Japan, The Gaming Giant: Can It Stay In The Game? | Japan's Comeback Game | CNA Documentary

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Twenty-five years ago, Japan controlled 50% of the global video game market. In the late 80s and 90s, video games was Japan. It was Nintendo, and it was Sega. In the 2000s, that started to change. Today, its share is under 10%. Game development got kind of rigid, and that's where Japan kind of got caught in this trap. What is the cause of this decline? And what is Japan's future in this now US$135 billion industry? Tokyo, Japan. A city that before the pandemic started, was bringing in more than US$40 billion for Japan's economy each year. For many of the travellers who were coming to Tokyo, it has been the "soft power" that Japan started exporting to the world decades earlier that ultimately led them on a path to this mecca. And one of the biggest of these cultural exports over the decades? Video games. The history of video games and consoles goes back over five decades, and roughly played out something like this. This is Pong, released by America company Atari in 1972, back when arcade games were very much an American sensation. That was until the beginning of the 1980s, when Japanese arcade games, like Pac-Man, became popular around the world. Video games lived mostly in the arcades back in this era until Japanese company Nintendo released their home console, the Famicom, in 1983, and changed video gaming forever. From the middle of the 1980s until the middle of the 1990s, most people around the world were playing games made by Nintendo, like Mario and Zelda, or they were playing games by another Japanese company called Sega, who had a hedgehog called Sonic as their mascot. In 1995, Sony threw their hat in the ring with the PlayStation, and together, these Japanese consoles ruled living rooms around the world. By this point, Japan was controlling up to 80% of this now multi-billion US dollar global console market. When I was a kid, games were Nintendo for me, but I didn't make that association between Nintendo being from Japan until a bit later on when I was like 12, 13, 14. Things like anime were becoming more popular in the UK. And that's when I really started making this connection, that most of the games that I loved came from Japan, and so, I started getting more interested in digging around to find interesting Japanese games that were different from the kind of thing that I would play from a Western developer. And so I spent a lot of time learning katakana and hiragana, the Japanese alphabets, in order to be able to play imported games that I would find. It really put me on a path towards learning more about Japan. Native New Yorker John Ricciardi loved Japanese video games so much that he eventually moved to Tokyo and became one of the industry's most respected "localisers" - localising some of Japan's most popular video games for the international market. The things about Japanese games that really struck me growing up were largely aesthetic things, like the art, the visuals, the graphics, the sounds. So much great music coming out of Japanese games. Japan is also known for like mechanics-based gameplay. And so, you would find a lot of games that are just fun to play because it's just tightly designed. It's weird to say now because the playing field has levelled but definitely, back then, Japan was where most of the good games were coming from. It was when I started playing PlayStation games that I started discovering more of the rest of the Japanese games industry and more of the Japanese directors that made a huge impact. I was very into music games, so I adored Rez, which was a game directed by Tetsuya Mizuguchi who's always been very interesting in the synaesthetic quality of games and how the visuals and the music and the play all kind of work together to create this incomparable sensory experience. Tetsuya Mizuguchi is known for trippy, brilliantly soundtracked video games that kind of look like something from another planet. His most recent game, Tetris Effect, somehow makes Tetris into a game about the transcendental beauty of being alive on this planet. That's the power that Mizuguchi brings to video games. Tetsuya Mizuguchi is one of the video game industry's greatest auteurs. His constant utilisation of cutting-edge technology to create new forms of "play" and new experiences through video games, symbolises the very best in Japanese creativity and ingenuity. Mizuguchi got his first taste of video games in the 1980s, back when the gaming revolution was happening in arcades around the world. And at that point in time, it was very much Japan that was leading the industry. By far, the company with the biggest presence in the arcades during this era was Sega, whose giant gaming cabinets promised the very cutting edge of entertainment. When Mizuguchi joined Sega, he arrived at a time when their arcade division was bringing in billions of dollars for the company, and with almost limitless R&D budgets, Mizuguchi and his teams would create some of the era's boldest visions and most successful arcade games. But by the 2000s, the atmosphere at Sega had changed. With console gaming reaching new heights globally, the arcade industry began to nosedive. This combined with troubles with their home console division saw Sega on the verge of bankruptcy, and in 2003, they merged with Japanese pachinko company Sammy. It was within this now more austere environment that Mizuguchi made the decision to leave Sega and start his own venture. But there were more challenges on the horizon for Japan. Not only was the arcade industry weakened by the mid-2000s, their grip on the console market, at the point in time, worth US$10 billion a year, was starting to slip. In the late 80s and 90s, video