![]() ![]() On the other hand, we felt that doing it half-way wouldn’t lead to success. Or the way you felt when you could play arcade-quality games in your home for the first time.Īt that time, there were no Japanese game developers who had fully embraced the new online paradigm. Final fantasy xi tv#To make a comparison, it would be like someone going from black and white TV to color TV. I was incredibly, almost ridiculously impressed with these games. And so, given this climate, we decided to pursue the potential for new growth that we saw in online network games. I don’t think it was any one’s fault, either I think that as Japanese video game culture matured, this was an unavoidable roadbump. We were looking for fertile ground that could give birth to new ideas-but no one could see an exit from the current state of things. The fighting game boom had ended, and it felt like the genre possibilities for video games had been largely exhausted. It may not have been as dire as the Atari Shock, but it felt like things had fallen to a level very near that. There were still big titles like Dragon Quest and Final Fantasy that sold well, but if you looked past those, sales were’t great-despite an absolute glut of new titles coming out every week. ![]() Before the PS2 came out, there was this feeling that the entire game industry was in a slump. But a big part of it, I think, was that online games were what the market was looking for. Tanaka: Originally it was Hironobu Sakaguchi’s idea to bring Final Fantasy online. Koichi Ishii – Director Origins of the Project ![]()
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