Konami
Posted: Thu May 07, 2015 8:49 pm
Oh dear.Nick Robinson wrote: The weird irony is that, had P.T. simply remained available, the number of people who are interested in playing it likely would've stayed roughly same as the number of people who have it already. But that's not what happened; instead, Konami introduced scarcity to the equation, and instantly made P.T. one of the coolest, most fascinating games in the history of our medium.
And it was solved pretty much immediately, which I'm sure must have been disappointing since Kojima "personally expected this to take at least a week to be solved." And so that was the end of that experiment. An interesting one, sure, but not as interesting as the mystery behind The Phantom Pain and Moby Dick Studios.Hideo Kojima wrote: That's precisely what I wanted. I wanted people to get together and cooperate. There are cryptic messages in different languages. I wanted people to come together over the Internet to cooperate and solve it.
Some have even gone so far as to accuse Konami of not caring about videogames. But they all reveal themselves so plainly via the way in which they wring their hands with pleasure over the downfall of others. Jim Sterling calls it the ugly schadenfreude of an ugly man. Let's not commend this ugliness, or ever find ourselves participating in it.Clear wrote: The alternative being what exactly?
That any supplier of digital goods is beholden to support distribution of said item and all costs incurred for that ad infinitum? Making digital distribution a far more onerous proposition than any sort of publishing in any field... not likely.
Furthermore what happens when the item is a promotional piece with no revenue value, and hence represents a pure cost to the owner with no benefit?
Or how about when the item contains a specific IP or likeness the license for which has a finite span, should they be required renew/re-license indefinitely at the vendors discretion or face potential legal liability?
Its not a simple issue.
"Mobile is where the future of gaming lies." I wouldn't have thought so a few years ago, but then mobile VR became a thing, and now I'm not too sure. Too bad it's unlikely to be the direction Konami will go. But it's not as if it's an impossibility. Just look at P.T.. That's a VR game if ever I saw one. And if Konami is going to be as aggressively focused on mobile as they say they are, it's only a matter of time before they realize the potential here.HGH wrote: "We will pursue mobile games aggressively," says Konami's new CEO Hayakawa in an interview with Nikkei Trendy Net.
"Our main platform will be mobiles. Following the pay-as-you-play model of games like Power pro and Winning Eleven with additional content, our games must move from selling things like "items" to selling things like "features."
"We saw with these games that even people who buy physical games are motivated to buy extra content. The success of Power pro especially has motivated us to actively push more of our popular series onto mobile than ever before."
"Gaming has spread to a number of platforms, but at the end of the day, the platform that is always closest to us, is mobile. Mobile is where the future of gaming lies."
"We hope that our overseas games such as MGSV and Winning Eleven continue to do well, but we are always thinking about how to push our franchises onto mobile there too."
"With multiplatform games, there's really no point in dividing the market into categories anymore. Mobiles will take on the new role of linking the general public to the gaming world."
http://jin115.com/archives/52080348.html
Konami, as a company, underwent a major structural reorganization in March this year. The aim of this reform has been to guarantee that, in the quickly-changing digital entertainment industry where new game designs and platforms constantly alter the market environment, we can accurately observe new customer demands and market trends, and apply our long-established technology and knowhow quickly and effectively with a range of targeted responses.
Konami will continue to embrace the challenge of creating entertainment content via different platforms; across not only mobile platforms, but for home consoles, arcade units, and cards, to meet the changing needs of the times.
Game companies can be pretty brutal places to work, and this report makes Konami sound like one of the most extreme. It's amazing to consider that despite these conditions, they were still able to produce the high quality games that they did. I'm mostly referring to Metal Gear Rising, Ground Zeroes, and The Phantom Pain.Brian Ashcraft wrote: According to a report on Nikkei, the corporate culture at Konami—home of Metal Gear, Silent Hill and Pro Evolution Soccer—hasn’t only soured over the past few years, but has become almost terrifyingly Orwellian.
Chris Kerr wrote: Konami's foothold in the mobile market was a key factor in its success, with mobile titles such as Jikkyou Pawafuru Puroyakyu, which has surpassed 13 million downloads, PES Club Manager, Disney Tsum-Tsum, and Star Wars: Force Collection all enjoying "steady sales."
Looking ahead, the publisher explained it's working hard towards the "inclusion of a sustained operation game mode that utilizes the operational expertise of mobile games", adding that console titles Pro Evolution Soccer 2016 and Metal Gear Solid V have also generated "great expectations."