Igarashi talks more about leaving Konami and future plans
Polygon has some additional comments from Koji Igarashi about his recent departure from Konami as well as what lies ahead. Read on below for his thoughts, and check out the site’s full piece here.
On troubles making social games…
“The more hardcore the game… the less suitable it is for the casual market. Unfortunately, I’m good at making core experiences, so it was two years of making a game that leaned too ‘hardcore’ for the social market. So it was canceled. Then I’d try again and be canceled. And again and be canceled.
“That happened several times, more because my natural style is more akin to a hardcore game.”
“My style of creation, the sort of game experiences I’m really good at don’t fit that trend. There was a little frustration on my part trying to make that leap. I think a lot of creators are unable to make that leap. I couldn’t. I was frustrated with myself, but it’s kind of disappointing that during this time, the fans were constantly saying ‘We want more core 2D Metroidvania experiences’ and I was, of course, in trying this new foray, unable to appease them to make them happy as well. I couldn’t make the transition but I also couldn’t continue to make the games I wanted to make. So there was some disappointment.
“Whether it was actually wasted time or not is something I think about. But [making games is a] business and therefore you need to follow what the market dictates. Since the market dictated that social games were profitable and making money then that’s something as a creator that you can’t totally ignore.”
On leaving Konami…
“I was afraid [to leave]. I had the safety blanket of a large corporation. In Japan, it’s lifetime employment, so to leave that comfort zone and strike out on your own, there’s a lot of risk and fear involved.” He worried, “Am I really a big enough name [to go independent]? Is there going to be the support there that I need?”
“On the other hand, this is the second time for me to chase after my dreams and I’m not limited by some sort of corporate structure. Having that freedom feels great.”
“A lot of people (at Konami) said, ‘That’s a shame. We’re going to miss you.’ Others said ‘It’s a shame and we’ll miss you, but this really is probably the right time,’ because they know what Konami is about. One of the things, that made me happy is [that] a lot of people said, ‘Hey, I want you to hire me, take me with you.’ So that felt good.”
– Igarashi is talking with video game publishers/partners at GDC this week
– Trying to see what they think about a new game concept to see if they “feel it’s a good fit”
– Unsure about crowdfunding
– Igarashi says he’s better at making games than making money
– Wants the easiest solution that will enable him to make games again
On his future game plans…
“If you just look at my strengths, most likely it will be an action game. Of course, fans would like a 2D exploration sort of game, a Metroidvania-type game. That’s definitely something i’m interested in to make them happy.
“But, probably much to fans’ chagrin, I’m frustrated that I have been unable to make a really good 3D game as well. That’s something I want to eventually truly conquer, because it has continually defeated me.”
– No name for his new dev studio yet
– Hasn’t ruled out collaborations with former colleagues and co-creators
– This includes artist Ayami Kojima and musician Michiru Yamane
“Kojima-san and Michiru-san are both amazing creators and it’s fantastic to work with them. I’d love to work with them all the time, if I could. That’s definitely something I am thinking about, but naturally there’s lots of talent I’ve worked with in the past and I’m planning to see if we could collaborate in the future.”
– Igarashi will probably focus on console games
– Willing to consider all platforms including handhelds
“I don’t want to close any doors.”
“I’m a simple man with simple needs. The process of making something, releasing it, having fans be happy with what you’ve created, [that’s what I want]. The last two years, I haven’t been able to finish that process for a variety of reasons. If I can do that, that would make me very happy. That is what I want to do with my studio: release games that make people happy.”