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JIPDEC Info】rmatization Quarterly 1998 VideoGameIndustryinJa JIQNo.113 '・'・.● ●1・ a`

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Page 1: New Quarterly - JIPDEC · 2013. 2. 6. · newgames.Thusevenfromthe viewpointofcreatingJapan'sgame industryframework,thereisgreat influencefromNintendo'ssuccess withNES. Thegamesoftware"SuperMario

JIPDEC

Info】rmatization

Quarterly

1998

VideoGameIndustryinJapan

JIQNo.113

'・'・.● … ●1・ ・ ● ・ …

a`

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Page 3: New Quarterly - JIPDEC · 2013. 2. 6. · newgames.Thusevenfromthe viewpointofcreatingJapan'sgame industryframework,thereisgreat influencefromNintendo'ssuccess withNES. Thegamesoftware"SuperMario

JIPDECInformatization

Quarterly

1998

JIPDECInf()rmatizationeuarterly

(JIQ)ispublishedquarterlybytheJapanInf()rmationProcessingDevel-

opmentCenter(JIPDEC),Kikai

ShinkoKaikanBldg.,3-5-8Shiba-

kocn,Minato-ku,Tokyo105Japan.

Publisher:HiroshiIkawa,Prcsident

Editor:YujiYamadori,Director

Research&International

Affairs

JIPDECisanon-profitorganizationfbundedin

1967withthesupportoftheMinistryofInterna-

tionalTradeandIndustry,theMinistryofPosts

andTelecommunicationsandrelatedindustry

circles,fbrthepurposeofpromotinginformation

processingandtheinformationprooessingin.

dustryinJapan.

NOTE:Theopinionsexpressedbythevarious

contributorstotheJIPDECinformatization

Quarterlydonotne㏄ssarilyreflectthoseviews

heldbyJIPDEC.

CONTENTS

FromtheEditor

1.

II.

III.

DevelopmentoftheJapan's

VideoGamcIndustry

TheSuccessofSony's

1

PlayStation

3

ThePresentStateofJaphn's

VideoGameIndustryand

RecentIssucs

11

17

Copyright1998byJapanInformationPro㏄ssing

DevelopmentCenter.

Nopartofthispublicationmaybereprodu㏄d

withoutwrittenpermissionofthepublisher.

TranslatedandPrintedbyDHCCorporation

PrintedinJapan,March,1998.

顔 藷慾 螢iご蒜J繍 No.113

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FromtheEditor

PCshaveinfiltratedintovarious

fields,andtodaywiththewelcoming

oftheopennetworkerawhichisfb-

cusedontheinternet,notonlythc

infbrmationthatdistributesvarious

media,butthcmaterials,calledcon-

tents,isalsobeingregardedessential.

Namely,comparedtosoftwarethat

pointstoaquantityofinfbrmation,

contentsareusedinabroadmeaning,

fromstrips,suchasonepictureor

onetextline,toacollectionofin-

f()rmation.Inthiscontext,muchof

themediaisdigitalized,andwiththe

arrivalofthemultimediaera,infbr-

mationissentandreceivednotonly

withsoftwareuse,butatvarious

materiallevcls,suchasthesounds

andimagesthatcomposeit,resulting

intheshiftoftheinfbrmationunit

frOmSOftwaretOCOntentS.

A晶idsuchasituation,contentsare

inthelimelightasanewbusiness.

Thecontentsbusinessisroughly

dividedintoproductionanddistribu-

tion・Incontents'production,there

isthetraditionalsoftwaredevelop-

mentdonebyconventionalsoftware

vendors,buthomepageproduction

ontheinternetisalsorecentlybeing

establishedasanewbusiness.

Majorcomputervendorstakeac-

countofcontentsasapromisingnew

busincss,andaredevelopinghard-

ware,suchasequipmentsandmate-

rialsnecessaryfbrprovidingthe

contents,andcontentsasawhole.

Inotherwords,theydevelopthe

gamesoftwareandedutainment

softwareasanextensiontocomputer

softwaredevelopment.Onone

hand,thedistribUtionofcontcnts,

suchasgamesoftware,isbeinghan-

dlcdatconveniencestores,gaining

popularityamongPupils.Dis-

tributingcontentsviatheinternetis

alsoveryprosperousnowadays.

Gamesareprobablythemostfami1-

iartypeOfmultimediathatinfiltrated

intohouseholds.Uptonow,many

householdvideogameshavecome

out,butthethreemachines,Sony

ComputerEntertainment's32-bit

machine"PlayStation",SEGA's

1 皿QNo.113,1998

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``SegaSaturn",andNintendo's64-bit

machine``NINTENDO64",andthe

portable``Gameboy"arethepresent

mainstream.Thesegamemachines

maderemarkableprogress,dueto

three-dimensionalexpressionbyus-

ingCD-ROMsandpolygons.

Furthermore,themovementofusing

thenetworkfbrgamesisaccelerating

withtherapidpopularizationofthe

intcrnet.Inotherwords,peoplearc

enjoyingcommongameswithpart-

nersotherthancomputcrs,and

communicationwithother「partners

thatplaythesegamesisbriskingup.

Inthefuture,thespreadingofPCs

andthemagnificationofnetworks

willmostlil(elyincreasethegame

populationveryrapidly・Also,the

shiftfromCD-ROMtoDVD-ROM,

therealizationof3Dprocessingwith

personalcomputersduetothead-

vancedresearchahddevelopmentof

3Dtechnology,andtheprogressin

virtualtechpologywillrealize

minutedescription,insertionofneat

soundeffects,andrefinedstories,

makinggamesamorerealisticand

real-experiencething・

Thiseditionfeaturedhousehold

videogames.Inediting,wCwere

allowedtopartiallyusethewhite

paper,publishedbytheComputer

EntertainmentSoftwareAssociation

(CESA),andwereceivedsomegood

advicefromCESAaswe11.We

w・uld'1ik・t・ ・xp・ess・u・g・atit・d・

here.

