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Pac-Man's Toru Iwatani

The former Tecmo man explains his philosophy on how games should be made

GamesIndustry.biz At what point does this player interaction with the developer need to occur - is it beta, or even earlier?
Toru Iwatani

You can do it from the beginning, that's okay - but you can also do it after the game has been released, it doesn't matter.

What you get is a developer creating a game - he thinks it's a good game, and he releases it to the public. Then a player asks why something works a certain way - so aspects of the gameplay that don't work so well are pinpointed by the gamers.

Then the game producer has to rethink an aspect of the game, because of the comments - so gradually he changes it, resulting in a product that's better for everyone. You educate each other - the producer educates the players, and vice versa.

It's like an American drama series - each week an episode airs, and afterwards the fans of the series talk on the forums, maybe saying that they don't like where the storyline is going. As far as I can tell, the writers then listen to that and adjust the stories in such a way that it stays interesting for the viewers - they use the feedback that's being given online. That's what I'm talking about - listening to your audience, mutual education.

GamesIndustry.biz Some companies with MMO titles, which have big communities - like World of Warcraft for example - already get a lot of feedback that way...
Toru Iwatani

I think companies should be more open on the design of games - it will encourage more creativity.

GamesIndustry.biz Are you aware of Zynga, which makes Farmville on Facebook? That company has several different versions of the game running at any one time, and then track user interaction to see which elements work more effectively. What are your thoughts on that?
Toru Iwatani

Actually, what I'd really like to see is just the gamers being more active themselves in the development of the games - so it's not just limited to saying they'd like to see certain things improved, but they'd come up with totally new and different ideas that they could suggest.

GamesIndustry.biz Ultimately, though, everybody comes to a game with a different set of expectations or experiences, and with a wide enough cross-section you might end up with a lot of conflicting ideas from players, in terms of the best way to evolve a title?
Toru Iwatani

It doesn't really matter - it's about the interactivity between the people that play the games, and the game developer. That's the challenge - the developer doesn't have to do what's considered the best thing to do by most players, he can do the wrong thing on purpose in order to generate the feedback.

That's where the challenge is.

GamesIndustry.biz Would you ascribe to the notion of the importance of the developer's genius then?
Toru Iwatani

It's about a man and a woman... They come together, they fight - they have a big fight and split up. They realise they made a mistake, and come back together again. They get married and live happily ever after.

That's what I think the relationship between the developer and the players should be like - they quarrel, but they make it constructive for both of them.

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