NEWS
by Mark Barley
Sony: "We Dropped The Ball" With Demon's Souls
Shuhei Yoshida, Sony Worldwide Studios head man, recently admitted that his firm "dropped the ball" when it came time to publish FromSoftware's Demon's Souls in the US and Europe.
In a recent interview with Game Informer Yoshida states that it was "100%" a mistake that Sony passed up the opportunity to publish the game in those regions.
“In short, that’s what happens to any game, especially games made in Japan since the majority of them aren’t relevant to markets outside of Japan,” Yoshida explained. “There are always processes between product development and marketing in US and Europe. All things considered, it’s part of the issue of making games in Japan. The game development in Japan typically is made horizontally where all assets are made in parallel, so it’s difficult to figure out what the final state of the game is going to be.
“The western style game development is typically a vertical slice. So in the very early process, the team tried to create a small piece of the experience that resembles the final product. What happened with Demon’s Souls was until very late in the game’s development, we were not able to play the game through. There were framerate issues and the network was not up and running. We underestimated the quality of the game and to be honest, the media in Japan did the same.”
Yoshida did admit he was not a fan of the game after first seeing it and that first impressions shouldn't be everything. “The western style game development is typically a vertical slice. So in the very early process, the team tried to create a small piece of the experience that resembles the final product. What happened with Demon’s Souls was until very late in the game’s development, we were not able to play the game through. There were framerate issues and the network was not up and running. We underestimated the quality of the game and to be honest, the media in Japan did the same.”
“For my personal experience with Demon’s Souls, when it was close to final I spent close to two hours playing it and after two hours I was still standing at the beginning at the game,” he admitted. “I said, ‘This is crap. This is an unbelievably bad game.’ So I put it aside.
“Luckily, third party publishers, Atlus in North America and Namco in Europe [stepped in], and it really became a great hit outside of Japan. We definitely dropped the ball from a publishing standpoint, including studio management side. We were not able to see the value of the product we were making.
“I hope we won’t make the same mistake again. I should have been more stubborn talking to marketing people here in North America and Europe.”
“Luckily, third party publishers, Atlus in North America and Namco in Europe [stepped in], and it really became a great hit outside of Japan. We definitely dropped the ball from a publishing standpoint, including studio management side. We were not able to see the value of the product we were making.
“I hope we won’t make the same mistake again. I should have been more stubborn talking to marketing people here in North America and Europe.”