Perplexing indeed, to see those who join the multimedia major yet despise any sort of video gaming. I blame the terrorists. But this good Friday our prayers got answered. Wan Hazmer, esteemed former lecturer of the ONE Academy and Independent game developer of Easy Only Games conducted a Skype live conference on the distinct comparison of Japanese Games to their American, Western counterparts. Below is a summary of what I’ve picked up from the game guru himself.
#1 American Perspective
Principles of difficulty: Game progression becomes harder as you gain additional abilities but not too hard or players get frustrated and turn away. On the other hand, Gameplay must not feel too easy or players get bored of the system
5 rules of western games:
- Balance
- In my general opinion, this is what’s destroying World of Warcraft. It seems like every class can now Heal and Tank. There’s no more uniqueness to the feel.
- Realism
- For reasons that escape me only better graphics matter. Lair for the PS3, anyone?
- Replay value
- Immersion
- decision opportunities
#2 Japanese Perspective
Principles of difficulty: Japanese games are extremely difficult. Examples were given.
(Adaptable Difficulty)
Compared against the democracy’s 4 points to create a perfect game Japanese developers apply only a single condition that governs the standard setting t apart from the Americans:
Only 1 rule to follow:
Charming Factor
- Make it cute, make it adorable, apply the rules of engagement later.
worry about the principles later.
- Clothing fashion adapts the environment
- Whoa Fun factor
- Gender != skill
- Doujin Culture, Spinoffs, Fan Creations
The most important keyword I took back from his seminar:
Independent Spirit
We’ve got the talents and the tools, it’s up to us weather we want to make history. Begin assimilation and intense re-wiring with questionable objectives next week.
Disclaimer: For archrival purposes only:



{ 1 comment… read it below or add one }
I disagree with your point about *annoying air quote gesture* balance. That may be the case in WoW…but I feel balance *annoying air quote gesture* is not about all the players/sides have the exact same skillset/abilities. It’s up to the game devs to come up with different aspects that’s unique to each side/player but doesn’t disrupt the overall…um, balance between the sides. I thought the old Starcraft had done this well.
More than anything, I’d argue that western-style marketing causes the decreasing quality of current games. Perhaps this is something I could write about in my soon-to-be-resurrected blog.