PlatinumGames Discuss Their Goals And Philosophy With Nintendo’s President

By Ishaan . January 25, 2013 . 10:02am

In an Iwata Asks interview with Nintendo president, Satoru Iwata, two members of PlatinumGames—Atsushi Inaba (executive director) and Tatsuya Minami (president)—discuss the company’s goals and even talk a little about their hiring preferences.

 

On the subject of their goals, Inaba and Minami say that PlatinumGames want to be a developer that talks big and then delivers on its promises. To help achieve this goal and meet their quality standards, they prefer relationships with publishers where they are allowed to be responsible for their own products and take the necessary steps to put out high-quality games. Ideally, this arrangement would include being allowed to take as long to develop a game as necessary.

 

“If a large-scale company makes video games, there are all kinds of factors, like when profits need to be made and when something has to be released,” Minami says. “Then depending on the circumstances you start cutting corners somewhere and have to hurt the quality somehow. But we couldn’t stand that, so for that reason, as an independent developer, I want to make demands and be a group that makes things.”

 

Bayonetta is the game that helped shape PlatinumGames’ identity as a developer of quality action games, and that’s an image they wish to keep. The reason they can put out good action games, Inaba says, is because they have a team that has experience with the genre. Minami adds that 30 of the original PlatinumGames members who are still with the studio form the backbone, and are constantly passing their experience on to newer members of staff.

 

Since a blank slate is easier to thoroughly train in the PlatinumGames style, the company likes hiring new graduates. Every year, Platinum hires about ten new graduates and attempts to raise them into “people who will carry the gaming industry into the future”.

 

PlatinumGames are currently working on three known projects—Metal Gear Rising for Konami, and The Wonderful 101 and Bayonetta 2 for Nintendo.

 


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  • Samurai_Heart

    Really loves these Iwata Asks interview, really shows a side to the developers you would really not know.

    Thanks for the summary, and I recommend everyone to read these interviews as they are very entertaining and very insightful to the interviewee’s development and gameplay philosophies.

    • Yvonne Tsang

      It’s so refreshing to see a game company’s president get to know all these developers and the hardships they’ve had to go through. A lot of companies have communication issues because the higher-ups like being in their own bubble, but Iwata’s very patient and willing to know about the people who work under him. Respect.

      • https://twitter.com/Ni_Go_Zero_Ichi Project 2501

        Probably has something to do with the fact that Iwata started out in development himself (at HAL Laboratory, which is why he has such a close relationship with Masahiro Sakurai and Shigesato Itoi).

  • Blazkn

    Nice reading, and DAT ending…

    I’m prepared to rofl with Kamiya’s interview. Can’t wait!

  • Spirit Macardi

    This article actually warmed my heart… These are guys who TRULY care about games as a medium.

    Even the part about profits not being a main factor. It shows that they make the games that they want to make, and trust that people will see that dedication in the final product. This is pretty much the complete opposite stance that most long-standing companies have shown.

  • SirRichard

    I can’t wait for the Kamiya interview to be one question answered with “Nothing.” and just left at that.

    It’s an interesting interview, because you can see the approach they talk about through the things they’ve said and done over the years. They talk big but want to live up to it, which is why they actively apologised for the PS3 version of Bayonetta having issues and referred to it as a mistake where a lot of other devs would’ve excused it as being unfamiliar with the hardware. They don’t want to meet anything halfway, not even problems with their work.

    It’s a refreshing outlook on development, frankly. I’d like to see more Iwata Asks focusing on the developers themselves instead of any particular game of the moment, with all their collaborations and deals going on Nintendo have quite the opportunity to put the spotlight on a lot of devs.

    • https://twitter.com/Ni_Go_Zero_Ichi Project 2501

      Kamiya is literally the best at answering questions

      • https://twitter.com/#!/Ojsinnerz Firo_Prochainezo

        You do it

    • http://www.siliconera.com/ Ishaan

      Iwata: Kamiya-san, how were you exposed to games in your childhood?

      Kamiya: Ask your mom.

      Iwata: (laughs)

      Kamiya: :|

  • http://twitter.com/ValeFalkren Laer_HeiSeiRyuu

    I really enjoyed the interview, great summary Siliconera, I also enjoyed the one about the Wii U hardware, I hope they bring back Monolith Soft and the Zelda team for an Interview

  • z_merquise

    I really like the Iwata Asks interviews and Iwata doing one for Platinum Games is something I wanted to read.

    Looking forward to read for Kamiya. It’s surely going to be entertaining.

    Inaba: Later on, the company’s game business shrunk and I spent some time at a different game company, but then Capcom started recruiting developers for Resident Evil.

    Funny that he didn’t mentioned working at SNK.

    Atsushi Inaba, after his work with Irem, joined a small group of ex-Irem members and formed Nazca. That studio is more known as the creators of Metal Slug (noticed the name Nazca Corp. at the bottom in every title screen for Metal Slug 1-3?). After SNK acquired Nazca, he became one of the programmers for a Samurai Shodown game. I guess he really didn’t like working at SNK like he mentioned in an old interview.

    http://www.gamasutra.com/view/feature/130215/capcom__clover_over_and_over_.php

  • TrevHead

    A: Allowed to do their own thing without publisher intervension
    B: Staff who are the best at what they do and invest in their talent over the long term.

    Such basic and obvious concepts for a studio to produce good games that it’s so astounding that it’s a rarity in today’s AAA industry of over blown publishers and studios run more like a manufacturing plant than a gaming studio.

  • Gabriel

    All they need is to make an ASS cam on the game pad that keeps zooming on on Bayonetta’s ass, and let us poke her1

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