mix my own knowledge with theirs in a way that lets me support young developers building great content.”

The former Square Enix producer is now Gree’s executive director of social applications, and the experience has already been a fruitful one for him. “My impression of the company didn’t change upon joining,” he said, “but it did make me realize that I’d been putting a great deal of distance between myself and gamers. Social games have short development cycles; they let you directly see customer response through the numbers. Having such a close relationship with the audience is the sort of thing that makes me want to get back into the trenches of development. If we decide that something’s wrong, our talk focuses less on who to blame and more on what we can do to make it better next time. This lets us come up with really innovative plans and not be afraid of what might come out of them.”

What would Tsuchida tell gamers who’ve shied away from social games so far? “If there are people who haven’t played social games much because they’re different from console games, I’d like them to try it out regardless,” he said. “There aren’t as many big, social-phenomenon titles compared to consoles, but social games will gradually produce more and more popular titles. It’s a realm I’d like people to pay attention to.” (Source:1up


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