games was Japan. It was Nintendo, and it was Sega. Those were the dominant voices in America, in Japan and to an extent, in Europe. In the 2000s, that started to change. Not only did the American and European homegrown development scenes mature and become more successful, more dominant, we also had Microsoft launched the Xbox, which put a big Western technology company in with Nintendo and Sony, and as a result, I think Japan's influence in the gaming world dipped. The huge shift in the console gaming world came with the arrival of the Xbox in 2001. It was Windows-based, it was a piece of hardware made by an American manufacturer, and there were a lot of designers of computer games, who were already in the wings, ready to produce content for consoles, once they had a way that they could easily develop it in computer languages that they understood and work with a manufacturer who spoke their same language and was of their same culture, which Microsoft was. So Microsoft's Xbox really flipped the switch from Japan's dominance of the global console gaming world, to Western and specifically, American dominance of it. PS2 to PS3 era was the biggest shift where I think budgets in games just started to get much bigger, like the cost that it required to make a game shot up, and it became less flexible. Game development got kind of rigid. And that's where Japan kind of got caught in this trap, because whereas in the West, you had the emergence of game engines and just whatever we can do to make the process of making games easier was a big focus in the West, and it wasn't happening in Japan. Developers were doing everything they could to streamline the boring process, the tech process, so they could focus on the creativity. Japan got caught with their pants down, basically. By the end of the 2000s, games like Call Of Duty, Quake and Halo had become the standard for AAA gaming, the term used in the industry for these now big budget blockbuster titles. Young gamers from America, Europe and beyond had moved away from the fantasy of Japanese games and towards a more gritty, hyper-realistic gaming experience. There was a time when first-person shooters became the most popular genre in the world. That's a genre that Japan just didn't do. And it felt a bit to me, like, Japan was sticking to what it knew to its detriment, as Western developers started really moving in with open-world games, first-person shooters and other kinds of games that then became very, very powerful. Around the end of, like, close to 2010, I would say there was sort of this panic that happened in Japan. Do we have to start making first-person shooters, because that's what sells? And do we have to put all our money into these big budget AAA realistic games? And that's where I think the creative spark that Japan was known for maybe took a little bit of a dip. But as Japan lost some of its confidence, a close regional competitor was on the rise and unbeknownst to the world, was about to make a massive impact on the way we play video games. Today, the global video game industry is dominated not just by consoles, but new ways of playing games. And that shift began over two decades ago, not in Japan, but just 200 kilometres across the ocean. There was a technological change that happened in the late 2000s, which, of course, was broadband. It was video games becoming more online. Online play, playing with your friends. All of that became the norm for video games at this point. A lot of Japanese developers couldn't really keep up with that shift of video games moving online and becoming a kind of independently existing service. There wasn't that culture of online gaming in Japan in the same way as there was elsewhere. Whilst Japan dominated the international market in the 80s and 90s with its all conquering consoles, historical animosities between the two nations meant that for Korean game players, a different route was necessary. And that route would eventually lead to a global explosion of Korean gaming culture. Here, in the UK, generally, you play games at home on a console that you've bought. But in Asia, and especially in Korea, you would go to a "PC bang" (PC room), or a gaming cafe, where you would pay for your time, and you would sit at a PC for however long you've paid for. So, instead of owning the game, and it being at home, you go to a cafe, and you play a game for a certain number of hours. And that contributed to a very different gaming culture. PC bangs were partly born out of the Asian financial crisis, when workers laid off by big Korean companies were looking to start up small businesses that required relatively little capital. Thanks to the ubiquity of high-speed internet and the communal nature of PC bangs, multiplayer online RPGs, such as World of Warcraft, and Battle Arena games, like League of Legends became the titles of choice for Korean players. Whilst the PC bang was a phenomenon that started in South Korea, this culture of communal online game playing spread throughout Asia and the world and soon, gave way to something much bigger. A multi-billion dollar industry in its own right - eSports. The previously alien concept of watching other people play video games suddenly hit the global mainstream in a big way. eSports is a part of formative gaming culture for pretty much everybody under 20 now. And a lot of teen boys and girls now want to be pro gamers who play on these eSports teams. Korea was at the start of that change. It's a phenomenon that really started there. And that's now spread everywhere. And now eSports is huge in America. It's huge in Europe, it's huge everywhere. Huge everywhere it seems, apart from the former king of the video game industry, Japan. But why is this? The CEO of a recently opened eSports gym in Tokyo has an answer. It wasn't