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.





PlatinumGames

High Quality

Iwata

Minami-san, at the start, you mentioned doing work that only an independent developer can do.

Minami

Yes.

Iwata

The way you see it, what kind of work is that? PlatinumGames has a distinctive philosophy and is—in a good way—uncompromising. It really comes across that you're an organization of a different stripe.

Minami

The model we aim for is the relationship between Western development studios and publishers.

Iwata

Uh-huh.

Minami

The people at development studios in Europe and America are being funded by publishers but won't do everything they're told.

Iwata

Right! (laughs)

Minami

We want to preserve that even relationship while making the games we want. If we fail, the company will break up, and if it goes well, we'll be like, "Take that!" I think that kind of relationship is good. After all, the ones who think about the players the most and face them and strive to make something for them are the game makers.

Iwata

The actual developers.

Minami

If a large-scale company makes video games, there are all kinds of factors, like when profits need to be made and when something has to be released.

Iwata

Like, "We absolutely must have it at this particular time."

Minami

Then depending on the circumstances you start cutting corners somewhere and have to hurt the quality somehow. But we couldn't stand that, so for that reason, as an independent developer, I want to make demands and be a group that makes things.

Inaba

And we do keep making demands, but in order to do that, generating results is crucial. Besides, while there is a difference in position in that we receive money from a publisher to make games, we still want to keep that equal relationship.

Iwata

So, this may not be the most accurate description, but what you are saying is that you want to be an independent development company who talks big and then puts out results, without any particular fund invested on your capital, right?

Minami

That's right.

Iwata

To put it another way, when it comes to the final decision about what to offer the players, you take that responsibility in making the game.

Minami

That's right. We want to take responsibility.

Iwata

By declaring that so clearly, you put yourself in that position.

Minami

Yes. We just love putting ourselves in corners! (laughs)

Inaba

Uh-huh. (laughs)

Minami

If you don't keep making good things, the players will look the other way and the company itself will no longer be able to exist.

Iwata

You might say that you proactively take risks.

Minami

Yes.

Iwata

Companies generally try to find ways to decrease risk, but looking at PlatinumGames, the way you take risks is oozing from the whole company. (laughs)

Inaba

(laughs)

Minami

Company-wise, however, I don't think that's any good. A professional business manager would say, "First, secure profits." What we do now is if profits arise, we use those profits to…

Iwata

You say, "Let's make something even better!"

Minami

Yes, that's the way we are. And the development staff members also really want to give the players the best games possible, so the risk simply isn't in their heads.

Iwata

If you try to make something better, it takes money and time.

Minami

If I ask (Hideki) Kamiya-san21 or Inaba-san and those guys about that, they respond like, "Why? What's wrong?" 21. Hideki Kamiya: A video game designer, formerly of Capcom, who is now at PlatinumGames. His representative works include Resident Evil 2, Devil May Cry, Viewtiful Joe, Okami, and Bayonetta.

Iwata

As if to say, "Well, we do have to make something great, you know." (laughs)

Minami

Yeah! (laughs)

Inaba

But Kamiya-san's way of thinking is far out. I'm a little more…

Minami

On my side. (laughs)

Iwata

(laughs)

Minami

Right now, we're keeping a balance. But if we don't do that right now, PlatinumGames has no future.

Iwata

What is the meaning behind the name PlatinumGames?

Minami

It signifies a company that is valuable like platinum, high quality, and shines a never changing light. In line with that name, we have to make high-quality titles, so I named the company PlatinumGames. But sometimes I think I gave it quite a grand name! (laughs)

Iwata

Again, it does put you guys in a corner.

Minami

So true! (laughs)

Iwata

So when you described yourself as a group that likes putting yourselves in corners earlier, that may have been right to the point. I get the impression that by doing that, you're inspiring your own sense of responsibility.

Minami

Yes. It's a company name that brooks no excuses.

Inaba

About three years ago, we made Bayonetta22, and it was a very symbolic title for us. We started by being told we could make anything we wanted. 22. Bayonetta: An action game released by Sega in October 2009. PlatinumGames is currently developing Bayonetta 2 for the Wii U console.

Iwata

No one said, "Make this kind of game." Instead, they said, "It's in your hands." And that's how Bayonetta began.

Inaba

Yes. But we didn't begin making it right away. A lot of ideas came up.

Minami

Everyone had their own ideas about what they wanted to make.

Inaba

Some on the staff said they wanted to make a vertically scrolling shooter. In a very hypothetical scenario, if we really pushed that as a company, we could have made that, but everyone on the staff thought, "Our natural abilities lie in this direction, so we should make use of that to make something high-quality, and what we made was Bayonetta.

Minami

It's not like Inaba-san and I forced it through.

Inaba

If it hadn't been for that, I think the company would have gone a different direction. If we had made an RPG, I think the image of the company would have been different. That game determined a lot of what is expected of PlatinumGames.