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IR Top Page > Developer Interview 2013 > vol05. Yoshinori Ono
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Developer Interview 2013

05. Corporate Officer and Deputy Head of Consumer Games Development / Yoshinori Ono / In charge of sound on the "Street Fighter" series since joining the Company. went on to become producer of "Monster Hunter Frontier Online" and "Street Fighter IV" series. At current post since April 2013.

"DLC" and "global development" key Discussing Capcom's various initiatives

- What specific initiatives are you pursuing in expanding regions and markets?
One thing we're doing is grappling with the challenges posed by next-gen hardware platforms. An example of this is the game "deep down", which we are developing for the PlayStation®4. While it's a home console game, the model is basically the same as that for online games.
- What kind of gameplay can we expect from "deep down"?
When we develop an online game, we aim to create a game that allows people already playing it to continue enjoying it. At the same time, we try to avoid boosting the number of players just for the sake of getting new people to play. The game "deep down" is provided free of charge, but players are required to pay for additional items and other game content. To ensure people playing the game don't lose interest, we will keep working to deliver stable long-term services.
- You introduced a microtransaction system through which users can purchase additional items. What's your take on add on DLC?
Add on DLC is essentially a form of paid service that enables users to continuously get the most out of their games. In the past we didn't offer add on DLC, but instead sold sequels or updates as packaged versions. With a game like "Street Fighter", we ended up releasing new packaged updates about three times a year. Reflecting back now, that sounds like a lot of updates for a packaged title, but basically that's the idea behind add on DLC. I don't think the emergence of add on DLC was something that came about suddenly, it's just merely become easier to distribute additional elements and content on the computer system level. Basically, we're seeing the new form of something that has existed all along.

- What's Capcom's stance on the development of add on DLC?
We hope to provide a large variety of content at reasonable prices that is in line with what people like. The important is not viewing add on DLC as a form of added value, but as a system that we're supposed to have.
- Do you develop add on DLC while you're working on the main game?
There are some things we develop at the same time, and there's other stuff we create after the release of the full title. The best thing to do is monitor trends in the days immediately following a game's release, and then put out add on DLC which reflects these trends within a month. Problems occur when something we develop completely from scratch fails to match what people need. That's the advantage of add on DLC. It gives us an opportunity to monitor trends before we make a decision.
- It seems that analyzing user trends has become even more important.
Absolutely. There's no point in making a service people don't need. Even if the service is made available for free, no one will use it if it serves no purpose. Demand for a paid service naturally emerges if people feel it's something they need.
- You distribute regular updates for "Monster Hunter Frontier G", one of your key titles.
We do. The letter "G" in the title implies it's compatible with a wide range of platforms, including PlayStation3, Wii U, Xbox 360, and PC. We're also planning to extend this support to PlayStation Vita. The reason why we have increased our support for so many hardware platforms is because we have our sights set on distributing services for this game in the future outside Japan. We simply can't release a game as it is, but need to adapt all the necessary services to the unique characteristics of each region. In preparation for that, we've broadened our scope and started launching individual titles across multiple hardware platforms.
- Speaking of PC browser games, "Onimusha Soul" is doing well.
It is. We currently offer this game in Japan and Taiwan. The Taiwanese version of "Onimusha Soul" is distributed through Capcom's subsidiary CAPCOM TAIWAN CO., LTD., who handles the localization, cultural adaptation, and management of the game. Sales in Taiwan rival those in Japan, and the Taiwanese version is definitely selling well now. In addition to the PC browser version, "Onimusha Soul" will also be put out on smartphones and other consumer devices, just like "Monster Hunter Frontier G".

- Why do you think "Onimusha Soul" is doing so well in Taiwan?
I think Taiwanese people and Japanese people share similar tastes. Often TV dramas and entertainment program broadcast in Japan are quickly localized and broadcast in Taiwan. In addition, the way Taiwanese people spend money on entertainment is fairly similar to how Japanese people use their money. The close resemblance of these cultural perceptions is why I think it's easy for Taiwanese people to get into a game like Onimusha, despite the fact it takes place during Japan's Warring States Period.
There's no doubt that the development, localization, and promotion efforts of the staff in Taiwan have made a huge contribution to the game's success. But I also feel another key is the sense of extendibility added to the game when it was developed in Japan, allowing it to be adapted to the local culture. This showed the market was sufficiently receptive to the title.
- How do you intend to approach other Asian markets?
Service for "Monster Hunter Online" is slated to start in China. We're currently conducting research on the Southeast Asia market and marketing locally. However, before we actually enter Southeast Asia, we plan to adapt our in-house content, services and operational supply system to meet the needs of the market.
Back to Developer Interview 2013 Top Page
  1. 05. Corporate Officer and Deputy Head of Consumer Games Development / Yoshinori Ono
  2. 06. Director and Executive Corporate Officer in charge of Consumer Games Business / Katsuhiko Ichii
  3. 03. Senior Manager of Technology Management, Technology Development, Consumer Games Development / Masaru Ijuin
  4. 04. General Manager of Division 2, Consumer Games Development / Kazunori Sugiura
  5. 01. Producer, Development Strategy and Support, Consumer Games Development / Yoshiaki Hirabayashi
  6. 02.Senior Manager of Produce Section,P&S Software Development Department P&S Business Division /  Kentaro Ono

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