just differences in gaming culture that held back Japan from being an eSports force. Long-standing laws designed to restrict gambling, impacted eSports too. And tournaments were faced with prize caps, severely limiting the amount players could earn. However, in Tokyo today, former president of Sega Hideki Okamura is leading the Japan eSports Union to change all of that. With eSports now the fastest growing sector of the global gaming industry, games companies from around the world have had incredible success with hit titles that they have specifically produced with eSports in mind. Something Okamura believes Japan will be doing a lot more of in the near future. Japan, as a nation, is both blessed and cursed with a market that is large enough to sustain domestic products without having to consider the outside world at all. And this is good in the sense that you can be a domestic video game maker who's making products that only appeal to the Japanese audience, and still have a huge success. That isn't possible in smaller countries, for instance, like Korea, where if you want to make a huge amount of money, you definitely have to consider the outside audience. These are the offices of Krafton, a Korean gaming company with an estimated US$4 billion IPO set for the end of 2021. Krafton's biggest success has come from a game called PlayerUnknown's Battlegrounds, also known as PUBG, a Battle Royale-style game that is an international collaboration with Irish game developer Brendan Greene. The seventh highest selling game of all time, PUBG is a runaway global success. For Krafton's CEO, Kim Chang Han, the creation of the game was a make-or-break moment for him at a time of desperation. It was soon decided that PUBG should be developed with real-time feedback and data from fans, known in the industry as an "early access" style of development. The early access style of development has revolutionised the gaming industry, so why is it scarcely used in Japan? This highly collaborative, globalised style of game development and business management has reaped massive rewards for Krafton and PUBG. The story of Korea's rise and rise in video games is born out of its relatively small population, and therefore a need to go global. But there's one Japanese neighbour that has no such concern, and the rapid expansion of its domestic consumer market has upended Japan's position as top dog in Asia's video game industry. The global video game industry's meteoric rise over the past decade, has been down to one country, China, where more than half of its 1.4 billion population now play games every day on their smartphones. China travelled its own very unique path to become the biggest video game market in the world. And much like Korea, it was government policy banning Japanese consoles that helped shape a powerful domestic industry. Back in the year 2000, the Chinese government banned consoles, and the ban ultimately lasted 14 years. Now, the reason for the ban was ostensibly to protect Chinese youth, because there was worry among parents and teachers and the government itself, that they would be sucked into these foreign games and that the games would be like "digital heroin", and that the gamers would never stop playing them. After the console ban was put into place, online gaming emerged, seemingly out of nowhere. And online gaming allowed for a business model where the game was free to play, but you had to pay for the service to do anything inside the game. And these so-called "free games" wound up making a lot of money. A big shift that's happened in video games since about 2010 is in the business model. So previously, you would buy a console, you would buy games, and that would be the investment that you would make. Nowadays, it is much more globally common for you to play a game for free, but to buy extra items, or to buy a hat, or to buy extra time with the game. And that's what's known as the free-to-play model. And that's very much dominant now in the world. So, free-to-play games are basically the attempt to get as many people into the game as possible, and then, monetise a small percentage of the users who are okay with paying a certain amount of money, mostly microtransactions, $2, $3, $4. And basically, that monetisation model kick-started an entire new segment of the gaming industry that is worth around $80 billion now. Since 2010, a number of Chinese gaming companies have come from seemingly nowhere and become some of the nation's leading tech firms. And Shanghai-based company XD is one of the industry's biggest success stories - listed as one of the top 100 online companies in China with a value north of US$4 billion. CEO Huang Yimeng saw the future potential in the smartphone and its unique power to revolutionise the domestic gaming industry. From the various cosmetic items and so-called "skins" now commonplace in a number of big Western games to the randomised loot box mechanics that see some players drop a lot of money to get certain advantages, there's no doubt that these in-game monetisation models have been increasingly lucrative for games companies, in particular, in China, which has been far more accepting than the West to these ideas of "paying-to-win". There can be no doubt that free-to-play is taking over the world. So, for the longest time, console gamers and PC gamers, they were looking down on mobile games as these free-to-play vehicles that are not really games, but more like experiences that are designed to take as much money out of your pocket as possible. But if you look at the console market, and if you look at the PC gaming market today, you can see a clear trend that the big studios are embracing free-to-play more than ever. And I personally believe that in a few years, you will see free-to-play in a lot more blockbuster