Famicom
and Its Age by Masayuki Uemura, Koichi Hosoi, and Akinori Nakamura.
A research paper written
based on the industry-academic public game archive project implemented in 1998.
After an initial boom around video game
technology developed in the area of MIT, Nintendo enjoys 20 years of hegemony
after the North American video game crash of 1983. Vannevar Bush’s memex,
Engelbart, Alan Kay, and Papert are drawing a digital evolutionary history.
Truly Interesting.
The
history of video games is an accumulation of the excitement that made business
and society, by combining things and technology, content and culture. This is
a document of the highest order, and I
certify it as a textbook on media theory.
I was once asked, “Why
weren’t companies like Apple, Amazon and Google born in Japan?” No, no, they
are all mimicking Nintendo. It is a model that suppressed technology and
content, and controlled circulation. And that circulation changed into the
internet.
Nowadays all you hear about is the failures of
Japanese companies, but this book presents a theory of success, specifically
why Nintendo and Japan have controlled the fiercely competitive game market,
and their continued hegemony in this sphere.
The first part, "The Birth of the Video
Game" written by Mr. Uemura, the man who birthed the famicom, is
especially valuable. I will provide an example.
· In 1964, Sharp and Canon
developed the LSI for the calculator and changed the world.
This caught the attention
of Nolan Bushnell of the Atari Corporation,
the fire in the US was ignited.
Originally it was
technology created by Japanese companies.
· In addition to Atari, US
companies like RCA, Coleco, Mattel etc. initiated a number of prototypes and
products.
In 1982 there were 76 LSI
game consoles from 14 different
companies.
It was a fiercely
competitive market.
The point is, why was the
Japanese influence of companies like Nintendo incorporated into these products.
· In 1982, Atari and Warner teamed up,
to develop games based on
Spielberg's Raiders of the Lost Ark and ET, which was supposed to be a
"guaranteed hit", but ended up being a big mistake.
The result was the North
American video game crash of 1983.
The responsibility fell on
Warner.
And the lesson was that
both development and administration, design, technology and management need to
be commensurate.
· When it comes to advanced
technology, Japan is not inclined towards home appliances or PC’s.
Children's toy companies
actively undertook the initiative in developing low-priced products.
More than development, the
real problem is administration.
· Nintendo was aware that
the LSI consoles were developed late, and that the market had become fiercely
competitive.
However, as early as the
80’s, already in the midst of confronting the falling birth rate, children were
more interested in radio cassette players than toys.
Nintendo recognized that
the market was moving to high-tech, so they broke into the video game &
watch industry.
In other words, they were
watching the market.
· The spread of PCs made by
companies like IBM had already started.
At the time, Nintendo was
sticking to the formula of low cost +
childs perspective + TV from the perspective of a Japanese style living room,
and
high-end + adult's
perspective + PC 's line.
· HUDSON, NAMCO, KONAMI,
TAITO etc. produced software for Famicon.
The difference with Atari
was the prevention of mass producing inferior products.
User trust in software
companies, strict evaluation / information exchange among users,
There was soil such as
software evaluation ability of distribution personnel.
· At CES in 1985, Nintendo
looked at the direction Commodore, IBM,
Apple of PC’s,
and became confident in the
market for home gaming console.
Before you knew it, the
market had become void of competition.
American made TV games expanded in
Japan, and then spread all over the
world. Video games are representative of Cool Japan. I want Japan to produce
more things like this. To that aim, this book is the perfect book to use as a
reference, it is a guide book for the future.
0 コメント:
コメントを投稿