Wehopethereadersfindthisuscful.

YujiYamadori

Director

Research&InternationalAffairs

JIQNo.113,1998 2

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1.1)evelopmentoftheJapan,sVideo

GameIndustry

1.1)evelopmentoftheJapan's

VideoGameIndustry

Japan'svideogameindustryisa

leadcrinbothgameequipmentand

gamesoftware,andpresentlyprides

itselfworldwideasJapan'sbignamc

industry.Hereisahistoricalsurvey

ofthedevelopmentofJapan'svideo

gameindustry.

1.1.TheSalesofNintendoFamily

Computers(NintendoEnter・

tainmentSystem)

NintendowasnotthefirstinJapanto

sellhouseholdvideogamemachines,

buttheJapanesevideogamemarket

wasopeneduponJuly15,1983with

the``FamilyComputers(NES)"that

wercsoldbyNintendo.Asalong-

establishedmanufactureroftoys,

Nintendo,snamewasfamous,espe-

ciallyincardgames,suchasplaying

cardsandHanafuda.Although

Nintendoisstillstronginsuchmar-

kets,thepresentNintendodoesnot

carrythatkindofimageanymore.

FamilyComputerscarryan8・ ・bit

CPU,withamaximumdisplayof52

colorsandamaximumresolutionof

240x256dots.Overseas,these

computerswcresoldinAmericain

October1985asthe``NintendoEn-

tertainmentSystem(NES)".The

nameNESisnot㎞owninJapan,

butwewilluseNEShereonfbrour

non-Japanesereaders.

Todifferfromothergameequipment

manufacturers,Nintendosetalow

priceonNESsoitcouldbebought

asatoyfbrchildren,andplanneda

stratcgyoftakingfirstpriorityover

popularizingtheequipmentasa

gamesoftwareplatf()rm.NESused

ROMcartridgcsfbritssoftwareme.

dia,whichwereproducedbyNin-

tendoondemandbygamesoftware

companies.Therefore,itwascon-

sideredgoodaslongasaprofitwas

3 JIQNo・113,1998

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madeoutofsellingtheseROMcar-

tridges.Butthen,thebiggest

providerofNESsoftwarewasNi.n-

tendoitself.

ConcerningthepointofROMcar-

tridgeuse,NEScomesoftheAtari

lineage.Atariisahouseholdgame

machinemanufacturerthatmadean

explosivehitinAmericafromthe

1970stothebeginningofthe1980s,

andtheirsalesexceededthoseof

.NESinNorthAmerica.Ataridis-

provedthecommonpracticeofone-

software-per-machinebymakingit

possibletoplaymanygamesonone

machinc.Atarihasdisappeared

fromthemarket,buttheirsystemis

inheritedontopresentvideogame

machines.

ThemethodofhavingallROMcar-

tridgesproducedandsupPliedexclu-

sivelybyNintendohasbeenf()1-

lowed,fromNESdowntoSuper

Famicom(SuperNES)andNIN-

TENDO64s.Asisdiscussedlater ,

SonyComputerEntertainmentalsois

entrustedbygamesoftwarecompa-

nicstoproduceandsupPlyallPlay-

Stationgameso丘wareCD-ROMs

exclusively.Therefbre,inthevideo

gameindustry,Nintendo'smethod,

JIQNo.113,1998 4

ofhavingthecompanythatproduces

theplatf()rmequipmentonwhichthe

softwareoperatesproduceand

supplyallgamesoftwaremedia,isa

firmlyestablishedbusiness.Thisis

anecessaryincomesource,ascollat-

era1,fbrequipmentmanufacturersto

providetheirproductsatalowprice

thatisnearlythecostofmanufac-

turing,andasaresult,playsabig

roleinexpandingthegamemachine

market.Italsohelpssoftware

companiesconcentrateonproducing

newgames.Thusevenfromthe

viewpointofcreatingJapan'sgame

industryframework,thereisgreat

influencefromNintendo'ssuccess

withNES.

Thegamesoftware"SuperMario

Brothers"thatstarredSuperMario,

oneofthecharactersinthepopular

software``Donkey'Kong",cameout

onthemarketin1985andwasa

greatsuccess.In1986,``Dragon

Quest"wasputonthemarket,cstab-

lishingaRolePlayingGame(RPG)

marketinJapan.In1987,theRPG

``FinalFantasy"wasintroduced.

ThesepopularRPGscameoutwith

sequclsoneafteranothcr,andplayed

animportantroleingamemarket

expanslon・

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NES,whichispracticallythefirst

generationofhouseholdvideogame

machinesinJapan,obtainedgreat

successdomesticallyandoverseas,

andasofSeptember30,1997,the

accumulatedshipmenttotals

amountedtoagrandtotalof

61,600,000machines;19,040,000in

Japanand42,560,0000verseas.

Accordingtothecensustakenin

1995,thenumberofJapanesehouse-

holdswas44107856andwhencal-,,,

culated,thesaturationlevel(number

ofdomesticshipments/numberof

Japanesehouseholds)ofthesema-

chineswasapproximately43%.

TheaccumulatedtotalsofNESsoft-

wareasoftheendofSeptember

1997amountedtoagrandtotalof

500,020,000;225,860,0000f1,047

typesdomesticallyand274,160,000

0verseas.