titles than today. One of the industry's biggest stories of 2021 has been the success of a game called Genshin Impact, a Chinese title by a little-known company called miHoYo. Taking influences from Japanese video games and applying the monetisation models so popular in Chinese gaming culture, they created a product that took in US$1 billion in its first six months alone. In 2021, you have the situation where one of the world's biggest games on the planet is Genshin Impact. It's like an open-world RPG that is multi-platform, and that is heavily inspired, so to speak, by Breath of the Wild, which is a 2017 Nintendo Switch game. So, they were very, very clever in taking the general idea of the game, seeing the potential of Breath of the Wild as a free-to-play experience on multiple platforms, and just monetise and monetise and monetise the game. And this is what miHoYo did, and it just worked brilliantly for that company. And it's a beautiful example of how a Chinese game company goes into a market space where a Japanese game company did not go. Genshin Impact came out of nowhere. I did not know about miHoYo at all until that appeared on the scene. The cool thing about Genshin Impact, it's almost a mobile game disguised as a console game, and I say that in a good way. And that's why it's gotten so big on consoles as well. These guys played Breath of the Wild, saw how awesome it was, and decided, what if we took what we know about mobile games and what we loved about Breath of the Wild and kind of made this... awesome sandwich of a game. And that's kind of what Genshin Impact turned into. The success of Genshin Impact has proven that Chinese games can not only be accepted around the world, but also compete with the biggest of them. However, it's a difficult road for a foreign game to be published in China with the government maintaining tight restrictions on the number of official licences that are approved each year. The Chinese games market represents at least 25% of the global market by itself. It's highly desirable for game companies to want to access those Chinese gamers. The number one barrier is the regulatory system. There are a lot of regulations in place in China's games industry, and one needs to follow those in order to be welcome there. So you really have to have tenacity, you have to have a great game, and your game has to adhere to all the content rules, and foreign companies have to partner with domestic companies because only domestic companies in China are allowed to access the telecom infrastructure, and that is really where the rubber meets the road. However, there is hope for Japanese games and consoles in the largest video game market in the world. After the console ban was lifted in China in 2015, Japan started making plans to move in. Nintendo partnered with Chinese tech giant Tencent and expanded their presence, especially with the launch in 2019 of the popular console, the Switch. Sony also launched their PlayStation 5 in May of 2021, which was sold out across the Mainland, showing the potential for Japanese consoles in the Chinese market. If we look at the Chinese gaming market, the market share of consoles is around 2% or 3%, depending on who you ask. So, it's a very, very small slice of the overall gaming market, which is absolutely dominated by PC and mobile. So, the hope by the big console makers, Nintendo, Sony and Microsoft, is that over time, you can cultivate a certain audience to embrace consoles. The pre-sales of PS5 sold out in record time, and it was to much acclaim. The Chinese gamers are eager for PS5, and they are eager for Switch, and they are eager for Xbox. Not all Chinese gamers want to play consoles, but those who do are very excited about it. I think as cloud gaming emerges, and console games are able to be played on any device from the cloud, that will open up a world of opportunity in China. With young, dynamic companies like XD and tech behemoths like Tencent, leading China's charge and dominating the regional market share, what does the near future hold in store for Japan as its industry adjusts to a totally different international gaming scene, compared to the one it dominated in the 80s and 90s? From the online gaming played in the PC rooms of South Korea, to the mobile gaming revolution that has swept through China and the world, not forgetting the consoles still popular in Japan and in the West, the culture of playing video games is certainly big business now. In 2021, the global video game market is worth US$135 billion, which is triple what it was worth in 2010, and growing exponentially. It's one of the only entertainment mediums that is just growing and growing and growing year on year. And in terms of how many people play games, something like 95% of everybody under 30 plays games now. Games live everywhere. They live on your phone. They live in your living room, they live online, but we're looking at two billion plus people who play video games in the world now. Consoles remain a major part of this global gaming landscape bringing in more than US$45 billion in the past year. But where does Japan fit into this contemporary picture? A decade earlier, Japan was at a low point. The success of Microsoft's Xbox and the rise of game genres more popular in the West had left Japan second-guessing itself. Instead, it was these unique Japanese expressions, ideas and fantasies that gamers around the world wanted. The only thing standing in Japan's way was to get on top of the tech challenges that had previously given Western game studios an advantage in game development. Once that hurdle was overcome, creators could get back to making the world-conquering games Japan was renowned for. 2015, 2016, 2017, around that era, I think it was just a matter of catching up. In that PS3 