Mikami and Suda Talk EA Partnership
Two of Japan's most well known developers discuss Rock Band, EA money, and their new game.
By Thierry Nguyen, 08/14/2008
At a press event today at its Redwood Shores office, Electronic Arts announced a collaboration with well known Japanese game creators Goichi Suda and Shinji Mikami, who previously worked together on the action game Killer 7 for Capcom. Shortly after the announcement, we had a chance to interview both of them about their surprising new partnership.
1UP: OK, to start: Who talked with whom first? What was the process in making this happy Suda/Mikami/Grasshopper/EA family?
Goichi Suda: First of all, I had ideas about this game and presented them to Mikami and asked him how he felt. And Mikami showed a big interest, and really wanted to help make this game happen, and that's why this collaboration started.
Shinji Mikami: Actually, when I looked at this proposal four years ago, and when I saw it for the first time, I thought "wow, this is amazing" and fell in love with the ideas. "I need to find somebody to help create this game, because it will be a great game" -- that's how I felt when I saw his proposal.
GS: Actually, I came here last June with Mikami and other members of the team and presented ideas to EA; in fact I was in the room next door to where we're at now. So then EA's people showed a big interest to my ideas, and they understood what I really wanted to do, and that's how it happened to come to EA.
1UP: A quick timeline question -- correct me if I'm wrong, but did this idea come up during Killer 7's development?
SM [in English]: Mostly already done. [Then via interpreter] We were actually close to finishing Killer 7 at the time, so I had time and a chance to look at Suda's new idea.
1UP: With each of you having such a distinct style, can you comment on what each of you brings to the game?
GS: Actually, it was really easy for me to get along with Mikami during Killer 7, and since that time, I thought "I really want to work with him again." I mean, Grasshopper has experience in creating action games, but Mikami is one of the top three action game creators in the world. In my experience, I know that I need to have somebody help me to make my game better than if I make it alone, and I trust Mikami with that. Also, I'm in charge of the scenario and the world of the game, but Mikami helps to keep that game world sensible, to point out if there's some aspect that people might not understand, and he's always helping me by pointing out things and saying "you should change this for people to understand better" or "tweak this to make the overall game better." He's always giving me advice to make the game better.
[Mikami, surprised that he's expected to answer, acts out playing an in-progress build of the game and offering feedback on the "good" visuals, and making the game feel "great" as opposed to "good." He points at himself and states, "Play, good" and then points to Suda and comments, "Visuals, good," and then laughs. The interpreter is a bit stymied as to how to translate Mikami's pantomime.]
1UP: Now that we've covered what you two bring to the game, what does EA bring to this collaboration?
SM: Money. [Laughs]
GS: I was really surprised at things such as the size of their studios and their massive marketing and production teams. I've never had the experience of working on such a massive team before. We haven't done voice recording yet, but I know EA would be a huge help in finding talent and getting them to the studio and the motion capture as well. In other cases, I would want to do something before but couldn't, and since working with EA, they've provided everything I wanted. I get tremendous support from EA.
1UP: Did you go around to other publishers before deciding on EA, or was EA your first and only stop?
[Mikami quickly pantomimes a progression, saying "A, B, C, and D" while Suda answers.]
GS: Of course I had a chance to present it to different publishers, but EA was the company that understood the game and understood my approach to it. That's why I took the chance to work with EA. Also, EA produced Rock Band, so they understand the "soul of rock."
1UP: You've worked with other publishers to get your games to the West. Are there restrictions with those other publishers, and is there a sort of blank check "do what you want" feel with EA? How is EA different from other companies you've worked with?
SM: Both of us are the creators. In terms of being a creator, having people understand what I want to do, that's the biggest thing. Also, EA has strong marketing power. If Suda just keeps on doing what he wants to do, players might not understand what they're playing. But with EA's strong marketing power, they know what people want from a game, and we combine both their knowledge and his creativity to help create a better game.
GS: I actually presented two ideas at the same time, and EA really liked one idea. They instantly said "we like that exact idea; we don't want the other one." Too many publishers say that they will think about it and let you know later, but EA was the one that said exactly how they felt the first time. The idea they liked was the game I really wanted to create the most, and they understood what I wanted to do, which helps.
1UP: So far in this relationship, has EA ever said "no?"
[Suda intensely thinks and goes into a hurried conversation with Mikami before answering.]
GS: Nothing major, but for minor things. When they say "no", the reason makes sense. But we communicate with EA a lot, despite us being in Japan and they being in the U.S. We actually don't even communicate that much when working with a Japanese publisher, but when something happens, we can always get in touch with EA and talk about how we both feel on an issue. Our relationship is extremely good.
1UP: With this communicative relationship, does that mean Suda and Mikami come to U.S., or does EA send folk over to Japan?
GS: Is this OK to answer? [Suda gets approval from an EA rep in the room] Actually, a production team from EA Partners will come to our office once a month.
1UP: You've said before that Killer 7 can be traced to the works of David Lynch in terms of feel and influence. Can you say what piece of culture or art influences the feel of this game?
GS: I can't say anything along those lines because that would already reveal too much. But if I have to say something, I'd mention a Japanese movie called Crows Zero [editor's guess based on the translation] and a Japanese TV show called Rookies [another guess]. Rookies is a high-school baseball drama, but there's a soul about it that I picked up on and use.
SM: My wife loves this show as well.
GS: My wife feels the same way, and every time I watch it, I always cry. A very impressive show.
SM: I've never seen it, and I don't want to.
1UP: Last question, in both Killer 7 and No More Heroes, there's always a zany dude named Travis. Will Travis make an appearance in this game?
[Suda's eyes light up when he hears the name "Travis."]
GS: Travis? A secret, sorry. [Smiles]