1-1ShipmentofNES,SuperNESandNintendo64

(×1000)

45,000

40ρ00

35,000

30,000

25ρ00

20,000

15,000

10,000

5,000

0

囲JAPAN

聞RestofWodd

SuperNES

5 JIQNo.ll3,1998

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(×1000)

1-2.SoftwareShipmentofNES,SuperNES

andNintendo64

膠JAPAN

■RestofWorld

SuperNES

JIQNo.113,1998 6

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1.2.Introductionofthe16-bit

VideoGameMachine

Whentherearestrikingimprove-

mentsinhardwarefunctionsasa

gameplatf()rm,requiringachangein

gamesoftware,itisagreatchance

f()rtheothergamemachinemanu-

facturerstodriveoutcurrentmanu-.

facturersfromthemarkett6seizeit

丘)rthemselves.Thisisbecausethe

currentsoftwareassetcannotbeused

asis,andallmanufacturersare

placedatthesamestartingPoint・

ManufacturerswholosttoNintendo

withthe8-bitmachinegotahead

startinintroducingthe16-bitmachi-

nein1988toteardownNintendo's

stronghold.

OnNovcmber21,1990,Nintendo

introducedSupcrNESasthesucccs-

sortoNES.SuperNEScarricsa

16-bitCPU,withamaximumdisplay

of32,768colorsandaresolutionof

512x448dots.SimilartoNES,

ROMcartridgesareusedf()rthe

gamesoftwaremedia.However,

NESROMcartridgesareunusable

ontheSuperNES.SEGAEnter-

prises'MegaDrivealsosoldwell,in

itsownway,butwhatbecamethe

7

topbrandinthe16-bitmachinemar-

ketwasNintendo'sSuperNES,as

expected.AfteraU,theNintendo

grouphadmOreattractivegame

sofiwarethantheothergamema-

chinegroups..SuperNESand

SEGA'sMegaDrive,thetwo"big-

gies",'sharedthe16-bitmachine

market.SEGAisthegreatest

manufacturerofbusinessgamema-

chinesinstalledingamearcades,

thushadthestrengthoftransplanting

theirpopulargamesintohousehold

videogamemachines.

SimilartoNES,SuperNESin-

creaseditsshipm『ntdomestically

andoverseas,reachingaccumulated

shipmenttotalsto16,960,000ma-

chinesinJapanand29,740,0000ver-

scasasofthcendofSeptember1997.

Inaddition,theaccumulatcdship-

menttotalsofSuperNESgame

softwareamountedto193,440,0000f

1,393typesdomesticallyand

172,910,0000verseas.

1.3.Tothe32・bitMachineEra

The16-bitSuperNESmachinewas

weakindisplaying3Dimages.

Therefbre,itwasexpectedf()rthe

nextgeneration32-bitmachinesto

JIQNo.113,1998

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bemuchstrongerinthisfunction,

drawingaclearlinebetweenthetwo

jngamesoftware,fbracompletely

differentandnewmarketthatdidnot

dependonthe16-bitmachinesoft-

wareasset.Forthisreason,in1994,

notonlydidSEGAintroduceSEGA

Saturntothemarket,butMatsushita

ElcctricIndustria1,thehousehold

electronicsmanufacturerthathada

salesscopethatnogamemachine

manufacturercouldcompeteagainst

evenasagroup,putout3DOReal

toenterthegamemachinemarkct.

AndSony,Matsushita'srival,estab-

lishedasubsidiarycompanySony

ComputerEntertainment(SCE)to

enterthegameequipmentandsoft-

waremarket,andintroducedPlay-

Station.Nintendodidnotdevelop

any32-bitmachines,butproceeded

atoncewiththeirdcvelopmentof

64-bitmachines.

Matsushitadroppedoutquicklyfrom

the32-bitmachinemarket.Be-

causetheyreceivedcriticismthatthe

planncdsellingpriceof3DOwas

tooexpensiveasagamemachine,

Matsushitaloweredtheirprice,but

thegamemachines田lcostedtoo

muchtobereasonableandsalcs

weresluggish.Softwaredevclop-

JIQNo.113,1998 8

mentcompanieswouldnotkeepup

withgamemachinesthatdidnotsell.

Therefbre,Matsushita .Electricscan-

celedthesalesof3DOandpulled

outofthegamemachinemarket.

Thiswasaperfectexamplethat

showedthatthecommonknowledge

ofhouseholdelecronicsmanufactur-

ersmakingaprofitonequipments

wouldnotbeacceptedinthegame

machinemarket.

Ontheotherhand,SCEsetalowand

aff()rdablepriceonPlayStation(PS),

andsetupanenvironmentf()reasy

devclopmentbyreleasingtheneces-

sarylibrariesandtoolsforPSsoft-

waredevelopment,urgingPowerfUl

softwarecompaniesoftheNintendo

groupto``transfer"toPS.BesidesthefactthatNintcndodidnotputout

a32-bitmachinc,SCE'smcasures

f()rwinningoversoftwarecompanies

wereverycffective,andpowerful

softwarecompanicsthatbuiltare-

putationwithNESandSuperNESshiftedtothePSgrouponeafteran-

other.AndbecausethcsepowerfUl

softwarecompaniesstartcdselling

sequelsofpopUlarSuperNESsoft-

warefromthePSgroup,manygamc

fansofsuchsoftwareshiftedfrom

NintendotopurchasePS.

