Patch notes:
Restored sixteen cut dance sequences
"Yoshi P and his team completely rebuilding the game from the ground up" was what made FFXIV good. Square Enix isn't an all-encompassing studio name referring to the same group of people.
バランワンダーワールド発売の約半年前にバランワンダーワールドのディレクターから外される業務命令が出されましたので、スクウェアエニックスに対して裁判所で訴訟を提起していました。裁判が終わり業務命令が現時点で効力は失われていると言う事ですので、お話したいと思います。
About half a year before Balan Wonderworld was due to be released, a work order was made to remove me as director, so I took Square Enix to court to appeal it. The trial is over and the work order has now expired, so I would like to talk about it.
ゲームとゲームファンを大事にしないスクウェア・エニックスは駄目だと思います。
裁判の資料によりますと、2つのポイントで私はバランワンダーワールドのディレクターから外されました。プロデューサー、宣伝担当、サウンド担当、担当取締役、人事部によって実行されました。
I think Square Enix are bad* for not respecting games or valuing their fans. According to the trial documents, I was removed as director based on two points. This was carried out by the producer, marketing director, sound director, representative director** and HR.
* general negative word, don't take it literally - it's often used when warning people away from things
** no real translation, more like "board member in charge"
一つはプロモーションでゲーム楽曲をYouTuberがピアノ演奏をして譜面を公開するとの事で、オリジナルゲームを出すのにアレンジされた楽曲を、しかもゴーストライターが譜面を書くのがおかしいと思い、オリジナル楽曲の譜面を出したいと主張した事でトラブルになりました
The first was that the promotion included having YouTubers release piano covers of the game music including the score. I thought it was strange to release an original game with an arranged score, having the score be written by a ghostwriter, so I insisted that I wanted to release the original game score.
もう一つは裁判資料によると、開発中に不具合が発生しているにも関わらず修正せずにアーゼストが提出してくる事に対して私が言った事や、ゲームを良くする為に私がコメントしている事でアーゼストとの関係が崩壊していると書かれていまして、それをプロデューサー藤本に大島が話をしたと言う事です。
Another point in the trial documents: I pointed out that bugs* had shown up during development, and Arzest had presented the game without fixing them, and I had made other comments intended to improve the game. The producer, Fujimoto, had complained to Ohshima that this had damaged the relationship with Arzest.
* not sure if singular or plural
** no real translation, more like "board member in charge"
もう一点、大島が藤本に宛てたメールで、「先ほどスタッフを集めて、体験版をずらす件を伝えました。「このご判断は藤本プロデューサーです。我々は藤本さんの為にも頑張りましょう」と伝えたところスタッフから拍手と歓声が起きました。想定外でしたので感動致しました。
最近、沈みがちだったスタッフに活気がよみがえりました。誠にありがとうございました。スタッフ一同、頑張らせて頂きます。」
との事ですが、スケジュールは私ではなくプロデューサーが決めるので関係ないですし、スケジュールがきついのはプロデューサーが決めた事です。何かおかしいですよね。
One more thing, Ohshima had sent a mail to Fujimoto saying "I just assembled the staff and told them we were delaying the demo. 'This decision was made by Mr Fujimoto. Please continue working hard for Mr Fujimoto's sake.' The staff then cheered and clapped. It was unexpected so they were very moved. It infused new energy into a team that was low on morale, and they really thanked us and kept working hard."
This was weird to me, because the schedule is set by the producer, not me. The producer was the reason that it was so right in the first place. Isn't something off here?
オリジナルゲームを出すのに、アレンジした楽曲の楽譜だけが世に出るのは、やはりよくないと思います。みなさんご存知の口ずさめるゲーム音楽があると思うのですが、それってゲームのオリジナル楽曲かと思います。
Of course, releasing an original game with only an arranged score is wrong to me. To me, game music that makes everyone hum along with it is the original music in the game.
ゲームは最後までいかに良いゲームにするかを努力して、ゲームファンの方々に買って頂いた時に楽しんでもらいたいと思って作る物だと思います。コメントしてくるディレクターを時間が足りないので、相談もなしに外して一切関わらせないと言うのはおかしいと思います。
I think when making a game, you should strive hard to create a good product which fans will buy and enjoy. When a director is making comments about the game, I think it's wrong to say that there's no time so we're removing you from the project with no consultation and completely cutting you off.
