Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



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Volume 10 : Tekken 3D: Prime Edition

"I'm Going into the Game Industry No Matter What!"

Iwata

I'm visited by these two from NAMCO BANDAI Games1 who worked on the Tekken 3D: Prime Edition game. Thank you for coming over. It's nice to see you today. 1. NAMCO BANDAI Games Inc.: A company established when management of BANDAI Co., Ltd. and NAMCO Ltd. integrated in 2006. Headquarters: Shinagawa Ward, Tokyo.

Harada and Ikeda

Thank you very much.

Iwata

Now then, if you could introduce yourselves, I'd like to ask how the each of you became involved in video games.

Harada

For work?

Iwata

No, I'm sure you were involved with video games before they became your jobs, so I would love to hear about that, too.

Harada

Got it. I'm Katsuhiro Harada, producer of the Tekken2 series. When I was a kid, my relative's coffee shop had the Space Invaders3game and ever since then I've loved video games. My parents were really strict and they told me, "We forbid you to play any video games!"

Iwata

I'm sure your parents never dreamed that in the future you would shove yourself head first into a skyscraper and face off with (Yoshinori) Ono-san!4 (laughs) 2. Tekken: A fighting game series. The first game in the series was released in 1994 as an arcade game from NAMCO Ltd.

3. Space Invaders: An arcade game released in 1978.

4. Yoshinori Ono: Producer of the Street Fighter series. Deputy Head of Consumer Games R&D Division and General Manager of R&D Tokyo Production Department at CAPCOM Co., Ltd. In the past, he appeared in the Volume 5: Super Street Fighter IV 3D Edition of Iwata Asks: Nintendo 3DS Third Party Game Developers.

Harada

No. (laughs) They wouldn't buy me a Nintendo Entertainment System, so I had to play at a friend's house or sneak into a game arcade to play. So as reaction to that, when it came time to get a job I decided, "I'm going into the game industry no matter what!" My parents cried over it.

Iwata

Generation-wise, was it still back when most parents would be against their children working in the video game industry?

Harada

I was born in the seventies, and for my parents' generation, the game industry was a totally unknown quantity.

Iwata

What did you study in college?

Harada

I was psychology major in liberal arts, so it had nothing to do with the video game industry. I just happened to get my first job offer from Namco. At first I wasn't involved in making games, I was in sales.

Iwata

So you started off in sales.

Harada

Right. I actually never even thought, "I want to make games." My thinking was filled with imaginary thoughts like, "How much fun would it be and how much freedom would I have if I could make my living playing games?" (laughs) I thought about what would be the best way to get a big number of people involved in playing games, and I decided to work in sales and do video game events.

Iwata

That may have been a reaction towards your parents not sharing your idea of how much fun video games can be.

Harada

That's right! Actually, it was a reaction to that! I think that a part of the passion that I feel for games is a reaction to something or a rebellion.

Iwata

So your first job in sales was managing an event.

Harada

Yes. I worked as an employee in a game arcade run by NAMCO, and gathered customers together for game tournaments, like the Street Fighter5 game tournament. With arcade games you can see the customer's reactions up close, so that helped me rack up experience points. After a while, I started to think "If it were me, I'd do this..." which lead me to go to R&D, where I'd suggest things to them. 5. Street Fighter: A fighting game series. The first game in the series was released by CAPCOM Co., Ltd. as an arcade game in 1987.

Iwata

They just let you do that from the beginning?

Harada

No, I really wasn't supposed to do that. But it was only my first year out of school and I didn't know anything, so my second month working there I just went into the development building.

Iwata

What? Really? Security in places like the development group's offices is very strict, right?

Harada

Yes, I waited outside the bathroom until the security door would open! (laughs) At first everyone was like "Who's that guy?" but I kept doing that several days a week, and I guess they assumed that I had permission to be there.

Iwata

Well, from the viewpoint of a developer, it's always great to have someone come by who has information from the front line, so to speak. But I have to say, what an interesting way of breaking the rules! (laughs) When did you go over to making video games?

Harada

In April of my second year there. I was doing events that involved me wearing a costume and doing funny things, and I got the company president award during my first year in sales. So I told the company president in person, "By the way, I want to transfer to another department..." (laughs) Everyone else was like, "Hey, hey! Wait!" But I figured, "If I ask the president, maybe that'll work." So then I ended up transferring to R&D in April.

Iwata

Wow, the way you just ignore the system is fascinating. (laughs). But all of the people who dealt with you must have really understood that what you wanted was for people to be more understanding of video games.

Harada

Maybe so. The thing I focused on the most was that there was a limit to what I could do alone in showing people how great games are, . At the time there wasn't any Internet, so it was hard to get word of mouth out, and Japanese people are so easily embarrassed that even in a game arcade, strangers don't have conversations.

Iwata

Back in the days when player-to-player fighting games were huge, they all just fought in silence.

Harada

Yes. I wanted to do something about that at the time. So what I envisioned was...You know how at school, if there is one funny guy, he becomes a topic of conversation? I wanted to use that method of communication for games, so I would wear a costume and wig at events and became an MC. Then everyone would start to chat about me, and they even started cheering during games and events. Although when my parents saw their son in his first year as a working member of society looking like that, they cried out loud! (laughs)

Iwata

You put into practice the idea that if everyone looked at you and started having a conversation, it would change how they enjoyed the game.

Ikeda

Harada-san's stance having of the trainer doing something interesting to show something interesting is still the same today.

Harada

That's my basic way of thinking. As they often say, the most important thing isn't just making something good, but how to get it across. I wanted to show my strict parents, "Look how much fun all these people are having playing video games."

Iwata

After you'd transferred to R&D, what exchanges did you have before people in R&D would accept you?

Harada

This happened because I didn't read the atmosphere but... my second day after transferring I went around to the leader of every section, without much introduction at all, saying, "You should make all the action games the way I tell you to."

Iwata

What? Even thought it was only your second year in the company and you'd just come to R&D?

Harada

Yes. I was suddenly a game director, so just thought that everyone would accept me. (laughs)

Iwata

Ikeda-san, did you watch that happening?

Ikeda

No, back then I was working in video at another company, so I didn't know about it. So when I heard that story after joining the company, I was shocked. (laughs)

Iwata

I've talked with a lot of game developers, but that might be a first. (laughs) But even if you have an idea that something would be interesting, you don't know that it can actually happen..

Harada

That's true. So in my case, instead of passion, it's more like "obsession." At the beginning I made an effort to be the last one to leave the company every day. I wanted to show everyone around me that I spent over half my life at work. Which sounds silly talking about it now. But I tried to have that lend me credence when I talked to people. Even when we got about 6,000 post cards from readers, I finished reading them in two nights and made a chart out of it.

Iwata

But don't you think that rather than just trying to appeal within the team, you also couldn't help analyzing the reactions to your own output? There was a process that happened, where you saw how things were on the floor for long, and that worked as feedback for building your own idea of how things needed to be.

Harada

Yes, exactly. I was always interested in the customer's feedback whether it was hearing it at the store or via questionnaires. That's what I most wanted to know.