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Inthisway,notjustwiththeattrac-

tive32-bitgamemachineso丘ware

thatmadefulluseof3Dimages ,but

bytakinginstronggamesoftware

companiesintotheirgroup,selling

low-grademachineswithapartial

omissionoffunctions,andmaking

thegamesoftwaremediumaCD-

ROM,SCE'sPSattainedahigh

positioninthegamemarket,and

theiraccumulatedshipmenttotalsas

ofFebruary5,ユ998rcachedatotal

of30,000,000machinesworldwide;

10,650,000inJapan,10,750,000in

NorthAmericaand8,600,000in

Europe.Inaddition,theiraccumu-

1atedtotalsf()rsoftwareshipment

totaled199,000,000asoftheendof

1997,with90,000,0000f1,150titles

inJapan,59,000,0000f380titlesin

NorthAmerica,and50,000,0000f

400titlcsinEurope.

AsfbrSEGA's32-bitmachineSE-

GASaturn,theaccumulatedship-

menttotalsasoftheendofMarch

1998reachedroughly5,600,000ma-

chines,approximatelyhalfofPS.

Thedomestic32-bitmachinemarket

isbeingsharedbetweenPSand

SEGA.However,thcovcrseas

salesperformanceOfSEGASaturnis

notfavorable,andtheyannounced

recentlythattheywerepullingout

fromtheNorthAmericanmarket.

Competitioninthegamemarketis

nowseenasabattlebetweenPSand

NINTENDO64,andSEGAisnow

putatagreatriskofdropPjng、outof

themarket.

1.4.NINTENI)064

Bccauseofthedelayinthedevelop-

mentofhigh-qualitygamesoftware

f()r64-bitmachines,NINTENDO64,

lateonthemarket,wasfinallyputon

saleJUne23,1996inJapan.Itwas

putontheoverseasmarketinSep-

tember.NINTENDO64carriesa

64-bitCPU・with・m・xim・mdi・pl・y

of16,770,000colors,anduscsa

ROMcartridgefbrtheirsoftware

medium.ComparedtoPS,which

builtupafirmpositioninthcmarket,

NINTENDO64isstrugglinginJapan

duetoitsverylimitcdnumberof

software,butisquitcequaltoPS

overseas.Nintcndoistakingthc

strategyofcarefullyselectingonly

softwareofthebestquality,against

PS'sstrategyofsellingahugemix-

tureofsoftware,whethergoodor

bad.Noconclusionscanbemade

yetonwhichstrategywillappeal

moretothecustomerinthefuture.

9 JIQNo.113,1998

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NINTENDO64'saccumulatedship-

menttotalsasoftheendofSeptem-

ber1997amountedto2,470,000ma-

chinesinJapanand9,030,0000ver-

seas.Theiraccumulatedsoftware

shipmenttotalsamountedto

8,640,0000f54typesinJapanand

23,300,0000verseas.

JIQNo.113,1998 10

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II.TheSuccessofSony,sPRayStation

1.PrimaryFactorsofPlay・

Station,sSuccess

Thefactorsthatleadtothesuccessof

Sony'sPlayStation(PS)wercNin-

tendo'sdecisionnottoputouta32-

bitmachine,Sony'ssuccessinw・in-

ningovcrgamesoftwarecompanies,

andtheirrcvolutionizationofgame

softwaredistribution.Undoubtedly,

therewasalsodissatisfactionwith

Nintendo,whodominatedthegamc

industry.HerewewillverifyPS's

SUCCCSS.

1.1.PlayStationSales

Sony'ssubsidiarycompanyofgame

equipmentandsoftware,SonyCom-

puterEntertainment(SCE),wases-

tablishedonNovember16,ユ993by

integratingthedcpartmentwhichwas

developinggamesoftwareinSony

MusicEntertainment(SME),asub-

sidiarymusic-rclatedcompany,anda

partofSony'smanufacturingdepart-

ment.

Sonydevelopedthesoundsystemof

SuperNES.Theyconsideredput-

tingoutaSuperNEScompatiblema-

chinc,butdidnotcomeoutwithone

afterall.

SCEcameoutwiththe32-bitmachi-

nePlayStation(PS)SCPH-10000n

December3,1994.PScarriesa32-

bitCPU,withamaximumdisplayof

16,770,000colors,anduscsaCD-

ROMasitssoftwaremedium.The

primarydevelopmentalconceptofPSisinadvanced3Dimageprocessing.

SCEsoldthePSSCPH-1000atan

unbelievablylowcost,andindustry

partiesconcernedsaiditwaspossiblc'onlybecauseitwasSony.However,

itstillcostedmorethanSuperNES,

andthusSCEannouncedmodelswith

anomissionoffunctionsandcheap

modelswithoutaccessoriesinrapid

succcssion.Thestandardpriceof

thePSSCPH-7000(Refertothepic-

ture.)thatisprescntlybeingsoldis

18,000yen,roughlyhalfthatofthe

firstmode1,SCPH-1000.

1.2.MeasuresforTakingInSoft・

wareDevelopmentCompanies

SCE,undertherecognitionthatitwas

mostimportanttoprovideawide

varictyofsoftware,firstdecidedto

prepareanenvironmentf()reasy

11 皿QNo.113,1998

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softwaredevelopmentinordertotake

softwarecompaniesintothePSgroup.

Besidesprovidingsoftwaredevelop-

mentapParatusandmaterialsatalow

cost,theysupPliedagreatvarietyof

librariesandtoolsequippedwiththe

necessaryfUnctionsf{)rcreatingthe

games.Anduntilthen,assembler

wasusedasthedevelopmentlan-

guageofgamesoftware,.butPS

adoptedClanguage.

Furthermore,Nintendolimitcdthe

numberofgametitlespergamesoft-

warecompanysothequalityoftheir

gamesoftwarewouldnotbelowered,

butSCEdidnotaddanylimits,a1-

lowinggamesoftwarecompaniesto

createasmanytitlesasdesired.

