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Deleted member 249

User requested account closure
Banned
Oct 25, 2017
28,828
You might have noticed that at one point Square Enix tried to make games for the whole world - not just for the Japanese market. We tried to make global games for everyone. On the opposite side, though, with Bravely Default - we really thought it'd just be for Japanese people. But when it was released, Nintendo got in touch and said many players outside of Japan would like to play the game. So what could we do? Together we released a game, even though at first we had no intention of selling it outside of Japan. Finally, it did well! The sales were good outside of Japan.

That's when I realised that we had no need to try and fit to the tendencies of western users. I discovered that, I'm Japanese, and with Octopath Traveler we just wanted to make a game we'd like ourselves, and if we like the game maybe western people would also play this game. When we started development of Octopath, we decided that it'd be a worldwide release. We didn't put in any features for western gamers, though - we just created the game that we wanted to play as Japanese developers.

SOURCE

Fancy that, Square, you can just make the game you want to make, instead of trying to make some kind of diluted Frankensteinish mishmash of a monster, and people will take to it well. I just don't know why it took for Bravely Default to come out for them to (re)remember this all important lesson that they, more than anyone else, imbibed so well back in the 1990s.

Better late than never, though, and I thank Bravely Default greatly for teaching Square this. Octopath looks amazing, and I can't wait to dig into it tonight. By the way, make sure to read that full interview, it's fantastic. Eurogamer does good work.
 

Deleted member 5491

User requested account closure
Banned
Oct 25, 2017
5,249
It's just like during the PS3 era when all these japanese devs tried to please a western audience by mocking western games
and now they just do games that play and feel like they used to be from until the PS2 era and they are critically successful and
also do well enough in the west
 

Deleted member 36578

Dec 21, 2017
26,561
Very excited to pick my copy up today!!!!! Media black out is officially over lol

I wish all game developers still had the liberty to create the games they want to create, and not some mishmash of ideas and lootboxes they think the public will latch onto.
 

Richietto

One Winged Slayer
Member
Oct 25, 2017
22,934
North Carolina
I get what they are saying, and I can't wait to play, but what??? Basically they are saying they wanted to make a Japanese game with all the positives and negatives that entails instead of taking what works in the West and making a better game in general. You can have it both ways.
 

ccieag

Banned
Oct 28, 2017
1,339
Vail, CO
It will do well in Japan. Think it will elsewhere as well - I like distinctly Japanese games when it comes to RPG's. This and DQXI are right up mine, and I think quite a few others, alley so to speak
 

Braaier

Banned
Oct 29, 2017
13,237
That's cool. SE can probably afford to take that risk on a lower budgeted game like Octopath. No way would they go that route on a final fantasy game though. Too much money involved not to try to capture a worldwide audience.

I'm glad SE formed this studio to focus on AA games though. Hopefully we'll see more games like this taking risks
 

BocoDragon

Banned
Oct 26, 2017
5,207
I love that they got the message that us geeks were screaming about for the previous decade.

The "Japanese developers falling behind in HD development and then scrambling (and failing) to make games that the West would like" was the saddest narrative of the entire last generation of consoles.
 
OP
OP

Deleted member 249

User requested account closure
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Oct 25, 2017
28,828
I get what they are saying, and I can't wait to play, but what??? Basically they are saying they wanted to make a Japanese game with all the positives and negatives that entails instead of taking what works in the West and making a better game in general. You can have it both ways.
What they are saying is, instead of diluting their vision to accommodate a misguided ideal of what western audiences like (which, as I am sure you remembered, happen all the time during the PS3 era), they just decided to make what they wanted to make, without worrying about global commercial considerations. Bravely Default's success was important in illustrating the importance of doing that to them.
 

Deleted member 9584

User requested account closure
Banned
Oct 26, 2017
7,132
Excited for my copy arriving tomorrow. Everything about the demos spoke to me as a fan of jrpgs. I'm looking forward to it's short story nature about these eight adventurers in this world.
 

MegaXZero

One Winged Slayer
Member
Jun 21, 2018
5,079
I like that they want to play to their own strengths. Octopath looks great and is reviewing great.

Since they mention catering to the Japanese base, what was the Japanese reaction to Bravely Default's timeloops?
 

TheBryanJZX90

Member
Nov 29, 2017
3,007
I think it's a great idea to try to make a game you want to play rather than try to guess what other people want to play. Really that's the only way to make something good.

But, I would also hope that Japanese devs and all devs play a wide range of games from many places and genres such that the "kind of game they want to play" is informed from a variety of sources.
 

