Escolar Documentos
Profissional Documentos
Cultura Documentos
to then the infamous “kill-screen” in Donkey Kong. More so, to answer that question, we need to
analyze where video games are at in terms of being a cultural product. Similarly, Crawford and
Rutter describe a cultural artifacts as “artifacts that are given value, meaning, and position
through their production and use by game users (Crawford & Rutter, 2006). Cultural products
help define us as a nation; and help shape our national identity in a way that makes it incredibly
It’s arguable that in crafting these experiences and products, much is lost in terms of a solid
national identity for the product in the modern age. Globalization has taken production to a
whole new level; and with the advent of the Internet, we’re able to send code, ideas, or even
contracts from one side of the globe to another, all to access a more profitable market. This
transmission of products and ideas circumvents past limitations that held back these products
from being shared with other countries, and entering markets that it hadn’t before. While this
initially seems like a great platform for the sharing of cultural ideas and products, it instead has
pushed the Japanese gaming market into the brink of division. The western world is dominating
the video game industry, and Japan’s industry is suffering from a case of identity crisis. In an
interview, Kenji Inafune, (Producer on Mega Man, Onimusha, and Dead Rising) spoke not too
long ago about the Japanese gaming market, to which he described its current state in the global
market:
1|P age
Capcom, we really want to fight the good fight, and try and make our
games work within this more primarily Western market. (NeoSeeker)
Inafune is considered one of the classic video game designers, and what he says carries
some truth. The Japanese game market is not as strong as it once was, and needs something to
reinvigorate it. I however don’t agree that globalization, particularly global partnerships and
outsourcing, is the right answer. I’ll be looking into examples of both global partnerships and
attempts at marketing true cultural experiences, and relay it all into the question of: Does the
Japanese gaming market need global media partnerships to succeed? With my argument being
that, while being a sound business decision; outsourcing these valued cultural products
diminishes their value and intention of being a cultural product. Many smaller developers
attempt to re-establish the Japanese video game industry on the grounds that it did years ago.
Thus furthering the question of, do developers and creators like Inafune have to fear losing the
recognition of their cultural products in a western-dominated market, or should they just have
As Izushi and Aoyama point out; in Japan, there was a mainstream acceptance of comic
books and animated films by both children and adults alike that transferred well into the video
game industry. That being said, the United Kingdom and United States didn’t benefit from the
same amount of mainstream acceptance (Izushi and Aoyama, 2004, Pg.1857). Which helps
explain a bit of how change took place between the first title in the Devil May Cry series, and it’s
currently in develop entry, DmC. DmC is different in how, while it stars the series star, Dante. A
mercenary dedicated to killing demons. The look of the star has changed, reflecting the cultural
adoption that the series has undergone. Dante for many years has maintained the same image
seen in Figure 1. Inspired by magna characters, Dante is stylish and cool, permeating this very
strong and smug attitude. In keeping with Japanese tradition, Dante wears red, which is the
2|P age
colour indicative of heroism in Japan. Much to the surprise of many of the series fans, the
franchise was outsourced to the England-based Ninja Theory studios. Gone is the heroic red and
the magna influences; what is left is a character that resembles a punk-rock star from the 70’s;
Figure 1 Figure 2
What differentiates the Japan-based version of Dante seen in Figure 1 from the version
designed by the England-based Ninja Theory in Figure 2 are the influences. In looking to create
more success for western audiences, Capcom has let their franchise be outsourced to a western
Consalvo is correct, in her article she uses the example of Final Fantasy, but as is
illustrated with DmC, there is not much which has changed, and in fact, the examples of cultural
outsourcing have increased. The question now is, is this outsourcing of cultural products a
3|P age
culture is a financially viable option, and yet as a cultural product, it’s arguable that these games
suffer from losing the cultural context that makes them such representations of the country they
originate from. As Inafune stated in the intro to this paper, the Japanese market is dying, and it’s
only in seeking cooperation with the west, that these companies stand to make a profitable
success in the market. It’s ultimately about authenticity, and as Inafune states, the Japanese
developers are adding western based traits to these properties in an effort to make that claim of
authenticity to that culture, to look into defining the term of “Authenticity” it can be defined in
“Authenticity, like ‘creativity’ and ‘entrepreneurship’ does not inhere in the object,
person, or performance said to be authentic. Rather, authenticity is a claim that is
made by or for someone, thing, or performance and either accepted or rejected by
relevant others” (Peterson, 2005, p.1083)
The problem with gaining this authenticity is that in the process it loses authenticity.