Nintendomadequalitycontrolon

gamesoftwareveryharsh,usingthe

lessonlearnedfromthecasewhere

thehouseholdgamemachinemarket

ofAtari,whichmadeanexplosivehit

inAmerica丘omthe1970stothe

early1980s,disappearedcompletely.

Ataridisappeared丘omthemarket

becausealotofworthlesssoftware

wentoutonthemarket,andcon-

sumersperceivcdhouseholdgamesas

boring.Therefbre,Nintendolimited

softwarecompaniestheannualnum-

beroftitlestomaintainquality.

Nintendo'sattitudeinattaching

greaterimportancetosoftwarequality

thantoquantityhasbecomemore

distinctinNINTENDO64.Asfbr

SCE,aburgeoningpower,theyat-

temptedtoattractsoftwarecompanies

thatdislikedNintendo'scontrolby

denyingNintendo'swayofdoing

things.

SCPH-7000

JIQNo.113,1998 12

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1.3.RevolutionizationofGame

SoftwareDistribution

Therevolutionizationofgamesof卜

waredistributionwasanessential

factorforPS'ssuccess.Whilefol-

lowingNintendo'sexample,they

alsousedNintendoasanexampleof

whatgamemachinecompanies

shouldnotbe,utilizingtheir

strongcstareatothemaximum.

1.3.1.DissatisfactionWithNin-

tendo,sSoftwareDistribution

AlltheROMcartridges,onwhich

thcgame'softwaref()rNES,Super

NES,andNINTENDO64arestored,

arcmanufacturedandsoldbyNin-

tendo.Sincethesoftwareofthe

ROMcartridgesareprintedontoan

specificIC,itissaidtotakeap-

proximatelysixmonths,fromre-

ceivingtheorderfromthegame

softwarecompanyandarrangingthe

rawmaterials,toprintingthesoft-

wareandactuallyputtingtheproduct

ontothemarket.Manufactureof

thespecjficICwasoftcndelayed,

1cadingtoaninsufficientstockof

popularsoftwareexpectedtogain

greatsalessimultaneouslytoitsde-

butonthemarket,causingthesoft-

waretocomeoutlateonseveraloc-

casions.Inthisway,becausethe

makingoftheROMcartridgestook

somuchtime,thescheduleofpro-

ductioncouldnotbechangedasthe

occasiondemanded,andtherewas

literallynoadditionalmanufacturing.

Forthisreason,Nintendocouldnot

guaranteethearrivalofadditional

ordersmadebytheretailshops.

Furthermore,Nintendo,asalong-

establishedmanufactureroftoys,had

wholesalersthatovertheyearshad

becomeaclosely-knitcooperating

relationship,andNintendoorganized

thesewholcsalerssoNESandSuper

NESROMcartridgespassedthrough

thewholesalegrouptosupplythe

retailshops.

Inthisway,Nintendobuiltupasys-

temtocontroleverything,from

softwaredevelopmenttomanufac-

tureanddistribution.VゾhileSuper

NESoverwhelminglypossessedthe

market,itwaspossibletosupPress

.thedissatisfactionofgamesoftware

companies,butwhenthechoiceof

SCE'sPScameout,thiswasnot

possibleanymore.Also,thcwhole-

salegroupwhoassumedcontrolover

thcdistributionofROMcartridges

gainedpower,placingtheretai1

13 JIQNo.113,1998

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shopsinaweakpositionandcausing

theirdissatisfactiontogrow.

1.3.2.SCE,sSoftwareDistribution

System

LikeNintendo,SCEalsomanufac-

turesandsellsalltheCD-ROMs

storedwithPSgamesoftware,but

differentfromNintendo,theychose

themethodofsellingtheirCD-

ROMsdirectlytotheretailshops,

withoutpassingitthroughawhole-

saler.Here,theCD-ROMusedas

theirgamesoftwarerecordingmedi-

umdemonstratedgreatmerit.SCE

madetheirsoftwarerecordingmedi-

umtheCD-ROM,notbecauseofits

greatstoragecapacity,butbecause

theyconsideredtheeaseofmaking

useofSony'scurrentproductionand

distributionsystem.Byusingthe

CD-ROM,SonycoulduseSME's

music.CDproductionlinef()rpro-

duction,andSME'sdeliveryand

physicaldistributionsystemf()rsup-

ply.Furthermore,differentfrom

theROMcartridge,theCD-ROM

doesnotrequireanyspecialcompo-

nents,soitcanbemanufacturedata

lowcost,andadditionalproduction

accordingtothcorderreceivedcan

bedoneeasily.

SCErequestedretailshopstoplace

ordersbasedontheactualdemand,

producedandshippedCD-ROMs

accordingtothenumberoforders

Placed,anddidnotkeepexcessstock・

InthecaseofNintendo'sROMcar-

tridges,Nintendoonlyproducedan

initialquantity,sopricesplummeted

whenexcessstockwasleftoverdue

tomiscalculations,andausedgame

softwaremarketformedbecauseof

productinsuf丘ciency(Ex▲stenceof

theusedgamesoftwaremarketisa

bigprobleminthepresentJapancse

videogameindustry,asismentioned

later.).SCE'smethodofcontract-

ingdirectlywithretailshopswithout

usingwholesalerswasanepoch-

makingthinginthoscdays,andit

wasarevolutionindistribution.

Participatingintothemarketanew

andnothavinganytieswithtoy

wholesalerswcrewhatenabledSCE

totakesuchboldstrategies.

Inthisway,SCEguarantcedastable

supplyofsoftware,andperfectcda

productionanddistributionsystem

thatpreventcddrasticpricedrops・

RetailshopswelcomedSCE,andnot

onlytoystores,butplacesthatdid

nothandlegamesoftwareuntilthen

enteredintosales.