era, it was hard to make stuff, but I think as we shifted to the next generation, the hardware makers were breaking down the barriers to development and at the same time, the game creators were, I think, starting to adopt the western sense of, "Hey, why are we spending all this time making our own unique engine for every single game when there's stuff like Unity, there's stuff like Unreal, and kind of make the development process easier. And once that happened, I think the fear, I guess, of being able to make "next-gen games" started to slip away. And with that knowledge, I think Japanese developers were just able to compete on a more even playing field. By the time Sony released the PS4 in 2013, Japan had re-asserted its position in living rooms around the world. But it wasn't just Sony that was finding success with its new console. Nintendo had taken note of the way the games industry was evolving and came up with a unique strategy for their next console that would make them more relevant than ever. So, the Nintendo Switch is the most popular Nintendo console for a very long time, probably since the Wii. It is a handheld console that you can play like this. You can also dock at your TV, and sit down on your couch and play it like you would an Xbox or a PlayStation. So, it's games that you can take with you and play at home that's been really, really popular, especially among families because it's not necessarily a console that your kids can play by themselves. It's a console that everybody can play together, and that's one of the reasons it's been so successful. Switch has absolutely put Nintendo back at the forefront. It's crazy how well it's sold. Part of it is clearly the strategy they took with combining their console and handheld lines into one, and part of it is circumstance too, right? I mean, the last year, video game sales have been up across the board, because people are looking for distractions and ways to spend their time when they're at home. The games industry was, in some ways, really well positioned to benefit from the pandemic because everybody was stuck inside. Nobody had any safe way to socialise in person. Everybody was really bored. So there were tons of opportunities for people to play games at home or play games with their friends. I think we can safely say an awful lot of people have discovered video games in lockdown. And a lot of people have returned to video games in lockdown. To no one's surprise, it was a Japanese game that was the smash hit of the pandemic. Animal Crossing, did that not launch at the perfect, perfect time? It could not have come like a day earlier, or later, it was like it was sent from the heavens or something. It was the perfect timing, for a game like that to help distract people from what was going on in the world, Animal Crossing was the game of lockdown all over the world. It sold 30 million copies in under a year. That's three times what a giant best-selling game would normally sell in that period of time. I think that Animal Crossing was the right game for that time. Because it is a very gentle, very soothing, very zen game where nothing bad ever happens. And crucially, it also lets you hang out with your friends, so you can have friends round to your island and have a chat and hang out. Like we all couldn't in real life. I really think that Animal Crossing is going to be remembered as a real cultural artifact of lockdown. From the plethora of Japanese anime available to fans globally via giant streamers like Netflix, to the cute and colourful characters on Nintendo's Switch games, there has never been a greater demand for Japanese content. Japan's companies have taken note and are increasingly licensing out their intellectual properties to foreign gaming companies, in the process, creating international gaming megahits. What I think you're going to see in the future is a lot less "Made In Japan", and more made everywhere else with Japanese sensibilities. The perfect example of this is Pokemon Go. It might well be that in the future, Japan's legacy is going to be as the secret sauce that makes all sorts of other technologies so much more palatable to consumers, whether it's the incorporation of Japanese characters, or Japanese tropes, or Japanese sensibilities into them. It's just a fact. Japanese characters are hugely popular all over the world. Since its entry into the video game industry, Japan's strength has always been its ability to innovate, and this is the beginning of a new era when new technologies like AR and XR will take centre stage. The future of digital entertainment will be found in these all-new frontiers, and it's auteurs like Tetsuya Mizuguchi, who are leading the way and keeping Japan at the very bleeding edge of technology, shaping the future of the global video game industry. The video game industry has certainly come a long way since the 80s, when Japanese design, aesthetics and charm revolutionised the way the world played. And whilst Japan doesn't command the same position it once had decades earlier, perhaps it all boils down to how industry success should be defined in this modern era. Captions: CaptionCube
Info
Channel: CNA Insider
Views: 199,308
Rating: undefined out of 5
Keywords: CNA, CNA Insider, People stories, Asian perspectives, outsourced, narrated, documentary, full documentary, Asia, Japan's Comeback Game, video games, SEGA, Nintendo, games, gaming, gamer, CNA documentary, game development, game developer, technology, Tokyo, culture, SONY, Japan wave, Playstation, game console, Japanese video games, arcade games, gaming culture, esport, AR, VR, XR, gaming industry in Japan, Japan documentary
Id: DwBoLPEhljQ
Channel Id: undefined
Length: 47min 49sec (2869 seconds)
Published: Fri Oct 29 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.