Japanese gamers and fans of the Devil May Cry series see this as a dramatic departure from the
idea of which this character came to represent. He was inspired by magna, and created as
representing traits of a Japanese hero. He now however comes across as someone who belongs in
the Sex Pistols, carrying the aesthetics of British Punk-Rock. It’s a claim made by Ninja theory
that I find is interesting, as those who see this are making it known that they see it as a claim that
they reject. It will be interesting though, as DmC has not been released and if this rejection
carries over, it may diminish sales all together, which will stand to prove that Japanese game
Sarah Thornton discusses the details of a “currency of cool” by describing how subculture
capital is a means to how cultures acquire certain aspects of knowledge and commodity. By
doing so, they represent their subculture and raise their status by helping differentiate themselves
from the mainstream and other subcultures (Thornton, 1995, pg.124). Dante is a brooding punk
boy in DmC not simply out of a creative decision regarding the character, he’s been remodelled
4|P age
and redesigned to fit western audiences, and this is arguably a shame. As many fans, and gamers,
have come to see a character like Dante for who he truly is, and for the cultural values he comes
to represent. The gaming market is attempting to create higher points of entries into newer
markets, but as is the case with a game like DmC, we’re shown that the original cultural values
While DmC is an example of a Japanese cultural product that is being adjusted for western
audiences, there are still games that adhere to the ways of making games in the East, and stand
tall in the vast sea of western outsourced products. Two titles worth mentioning are Bayonetta
and Demon Souls. Two titles, which in the last year or so, have become a critical and commercial
success in the market; due to their strict abidance to the Japanese method of game development.
This abidance rewards them in a way that shows to the industry that there are some marketable
aspects to the Japanese gaming market and that not all franchises belong in the western view of
authenticity.
Houghton recognises what many others have. That in a crowded market of westernized
Japanese products, a game like Bayonetta is proud to represent just what Japanese gaming is all
about. It’s representative of the Japanese culture by keeping true to its virtues and methods of
video game development. One look at the game in action and one would agree with Houghton
and his statement. Your screen is filled with tons of enemies at one time, and your odds of
survival seem slim but as is the case with any Japanese game, it provides you with a moment to
win over the overwhelming odds in a stylish and often times innovative way. That’s what gave
5|P age
the Japanese industry such a strong position in the early days of the industry, and yet over time it
seems that the innovation is seen to be in the eyes of Western developers who simply conform
Japanese properties to the traits of their own. Why Bayonetta succeeds, is that it is
Western developers; it works as a challenge to what they’re presenting. It takes the values of
Japanese game development and uses it to showcase what Studios like Sega (and the later
Called one of the "first truly great Japanese RPGs of this generation, and certainly the most
remarkable" (Kollar, Game Informer). Demon Souls was developed by From Software, a
Japanese developer. Known for its extreme difficulty, but due abidance to a strict rule of learning
through negative reinforcement; Demon Souls (like Bayonetta) is another showcase example of
game developers not paying attention to the mainstream trends of the western industry, and
instead focusing on creating a game that appeals to gamers on a approach that while strict, is
meant to showcase just how video games don’t need to rely on outsourcing and globalization to
find success.
What’s remarkable (and ironic) about Demon Souls is that it has won universal acclaim in
the west by refusing to conform to its own standards. This showcases that a culture of gamers
still respect and appreciate the cultural products that Japan has to offer, and are willing to reward
these products when appropriate. This isn’t to say that Western developed games like Call of
Duty, Halo, and Madden aren’t still dominant on the sales charts. In fact, it’s somewhat ignorant
to not look at why the Japanese developers wish to outsource a majority of their products. That
being said, Demon Souls stands to prove that originality and an intense dedication to the craft of
6|P age
The question now is, what does Demon Souls and Bayonetta stand for? I’d argue that they
aren’t just a last defence of a decaying market. Rather, that they are trying to do what made
Japan so successful in the first place. As Izushi and Aoyama said, Japan embraced the comics
and animated films into their mainstream long before Europe or North America did. They
embraced that part of the culture that made games so significant long before western developers
got a crack at it. What these developers do by sticking to conventional Japanese development
standards, is that they are trying to ignite the industry in the same way as done prior. While this
could appear redundant, it’s arguable otherwise. There’s a market for games that carry a
Japanese identity in their development style. Even in the U.S. gamers clamour for games that
Japan produces exclusively. On the 25th anniversary of Mario, it was announced that Japan was
getting exclusive Mario items that no one else was getting. Gaming blogs and websites in the
U.S. went rampant with uproarious demands that these come stateside, demanding that this
Japan-exclusive collection of anniversary items, knick-knacks, and games come to the West. So
while Inafune proclaims that the only successful way for the Japanese gaming market to stay
alive is to conform to western standards; that’s arguably not the case. There is a demand for
Japanese products that circumvents the more dominate demand for outsourced products.