皿QNo.113,1998 14

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Inaddition,SCEproducedallPS

CD-ROMssoldoverseasatSony's

localfactories,andsoldthemthere.

However,sincethedistributionsys-

temdiffersaccordingtothecountry,

theyarenotusingthedirectdistribu-

tionsystcmusedinJapan.

2.ThePresentSituationofPS

Duetosuchmeasures,thesalesof

PSmachinesandnumberofgame

softwaretitlesincreasedsteadily.

Here,weshalllookattheaccumulat-

cdshipmenttotalsofPShardware

andsoftware.

2.1.PSShipmentTottils

PS,whichcameoutonDecember3,

1994inJapan,alsodebutedinNorth

AmericaandEuropeinSeptembcr

1995.Bytheendof1995,roughly

6neyearafteritsdebut,theaccumu-

1atedshipmenttotalsshowedatotal

of3,400,000machines;2,000,000in

Japan,800,000inNorthAmerica,

and400,000inEurope.Bytheend

of1996,thctotalsreachedatotalof

11,000,000machines;5,000,000in

Japan,3,600,000inNorthAmerica,

and2400000inEuropc,andshowed

arecord223.5%comparedtothe

yearbefore.Bytheendof1997,

thecomparisonratioshowedanap- 、

proximate100%increasefrom1996

at10,050,000machinesinJapan,a

187.5%increaseat10,350,000in

NorthAmerica,anda225%increase

at7,800,000inEurope.Theaccu-

mulatedsalestotalsinNorthAmeri-

caexceededthoseinJapan,andthe

grandtotalshoweda156.4%in-

creasefromtheyearbcfbre,at

28,200,000machines.OnFebruary

5,1998,theaccumulatedshipment

totalsworldwidebrokethe

30,000,000mark;10,650,000machi-

nesinJapan,10,750,000in.North

America,and8,600,000inEurope

(RefertoFiguresII-1andII-2.).

2.2.NumberofPSSoftwareTitles

andAccumulatedShipment

Totals

ThenumberofPSsofiwaretitlesas

oftheendofDecember1997is

1,150inJapan,380inNorthAmer-

ica,and400inEurope.Theaccu-

mulatedshipmenttotalsofsoftware

are90,000,000inJapan,59,000,000

inNorthAmerica,50,000,000in

Europe,reachingagrandtotalof

199,000,000(RefertoFiguresII-3

and・II-4.).

15 JIQNo.113,1998

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(×1000)

30,000

25.000

20,000

15,000

10,000

5,000

PSShipmentWorldwide

12000

10ρ00

8,000

6,000

4,000

2,000

囲Japan

団NorthAmerlca

口Europe

JIQNo.113,1998 16

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(×1000)

1.400

1-3.NumberofPSsoftwareTitlesinJapan

19983*

*estlmated

90,000

80ρ00

70,000

60,000

50,000

40,000

30COO

20,000

10,000

17 JIQNo.113,1998

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3.TheFairTradeCommis・

sionChargesSCEwith

SoftwarePriceControl

SCE'sso負waredistributionsystem

thatusedNintendo'sbadexampleto

buildandacquiregreatsuccessalso

wasnodifferentfromNintendoin

thewaytheycontrolledallprocesses

frOmmanUfaCturingtOSaleS.

Therefore,theyareinthepositionto

addpressuretotheretailshops・In

January1998,theFairTradeCom-

missionchargedSCEfbrhavingre-

tailersandwholcsalersselltocusto-

mersatthemanufacturer-suggested

retailpriceandstopusedsoftware

sales.FrCdemandedSCEtostop

resalepricecontrolandbindingdea1,

whichareprohibitedbytheAntitrust

Law.BecauseSCEflatlydenied

theFairTradeCommission'snotice

onthiS,thattheirnoticewasagainst

thefacts,thejudgmentprocessbe-

guninMarch.

SCE,fromtheviewpointofnotpos-

sessingexccssstock,regulatestheir

productionanddistribution,andif

SCE'scontrolofgamesoftwarepro-

ductionanddistributionisdeniedby

theFairTradeCommission,SCE

wouldreceivegreatimpact,and

thesystemf()rsoftwaredistribution

willalsochangedrastically.How-

ever,thedirectsalessystemthatwas

f()rmedbySCE,whichdeniedNin-

tendo'sdistributionsystem,isstill

beingsupportedbymanyretail

shops.

4.FuturePSStrategies

TherearemanyguessestowhatSCE

isconsideringfbrthenextgencration

PSmachine,buttheyarenotgiving

outanycomments,includingwheth-

ertheyareinthedevelopmentstage

ornot,anditseemstheyarcpresen-

tlyconcentratingonfurtherPSsales・

AlongwiththefactthatPSsoftware

wasnotpassedthroughexistingtoy

wholcsalers,thesoftwarewassold

notonlyatspecializedtoystores,but

atvolumesellersofhouscholdelec-

tricsandCDshopsaswel1,and

therefbrehadalargeclassofadult

purchaserscomparedtoNintendo,

butwererathcrweakinthemarket

fbrchildren.

SCEdoesnotthinktheyhavedone

allthatshouldhavebeendonewith

PS,andisthinkingthereisstillroom

f()rdevelopment,suchasinmarkets

centeredonchildrenandwomen.

JIQNo.113,1998 18

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Thisisbecausethemarketscaleof

thegameindustryisstillverysmall

comparedtotheotherindustries,and

thepieitselfisnotgettingbigger.

Mostpersonswhoplaygamesal-

readyhaveSuperNESandPS,andit

issaidthatthegamepopulationison

thestagnantsidenow.