SNS等のリツイートやいいね等も禁止されていましたので、スクウェアエニックスはゲームファンの方々を大事に出来てないと思います。バランワンダーワールドの様々なコメントやとても素敵なイラストを書いて頂いたりと沢山ありましたが、私が何も出来なくて本当に申し訳なく思っています。
I was also blocked from doing likes and retweets on social media, so I think Square Enix isn't respecting the fans. I was seeing lots of comments and amazing drawings related to Balan Wonderworld, but I couldn't do anything about it.
私としては未完成のバランワンダーワールドを買って頂いたお客様には本当に申し訳ないと思っています。
今後はSNS等で、私のみにメンションやタグ付け等をして頂いた場合には反応が出来る事もあるかと思います。
I really want to apologise to all customers who bought an unfinished Balan Wonderworld. From now on, I think I might be able to respond if you just mention or tag me on social media.
ゲームを作っているのですから良いものを作る為の修正要望を出すのは当然の事だと思いますし、もしそれが出来ないのであれば話し合いをすれば良いだけだと思いますが、それが出来ないようです。ゲームを大事に出来ていないと思います。
I think it's obvious that if you're making a game, you want to make a good one so you send fix requests. If I can't do that, then even discussing it should be fine, but I can't. I think the game was not respectfully put together.
ソニックザヘッジホッグですが、マスターアップの2週間前にリング1枚でも持っていたら死なない仕様に変更しました。みなさんご存知のこの仕様にいたるにはやはりギリギリまでゲームをよくする事をしていたので、現在も世界中のみなさんに楽しんで頂けているのではと思っています。
For Sonic the Hedgehog, we were two weeks before mastering the game when we set it so that you don't die if you're holding at least one ring. Everyone knows this feature, but I was really working until the last minute to get it done so that people could enjoy it.
ギリギリまでゲームをよくするのがゲームクリエイターですしそれが出来ないようにすると言うのはやはりおかしいと思います。弁護士先生にお願いして、なんとか最後まで開発のコメントを出すだけでもと交渉しましたが、全く聞き入れなかったので裁判所で訴訟を提起しました。
I think a game creator should be working to the last minute to improve, and blocking that is wrong. I asked my lawyer to negotiate so that I could just send development comments but it was not granted so I had to go to court.
バランワンダーワールドはみなさんご存知のような結果と評価になっているのはこの件が大きく関係しているのではと思っています。自分で最初から作り出した作品がこの様な結果になっているのは本当に残念です。
I think that this is a major factor in why Balan Wonderworld ended up the way that you know it. It is truly a shame that something I invented from the ground up would end up like this.
私的には未完成作品「バランワンダーワールド」を世の中に出してしまった事が、本当に残念でなりません。色々な事を考えてアクションゲームとして世の中にきちんとした形で出したかったです。スクウェア・エニックスとアーゼストはゲームとゲームファンを大事にしない会社だと思います。
Personally, I think that Balan Wonderworld was released as an unfinished product, and that is shameful. I thought up many ideas and wanted to put out a polished action game. I think that Square Enix and Arzest are companies who do not respect games or value their fans.
It was done by the producer, head of marketing, head of sound, managing director, and HR
Another point in the trial documents: I pointed out that bugs* had shown up during development, and Arzest had presented the game without fixing them, and I had made other comments intended to improve the game. The producer, Fujimoto, had complained to Ohshima that this had damaged the relationship with Arzest.
Initial translation. It's very much a rush job, so any Japanese speakers can feel free to correct my translations where needed.
My everyday life is lived in Japanese. I didn't make this thread under a weird pretense to shit on Yuji Naka or Square ENIX.This is a long Twitter thread and he goes into details at points. Please wait for a translation before basing opinions on the small snippet in the OP.
I... feel like we are missing A LOT of context as to how this actually went down
Unironically would love this
I don't care much for Square Enix as a corporation, but I also don't care much for Yuji Naka. I don't appreciate the fact that his career and influence was inflated by the failure to recognize the generous contributions of the other people who created Sonic and I while I've enjoyed a few of his games beyond the Sonic ones he worked on, I think he has repeatedly shown trouble executing his vision for the game and his repeated feuds with different publishers paint him in a less than favorable light.
Sure, just addedThanks for the translation. I appreciated the effort.
ZeroDS May I request for a threadmark to Kanhir's translation post?
Oh, it wasn't aimed at you, apologies for not being clear. I was more going for the stream of hot takes in the thread up to that point.My everyday life is lived in Japanese. I didn't make this thread under a weird pretense to shit on Yuji Naka or Square ENIX.
Bloodstained was good, but lets be real, the kickstarter itself was a disaster. What we got at the end of the day wasn't from kickstarter funding, it was from outside investers.He's a reverse Koji Igarashi. Where Yuji Naka always wanted to be center stage and play blame games, Igarashi would always take time to mention the work of others, take responsibility for mistakes, and even be humble that they did the best they could given development timelines. Both would be credited by media journalist groups as "creators" of their games but only one of them would always mention the work of those who worked alongside him.