Deleted member 5535

User requested account closure
Banned
Oct 25, 2017
13,656
SOURCE

Fancy that, Square, you can just make the game you want to make, instead of trying to make some kind of diluted Frankensteinish mishmash of a monster, and people will take to it well. I just don't know why it took for Bravely Default to come out for them to (re)remember this all important lesson that they, more than anyone else, imbibed so well back in the 1990s.

Better late than never, though, and I thank Bravely Default greatly for teaching Square this. Octopath looks amazing, and I can't wait to dig into it tonight. By the way, make sure to read that full interview, it's fantastic. Eurogamer does good work.

Not sure how that comment is relevant considering that Bravely Default came in 2013. But even before that, Square Enix released plenty of games with such mentality for handhelds too.

Either way, they continued to do it as well, be it with Nier, Nier Automata or other projects. And yeah, the interview is great. Can't wait to see what BD11 has for the future in their project.

That's cool. SE can probably afford to take that risk on a lower budgeted game like Octopath. No way would they go that route on a final fantasy game though. Too much money involved not to try to capture a worldwide audience.

I'm glad SE formed this studio to focus on AA games though. Hopefully we'll see more games like this taking risks

That's not a studio, it's a division. Those are different things, the big one is that a division is part of the same company, not a different company like a studio is.
 

R_thanatos

Member
Oct 27, 2017
1,491
I love that they got the message that us geeks were screaming about for the previous decade.

The "Japanese developers falling behind in HD development and then scrambling (and failing) to make games that the West would like" was the saddest narrative of the entire last generation of consoles.
SO

MUCH

THIS.

I'm still having nightmares of star ocean 4 and last remnant
 

Maxina

Banned
Oct 28, 2017
3,308
That's the reason why I like Japanese games, because they are Japanese. If I want to watch a movie, i'll leave it to western developers.
 

Richietto

One Winged Slayer
Member
Oct 25, 2017
22,934
North Carolina
uhhh what? what works in the West is not de facto what makes a better game in general. am I misreading you here?
Like there are innovations and ideas from the west that could elevate traditional JRPG's and vise versa. Its fine that they wanted to make something a Japanese player would want but why stop there when you have the power to make something that a Japanese player might never have known they wanted? Im not saying to add a create a character or Hollywood cutscenes and all that stuff that is more western but you know.
 
Jan 2, 2018
10,699
What's in a name?
Square Enix isn't new to odd names, but Octopath Traveler might be one of the oddest yet. I asked Takahashi what exactly is behind it. "About that name… Octo as you maybe know means eight, and path is a synonymous way of saying travel. There are eight destinies, eight characters, so Octopath - it's the way of their destiny, and 'Traveler' is because of travelling, of course. When we were asking our localisation team, there were so many ideas, we wanted to express these eight characters' travel - this was just one of the ideas, and we went for it because we needed a name that was easy to remember for Japanese people. You know, Octopath, it sounds to Japanese people like Octopus - and Octopus is an English word which is very well known among Japanese people."

I love their reasoning
 

JCX

Member
Oct 25, 2017
795
Bravely Default got me back into JRPG after the dark ages that were the PS360 era. Hope this sells well so SE gets the right message.
 

ElBoxy

Member
Oct 25, 2017
14,122
Very excited to pick my copy up today!!!!! Media black out is officially over lol

I wish all game developers still had the liberty to create the games they want to create, and not some mishmash of ideas and lootboxes they think the public will latch onto.
Japan has been down the Gacha well long before loot boxes got popular.
 

Braaier

Banned
Oct 29, 2017
13,237
Not sure how that comment is relevant considering that Bravely Default came in 2013. But even before that, Square Enix released plenty of games with such mentality for handhelds too.

Either way, they continued to do it as well, be it with Nier, Nier Automata or other projects. And yeah, the interview is great. Can't wait to see what BD11 has for the future in their project.



That's not a studio, it's a division. Those are different things, the big one is that a division is part of the same company, not a different company like a studio is.
My bad, same idea applies though.
 

DocSeuss

Member
Oct 25, 2017
1,784
It's funny because JRPGs all come from Ultima and Wizardry

but for real tho, making the game you want to play will always, always, always result in a better game than if you try to make a game for hypothetical consumers because you understand the games you want to play far more than 'what if they like x or y'
 

Platy

Member
Oct 25, 2017
27,607
Brazil
I am super happy that "games that we wanted to make for ourselves" does not include a sexualized kid
 

SOLDIER

One Winged Slayer
Banned
Oct 26, 2017
11,339
User Warned: Drive-by post.
Too bad, a Westernized RPG would have probably been worth $60.
 

TrueSloth

Member
Oct 27, 2017
6,065
The demo took a little too long to get to the combat portion, but maybe I"ll give it another shot. I hope the came does well.
 

Deleted member 36578

Dec 21, 2017
26,561
Japan has been down the Gacha well long before loot boxes got popular.