However,SCEthinksthegame

populationwillgrowdependingon

thesoftware.Agoodexampleis

``DerbyStallion"thatcameoutinthe

endofJuly1997.Thisisapopular

softwarewithsalesthatreached

1,500,000intwoweeksafteritsde-

but.Itisasimulationgamein

whjchaderbyhorseisgivenbirth,

trained,andenteredfbrarace,and

manycustomersofthisclasspur-

chascdPShardwaretogetherwith

thesoftware.Furthermore,inthe

cndof1997cameout"Denshade

GO!",agamesoftwareforthevirtual

experienceoftrainoperation.This

gamestimulatedadultswhowanted

tobeatraindriverwhentheywerea

child,andsofarhasreachedthe

salesofapproximately800,000,and

thesoftware-exclusivecontroldevice

whichlookscxactlylikethereal

handleusedintrainoperationisalso

sellingwe11.

PShasnorivalsinJapannow,but

thepresentopinionofSCEistoen-

1argethegamemarketpie.

19 皿QNo.113,1998

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III.ThePresentStateofJapan,s

VideoGameIndustryand

RecentIssues

Thischapterintroducesthestatistical

dataofJapan'svideogamCindustry,

andgivesageneralsurveyonthe

prcsentstateandfutureofthevideo

gameindustry.

1.ThePresentStateofJa-

pan,sVideoGameIndustry

inStatistics

Althoughhouseholdgamemachines

aregenerallyknownbytheirabnor-

malgrowth,andarebecomingan

・・C・yd・yit・m,th・ ・ew・ ・n・c・11ec-

tionofstatisticaldataconcerning

hardwareorsoftwareuptonow.

The"1997CESAGameWhitePa-

per",releasedinJuly1997bythe

ComputerEntertainmcntSoftware

Association(CESA),isthefirstand

onlycollectionofstatisticaldataon

thehouseholdvideogameindustry.

CESAwasestablishedinAugust

1996withthepurposeofpromoting

ComputerEntertainmentSoftware

andcontributingtothesteadygrowth

ofJapan'sindustryandtheim-

provementofthelifeofthepeople,bydoingstudyandresearch,and

familiarizingandeducatingon

householdComputerEntertainment

Software.

CESAismadeupofcoopcrations

andindividualsengagedinthede-

velopmcntofcomputerentertain-

mentsoftwareandinthemanufac-

tureanddistributionbusinesses,and

mostofthemajorcomputerentcr-

tainmcntsoftwaredealersparticipatc

init.

CESAexecutesspecificworkonthe

fOllOwingmatterS.

(1)StudyandresearchonComputerEntertainmentSoftware

(2)PopularizationandeducationonComputerEntcrtainmentSoft-

ware

(3)Holdingexhibitions,trainingseminars,andstudymeetingson

ComputerEntertainmentSoft-

ware

皿QNo.113,1998 20

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(4)Exchangeandcooperationwithrelateddomesticandforeign

oganizationsonComputerEn-

tertainmentSoftware

(5)Otherrelatedwork

Thewhitepaperwaspublishedasa

partofthisproject,andweshallin-

troduccapartofitbelow.Now,

thisisthefirstever,andthuscannot

be・comparedwithanythingofthe

past・

1.1.TheMarketoftheEntire

VideoGamelndustry

Themarketscalcoftheentirc1996

vidcogameindustryofbothhard-

wareandsoftwareis858,099million

yen,andthetotalamountofdomes-

ticshipmentaccountsfor59.6%of

thistotalat507,369'millionyen,and

overseasexportsoccupy40.4%at

344,630millionyen(RefertoFigure

III-1・)・

1・2・HardwareShipments

Hardwarcshipmentin1996amount-

edto379,095millionyenintota1.

Japanoccupies41.5%thetotalat

157,201millionyen,andoverseas

exportsoccupies58.5%at221,894

millionyen(RefertoFigureIII-2.).

1.3.SoftwareShipments

Softwareshipmentin1996reached

472,904millionyenintotal,350,168

millionyeninJapan,and122,736

millionyenoverseas(exports).Ja-

panaccountsfor74.0%ofthetota1,

andoverseasexportsaccountfor

26・09・(Fig・ ・elll-4・)・

Lookingintotheshipmentpcrso丘 -

waretype,thcsoftwareshipmcntfor

hardwareof32-bitandhigher

amountsto293,680millionyen,oc-

cupying62.1%thetota1,30.4%fbr

softwarefbr16-bitmachinesat

143,648millionyen,and7.5%f()r

softwarefor8-bitmachinesat35,576

millionyen(RefertoFigureIII-4.).

21 JIQNo.113,1998

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皿 一一1.Hardware+Software

TotalOverseasShipment

344,630mi|lionyen

TotalShipment

851,999millionyen

TotalDomesticShipment

507,369miHionyen

・.・…、…・59.6%1・ .

口DomesticShipment

■Overs6asShipm8nt

皿 一2.Hardware 皿 一3.Sofヒware

TotalOverseasShipment

122.736mil|ienyen

TetelDomesticShipment

O.168millionyen

TotalOverseasShipment

221β94mi|lionyen

TotelShipment

379,095

miltionyen

TotalDomesUcShipment

157.201millionyen

JIQNo.113,1998 22

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皿 一4.ScopeofSofヒwareShipmentbyTypeofHousehold

VideoGameEquipment

ShipmentofSoftwarefor

8-bitMachines

351576mitlionyen

礁'

TotalSoftware

Shipment

472,904m川ionyen

ShipmentofSoftwarefor

16-bitMachines

143,648millionyen

ShipmentofSoftwarefor32-

bit(andabove)Machines

293.680milli◎nyen

口Softwarefor32-bit(and

above)machines

團Softwarefor16-bit

machines

■Softwarefor8-bit

machines

TotalSoftwareShipment

472,904millionyen

23 JIQNo.113,1998

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2.TheGameSoftwareIn.

dustryvs・RetailShops

OvertheSalesofUsed

GameSoftware

Salesofusedgamesoftwareisan

attractivebusinessforretailshops

becauseofthebigprofitmarginthey

wouldget.However,thisdisables

gamesoftwarecompaniesfromre-ceivingtheprofittheyusuallywould

begetting,andthuscannotbeig-

nored.Especially,inadditionto

high-functiongamemachines,the

developmentofsoftwarethatuse3D

imagescostsmuchmorethanbefbre.

