After lifting themselves to fame with the .hack series, CyberConnect2 proved that the concept that licensed games are immediately bad with their mega-hit game adaptations of Naruto and JoJo’s Bizarre Adventure. Their incredible success in the licensed game genre has led this game development company based in Fukuoka to being praised by those within and outside of the industry. Why does CC2 never make compromises in regard to quality? What is the company’s secret to success that led them to releasing the NARUTO: Ultimate Ninja series, that has shipped over 13 million copies worldwide? The author of this book—who just happens to be a game creator and the president of CC2—explains the madness behind his digital daydreams, and how he makes those dreams into reality.
“It’s something that everyone can do, but something no one actually does. That’s all there is to it.”
Introduction
After lifting themselves to fame with the .hack series, CyberConnect2 proved that the concept that licensed games are immediately bad with their mega-hit game adaptations of Naruto and JoJo’s Bizarre Adventure. Their incredible success in the licensed game genre has led this game development company based in Fukuoka to being praised by those within and outside of the industry. Why does CC2 never make compromises in regard to quality? What is the company’s secret to success that led them to releasing the NARUTO: Ultimate Ninja series, that has shipped over 13 million copies worldwide? The author of this book—who just happens to be a game creator and the president of CC2—explains the madness behind his digital daydreams, and how he makes those dreams into reality.
About the Author
Hiroshi Matsuyama Game Creator & Game Company President, born in Japan, 1970. From a salesman at a concrete company as a salesman, to the CEO of CyberConnect2. Signature titles include NARUTO: Ultimate Ninja series, JoJo's Bizarre Adventure: Eyes of Heaven, Tail Concerto, Asura's Wrath, .hack series. With "despair prohibited" as his motto, and overflowing passion and effort towards game development, he stands out within and without the industry. Sometimes causing unnecessary ruckus with his strong opinions about entertainment. Hobbies: "Work." Skills: "Work." Weekend: "Work." Nickname: "Piroshi."
A personal and intimate insight on building a video game company in the 90s in Japan, and seeing it grow until today, from the perspective of Cyberconnect2's CEO, Matsuyama Hiroshi. It is more geared toward a young (Japanese) audience who would want to work in the video game industry, encouraging them to not abandon their hobbies for the sake of finding a career in the future. Do what you love and love what you do!
It is perhaps not the most informative piece for an older audience looking for more factual references about the industry in Japan. However, it's a good intro book that's easy to read about the creative industries in Japan, and about being an insanely passionate and quirky person in the midst of it.