But do you think those gachas are something the developers enjoyed and thought would be fun additions to their games? Or do you think it was a way to make a buck? I think the last gacha I personally enjoyed was in Shenmue. I actually had fun collecting those little Sega toys :p I'm willing to bet Yu Suzuki had a good time collecting them irl a well which is why they were in the game haha
 

Raven117

Attempted to circumvent ban with alt account
Banned
Oct 25, 2017
3,112
It's just like during the PS3 era when all these japanese devs tried to please a western audience by mocking western games
and now they just do games that play and feel like they used to be from until the PS2 era and they are critically successful and
also do well enough in the west

That's when I realised that we had no need to try and fit to the tendencies of western users. I discovered that, I'm Japanese, and with Octopath Traveler we just wanted to make a game we'd like ourselves, and if we like the game maybe western people would also play this game. When we started development of Octopath, we decided that it'd be a worldwide release. We didn't put in any features for western gamers, though - we just created the game that we wanted to play as Japanese developers.

Japanese game developers really lost their way last generation by doing exactly this.

Finally, this generation they got a better handle on making quality games that they themselves like. Neir, BotW, Octopath, Yakuza, Souls, all are gaining popularity because they are just games for the Japanese market, but they are of high quality and deliver experiences you can't get anywhere else.

I am truly delighted that Japan finally got their act together and some confidence that some (not all, admittedly) games that they like, the West would like as well.

I hope they continue down this path. And for fuchsakes, Capcom, give us Dragon's Dogma 2... (but thank you for having faith in Monster Hunter)
 

DealWithIt

Member
Oct 28, 2017
2,668
Wish more devs would do this on the mechanic side, but think a lot harder about writing an interesting and/or unique story rather than producing the tropey garbage that so commonly comes out of these kinds of dev efforts.
 
Apr 16, 2018
1,760
I guess they forgot that video games have come this far because of the old Japanese games we look back fondly upon.

We never wanted you to stop making those games, I don't know why y'all thought we did lol
 

Deleted member 5535

User requested account closure
Banned
Oct 25, 2017
13,656
But do you think those gachas are something the developers enjoyed and thought would be fun additions to their games? Or do you think it was a way to make a buck? I think the last gacha I personally enjoyed was in Shenmue. I actually had fun collecting those little Sega toys :p I'm willing to bet Yu Suzuki had a good time collecting them irl a well which is why they were in the game haha

The very concept of Gacha is a thing on Japan. Gachapon exists in every road of the country and every japanese in their life played it. That's why it's named gacha on mobile since it use this concept and many people had prior experience with it.
 

ElBoxy

Member
Oct 25, 2017
14,122
But do you think those gachas are something the developers enjoyed and thought would be fun additions to their games? Or do you think it was a way to make a buck? I think the last gacha I personally enjoyed was in Shenmue. I actually had fun collecting those little Sega toys :p I'm willing to bet Yu Suzuki had a good time collecting them irl a well which is why they were in the game haha
If it's on mobile it's to make money. On console, it's usually there without paying real money but I don't think they do it cuz it's fun. It's just another mechanic. ARMS has it just to have another way of unlocking stuff.
 
Oct 25, 2017
3,396
Any comparisons to Bravely Default still make me weary and are a massive turn off given its heinous plot/gameplay-twist. But, if its success means SE realized fans around the world like their Japanese games without forced pandering to Western markets, then they took away the right lesson, and that's music to my ears.
 

Opa-Pa

One Winged Slayer
Member
Oct 25, 2017
8,810
Thank god at least they get the message. Pretty much the only games SE puts out that still appeal to me are the ones that are unapologetically japanese in design. Good stuff.
I like that they want to play to their own strengths. Octopath looks great and is reviewing great.

Since they mention catering to the Japanese base, what was the Japanese reaction to Bravely Default's timeloops?
Something like "those sure were some annoying three hours in a 60 hour long game" probably.
Too bad, a Westernized RPG would have probably been worth $60.
Good thing good game design and overall quality matters more than budget and silly trend-chasing in the end.
 

1000% H

Member
Oct 25, 2017
4,639
Dear Every-Japanese-Dev,

We like your games because they're Japanese. We've already got loads of Western devs making Western games. You do you.

Thanks.
 

Comfortable

Member
Oct 25, 2017
90
Everyone on the planet should have hated those time loops.

I liked the time loops. I thought it was a neat idea that actually worked pretty well for me. As someone who liked the battle system, the extra boss fights were all really fun, and the only real parts that actually repeated were easy to breeze through by turning off the random encounters and utilizing the dungeon shortcuts.

But maybe my experience was different because I avoided spoilers and naturally got the bad ending first before going back to get the true ending.