Consalvo argues that the history of global collaboration between Japan and the West has
“either [been] a competition or collaboration” (2006, Pg. 119). I agree with Consalvo. The
Japanese gaming industry is divided between those who accept the West as a partner and those
who see potential in the products that they can sell a game regardless of how authentic it is to
western culture. Japan is locked into this global media culture that is pressed to divide the
cultures industry into two halves. While arguably some people wish to see Japan as having a
dying industry in video game development, I’d argue that it instead is one of the few countries
7|P age
that can support itself in this global media culture. Even as Consalvo states, many scholars
approach global media analysis from the “West as the dominant culture” view,
Many global media scholars have moved beyond the more simplistic
model of cultural imperialism to explore instances of national or
transnational cultural flows (or dominance) that go beyond ‘West-rest’
and focus on sites such as inter-Asian markets, including Japan’s
successful exportation of its popular culture to countries including
Taiwan (Ching, 1996; Su, 1999) and South Korea (Iwabuchi, 2001).
However, while these examinations of transnational cultural to leave
in place dominant systems of thought that privilege the West –either
analysis examines ‘West-rest’ and tries to incorporate evidence of
resistance (which is surely there), or the West is set aside, and
combinations such as ‘Japan – East Asia’ are read through.
Explorations of these new configurations often find evidence of
dominant and submissive partners, with the dominant often compared
to American or western culture in its capitalist or modernist attempts
to control other cultures. But although the
West is explicitly absent from the reading, it implicitly returns, either
through the naming of a country that is ‘modern/western in disguise’
such as Japan, or the setting aside of the dominant term which leaves
its dominance uncontested. (2006, Pg. 122).
Outsourcing Japanese products, as is the case with DmC is a controversial move that has
garnered much criticism from fans. Not just because of the character redesign, but what that
represents. Japanese players are seeing a cultural product change so that a game can sell more in
the higher selling western markets when Dante can serve to be an incredible Japanese product.
The red herring of the western markets turns developer’s attention to cracking that market, and
instead of doing what Demon Souls or Bayonetta does by simply doing what their industry has
successfully done for years. Video games stand to become more and more prominent in
academic studies, popular culture, and politics. While we may see the west as the dominant
force, it doesn’t need to be. These perceptions of dominance are self-induced, and serve but to
reinforce a growing trend. Gaming became popular in countries like Japan, and in growing up, I
found myself attracted to the trends and designs in Japanese games. Even at a young age I
acknowledged the artistic merits of such titles, and clamoured for more. There are still others like
me, those who appreciate the Japanese games for what they are. Outsourcing these titles not only
8|P age
devalues the cultural significance of these titles, but encourages this process further. In the end,
time will tell if Japanese developers will follow the path of people like From Software or follow
Capcom. This division, while immense, cannot carry on forever. The creativity and
inventiveness of the industry is bound to make something that attracts the attentions of gamers
without the code leaving Japan. It’s only a matter of waiting, and watching.
Sources Cited
Consalvo, Mia (2006). Console video games and global corporations : Creating a hybrid
culture. New Media Society 8: 117
Crawford, G., & Rutter, J. (2006). Digital games and cultural studies. In J. Rutter & J. Bryce
(Eds.),
Understanding digital games (pp. 148-165). London: Sage.
Izushi, Hiro and Aoyama, Yuko (2006). Industry evolution and cross-sectoral skill transfers: a
comparative analysis of the video game industry in Japan, the United States, and the
United Kingdom . Environment and Planning A Vol: 38 Issue: 10 Pg: 1843 - 1861
Thornton, Sarah (1995). Music, Media, and Subculture Capital. Polity Press.
How Gritty Western Obsessions Are Murdering Japanese Games , Gamesradar. Retrieved at:
http://www.gamesradar.com/f/how-gritty-western-obsessions-are-murdering-japanese-
games/a-20100429161629109027
http://www.neoseeker.com/news/14224-capcom-japanese-gaming-market-in-danger-of-fading/
9|P age
Phil Kollar (2009-10-20). "Game Informer Demon’s Souls Review - From Software Gives RPG
http://gameinformer.com/games/demons_souls/b/ps3/archive/2009/10/20/review.aspx.
Retrieved 2010-11-03.
10 | P a g e