Only one of these developers has shined after leaving their parent company. It is not Yuji Naka.
And before anyone asks for my motivation here, I was looking for an excuse to post this picture. I do think the different outcomes of game developers associated with a company going on their own and having completely different trajectories in accomplishing that is fascinating, though.
Oh sorry. I read it wrong then. Apologies and thanks for the translation.Oh, it wasn't aimed at you. I was more going for the stream of hot takes in the thread up to that point.
And before anyone asks for my motivation here, I was looking for an excuse to post this picture. I do think the different outcomes of game developers associated with a company going on their own and having completely different trajectories in accomplishing that is fascinating, though.
Bloodstained was good, but lets be real, the kickstarter itself was a disaster. What we got at the end of the day wasn't from kickstarter funding, it was from outside investers.
someone is TLing now
"Square Enix" is a bit of an overarching term here.
"Yoshi P and his team completely rebuilding the game from the ground up" was what made FFXIV good. Square Enix isn't an all-encompassing studio name referring to the same group of people.
I love that even Miyamoto has a "what the fuck am I doing on this list?" look in his picture.Discounting Yasuhara's contributions to Sonic is just the norm unfortunately. Google literally lists Shigeru Miyamoto over him when you search "creators of Sonic".
Rare to think of times where Sega themselves acknowledged him alongside Naka and Ohshima either, so the onus is on many.
On the other hand, the Yoshi games are also comparatively far less ambitious. They were pretty blasé despite the fact that they had clear design blueprints to work off of. Balan in comparison being a multiplatform 3D game, as a completely new IP and concept with more of a visible budget than their previous works, is a big leap compared to their already unremarkable portable games that had been their stock and trade up until that point. It's easy to believe that from a developer perspective they were being put into a position of punching above their own weight.I'm sure Yuji Naka truly believes his design ideas were brilliant and the only reason they didn't work was because Arzest wasn't a good enough team to bring his ideas to life. People may not love the Yoshi games Arzest made over the years, but they're masterclass compared to Balan so I don't think that argument holds up.
Probably the best angle, yaPlaying the smallest violin for Naka considering the stories out there, I can certainly buy the narrative of "everyone involved sucks" though.
People here that actually believe that Balan turned out to be an unfinished mess because Yuji Naka is some kind of idiot hack and not because Square Enix gave to this project some shitty tiny budget just as they do with basically every third party side-game are out of this world.
And then some. He liked Geist Force so much he was wanting to FIRE theyre studio just to steal their engine for Sonic. Wouldnt work with them, do collab work or share credit. Just wanted to prop his portfolio on their work.Square could certainly be to blame. That said, Naka was an amazing programmer but has a very checkered history as anything else.
Damn. Really puts another perspective on Peter Moore's "tell Yuji Naka to go fuck himself".Naka is anything but genuine. He was known in the industry for talking shit about western devs directly on their faces but doing it on Japanese so they couldn't understand him. I'd wait to see how this lawsuit ends before we say who's right and who's at fault.
Yuji Naka Killed "Dreamcast's Star Fox", Says Former Sega Producer
"I'm going to tell the truth, and if it comes back to bite me, so be it"www.nintendolife.com
Yeah, it's surprising the Game was announced in 2018 and in the trailer mentioned 2019 release lol. If they stuck with that game until now, I have really wonder about this one, Their failings seem like different things. LIke I'm just reading on Yuji's history and with that recent chain of tweets, doesn't really paint him in a better picture than he thinks it does but much worse since it sounds like lack of self reflection. Like the part about the breakdown in relation to complaints is totally exactly that and then goes on about other aspects of SE which in that case ,more people within the organization seemed to have issues and thats not even reading through the whole past for which has repeated behavior. It's like that saying, You run into an asshole in the morning, you ran into an asshole. You run into assholes all day, you're the asshole.Let's be fair, Babylon's Fall was Platinum being unprepared to make the kind of game they wanted to make and Square basically went "we can't keep throwing money at this".
I want to say I remember reading that literally every internal team at the time had at least a few staff members pulled into helping right that ship. That was definitely an all hands on deck team effort.Not entirely true. Square actually pulled a SHITLOAD of staff off of other projects, including Versus XIII, to work on the A Realm Reborn project. It was an absolutely massive
Basically where I'm at on this.Playing the smallest violin for Naka considering the stories out there, I can certainly buy the narrative of "everyone involved sucks" though.