Komatsu
Member
Hello, GAF! Inspired by
ROMhack
's recent threads on vintage titles. I decided to start a (hopefully monthly) series on key designers for us to discuss some of the more significant names in our hobby. My personal interests and experience makes me gravitate towards Japanese developers, but any suggestion in regards to names that go beyond Japan (e.g. David Cage, Corey Barlog, etc. etc.) are more than welcome.
A few ground rules I would appreciate if all could follow:
With that out of the way, the first dev to be featured is none other than Yasumi Matsuno,YiazMAT, who's celebrating this year 30 (thirty) years in the gaming industry.
松野 泰己 Matsuno Yasumi was born in Niigata, a rural prefecture of Japan in 1965. He spent his early years in his small town obsessing over movies, TV shows and books.
Very early on, he decided to pursue a career in a creative industry - however, as he later admitted, he didn't want to work "too hard" to make a name for himself in an already established media, so as an avid PC gamer (a proud owner of a PC-AMIGA 88), he decided to get into gaming as the industry recovered from its early 1980s crash. A rare case of a college droupout in a country that puts a lot of emphasis on diplomas, Matsuno dropped out of Hosei University and worked as an economic news reporter for a little while before being hired by Quest in 1989.
His stint with Quest and Square is now legendary among industry observers. After working on a lackluster NES title, Matsuno became the company's main scenario writer and director and released, back to back, four legendary titles: Ogre Battle, Tactics Ogre, Final Fantasy Tactics and Vagrant Story. His main collaborators in these four titles were all the same: Hiroshi Minagawa, artists, Akihiko Yoshida, character designer and Hitoshi Sakimoto, composer. In 1996, he made the jump from Quest to Squaresoft, taking his crew with him, a couple of years before Square went ahead and gobbled up Quest.
After his widely acclaimed games Final Fantasy Tactics and Vagrant Story, Matsuno was selected to direct FINAL FANTASY XII, the next mainline FF game. This production, which took over six years and $48,0000,000 dollars, would cause Matsuno's resignation from Square. Matsuno has never directed a big-budget title since. We don't really know what happened - Matsuno claimed he had health issues, there was industry gossip about how Square Enix suits thought Matsuno's take was too dark, too inflected with political intrigue and not appropriate for their target demographic. Matsuno himself, in interviews, says he struggled with Square's "democratic development culture", where the many leads in a team of hundreds of developers would seek to have input on his vision. At Quest, his team consisted of about "ten to twelve" people and he had, according to his recollection, almost "dictatorial powers" over what would be in the game. That was not the case at Square at all.
For me, personally, though I absolutely love Vagrant Story and Tactics Ogre, Matsuno's landmark title will always be FFT. What an amazing game - indubitably, in my view, the greatest in the franchise. It is not common for a gaiden title, with a smaller budget, to be so superior in writing, setting and game play to many of its larger, mainline counterparts but that was the case here.
Questions:
A few ground rules I would appreciate if all could follow:
- Discussions about technical aspects, plot beats, etc. are more than welcome, but let's try to keep it insult and politics-free;
- I have purposefully avoided listing mobile titles and not yet released games - I believe it's better to focus on their dedicated gaming console catalog;
- Feel free to add your content (videos, screenshots, etc.), but let's credit all content creators we mention; and
- Some of the interviews I quote were not translated to English - sometimes the translation here is mine (with the help of a hefty kanji dictionary and machine-reader). If you have issues with my (very free, rough) translation, please let me know but let's not clog the thread with arcane discussions on vocabulary.
With that out of the way, the first dev to be featured is none other than Yasumi Matsuno,YiazMAT, who's celebrating this year 30 (thirty) years in the gaming industry.
松野 泰己 Matsuno Yasumi was born in Niigata, a rural prefecture of Japan in 1965. He spent his early years in his small town obsessing over movies, TV shows and books.
Yasumi Matsuno's interview with 4Gamer said:I was born in a small village in Niigata Prefecture, and obviously we didn't have internet or mobile phones. In the summer, you could play with your friends outside or baseball, but in the winter, we were buried under 3 meters of snow and couldn't do anything. Going outside to buy magazines was a hassle, so comics, novels, movies on TV were the only entertainment. If you wanted to do something else, daydreaming was the only option (laughs).
Speaking of movies, I was quite addicted to Star Wars. [...] I also loved building diorama when I was a kid, I would go out and buy 1/72 scale plastic models of tanks and build my own World War II diorama. I would go to the library and research so I could reproduce how the Eastern Front was during World War II, looking at photos and materials.
Very early on, he decided to pursue a career in a creative industry - however, as he later admitted, he didn't want to work "too hard" to make a name for himself in an already established media, so as an avid PC gamer (a proud owner of a PC-AMIGA 88), he decided to get into gaming as the industry recovered from its early 1980s crash. A rare case of a college droupout in a country that puts a lot of emphasis on diplomas, Matsuno dropped out of Hosei University and worked as an economic news reporter for a little while before being hired by Quest in 1989.
His stint with Quest and Square is now legendary among industry observers. After working on a lackluster NES title, Matsuno became the company's main scenario writer and director and released, back to back, four legendary titles: Ogre Battle, Tactics Ogre, Final Fantasy Tactics and Vagrant Story. His main collaborators in these four titles were all the same: Hiroshi Minagawa, artists, Akihiko Yoshida, character designer and Hitoshi Sakimoto, composer. In 1996, he made the jump from Quest to Squaresoft, taking his crew with him, a couple of years before Square went ahead and gobbled up Quest.
Yasumi Matsuno's interview with 4Gamer said:ABOUT WHAT IS A JAPANESE GAME, HOW TO COMPETE, ETC.
Even if a Japanese filmmaker tries to make a Hollywood movie, it won't be a Hollywood movie. For example, a J-Horror fad went on a while. Isn't that really a specific "Japanese" type of scare movie? I think Japanese people have no choice but to compete globally like "Japanese". In other words, Japan is a niche country in the world. So I think that being niche is key.
That is why it is often said by [JRPG] fans in Japan and overseas that it is not necessary to make something like an "American" game . On the other hand, I believe that [Ubisoft's] Assassin's Creed is a Japanese game.
After his widely acclaimed games Final Fantasy Tactics and Vagrant Story, Matsuno was selected to direct FINAL FANTASY XII, the next mainline FF game. This production, which took over six years and $48,0000,000 dollars, would cause Matsuno's resignation from Square. Matsuno has never directed a big-budget title since. We don't really know what happened - Matsuno claimed he had health issues, there was industry gossip about how Square Enix suits thought Matsuno's take was too dark, too inflected with political intrigue and not appropriate for their target demographic. Matsuno himself, in interviews, says he struggled with Square's "democratic development culture", where the many leads in a team of hundreds of developers would seek to have input on his vision. At Quest, his team consisted of about "ten to twelve" people and he had, according to his recollection, almost "dictatorial powers" over what would be in the game. That was not the case at Square at all.
For me, personally, though I absolutely love Vagrant Story and Tactics Ogre, Matsuno's landmark title will always be FFT. What an amazing game - indubitably, in my view, the greatest in the franchise. It is not common for a gaiden title, with a smaller budget, to be so superior in writing, setting and game play to many of its larger, mainline counterparts but that was the case here.
Questions:
- So, GAF, what are your favorite Matsuno games?
- What memories do you cherish?
- What do you think of his career?
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