Softwarccompanicshavcbeenpro-

hibitingretailshopsfromselling

usedsoftware,butthishasnotbcen

improvedata11.

SofromJanuary1998,thegame

softwarecompanies,withCESAat

thecore,bcganacampaigntowipe

outusedsoftwaresales.According

totheprospectus,gamesoftware

companiesarelosingthesalesoP-

portunityofover313,000million

yenduetothesalesofusedsoftware,

withoutreceivinganyrcturns,andit

isconcludedthatifsuchasituation

continuesintothefUture,enough

fUndsfordevelopmentwouldnotbe

collected,delayingthedevelopment

ofnewtitles,andunconsentedsales

andpurchasesofsecondhandsoft-

warewouldnoticeablyretardsub-

stantialgrowthofthegameindustry.

Accordingtotheclaimmadebythe

gamesoftwarecompanies,game

softwareareapPlicableto``screen

rights"(``Representstheuseofvisual

andaudioeffects,similartomovie

effects,andincludesworkthatisin

materialfbrm")inthcJapaneseCopy

RightLaw.Furthermore,movies

aredifferentfrombooksintheway

thatthedistributionrightsof``work"

areexclusivelyowncdbythccopy-

rightowncr,andsalcsfromscreen-

ingandvideosisontheprecondition

thatthesedistributionrightsexist,

andthisalsoapPliestothesalesof

secondhandvideos.Therefbre,it

wouldbeillegaltosellusedgame

so丘warewithouttheconsentfrom

thecopyrightowner.

Gamesoftwareisdigitalworkandis

notdegradedevenasusedsoftwdre,

sothegamesoftwarecompany's

complaintisreasonable.Howevcr,

mostofthegameusersarechildren,

andthepriceofnewsoftwareisnot

JIQNo.113,1998 24

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cheaptothem.Itisveryattractive

tobeabletopurchaseusedsoftware

f()radiscountedprice.Inaddition,

thecustomer'smoneythatisgained

fromsellingusedproductscanbe

allottedf()rthepurchaseofnew

software,sowecanalsounderstand

theclaimfromretailshopsthatthe

existenceoftheusedgamcsoftware

marketisnotalwaysunprofitableto

softwarecompanies.

SCEmadeadistributionsystemto

supplyonlythenecessarynumberof

newsoftwaresotherewouldbeno

needtosellusedsoftware.Ifthe

profitmarginofnewsoftwareis

greaterthanthatofusedsoftware,

retailshopswouldnotneedtosell

uscdsoftware.However,withthe

increaseinPSsoftwaretitles,the

salespertitleisfalling,andcom-

paredtoexpectations,thereisan

increaseinleftovers.Sincesoft-

warecannotbereturned,theaverage

profitmarginofsuppliednewsoft-

wareasawhole「isminimized.

Therefbre,retailshopsthatfbllowed

SCE'spolicyanddidnothandle

uscdsoftwarcuptonowbcganto

ventureuponusedsoftwaresales.

3.ThePocketMonstersInci・

dentandGameSoftware

InDeccmber1997,duringthebroad-

castofthechildren'sanimationpro.

gram"PocketMonsters",685view-

ersgotsickandhadtobetreatedat

thehospitaLThiswascausedby

brightcolorsblinkingrapidlyfbr

severalseconds・Inthisrespect,

gamesoftwarealsousesalotof

stimulatingimages.Thepossibility

ofthesamethingtooccuragaincan-

notbedenied,butnoproblemsof

suchkindhaveoccurredyet.Be-

causegamesoftwarecompaniestest

theirproductsmanytimesuntilcom-

pletion,anysymptomthatoccurs

duringthetestingstageisfixed,and

itcanbesaidthatsuchproblems

practicallywillnotoccurevenif

rules,cspeciallyonthemethodof

imageexpression,arenotmade.

4.ViolentContentsandGame

Software

Therearemanyfightinggames

amongPopulargamesoftware,and

manybrutalgamesaswell.Therc

iscriticismthatsuchgamesare

drivingyoμngboysandgirlsto

25 JIQNo.113,1998

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commitcrimes.Especiallyduring

thesefewyears,softwaregamesare

underseverecriticismbecauseofthe

atrociouscrimescommittedoneafter

anotherbyyoungboysandgirls・

Asisseeninthelegalob}igationto

installV-chipsintotelevisionsetsin

2dllnerica,thereisafUturepossibility

ofbeingpressedintodealingwith

thisprobleminsomeway.Sinceit

isnotcvidentthatthereisacausal

relationshipbetweenviolent,stimu-

1atingimagesandjuvenilecrimes,

thegamesoftwareindustryfbrthe

timebeingisnotmakinganyindus-

try-unifiedrulesonse}f-imposed

restraintinparticular,andeachcom・

panyisdealingwiththisproblemon

itsownjudgment.CESAprovides

ethicalcodeuptoapoint,butithas

nopenalty,andthus,nopracticality・

Gamesoftwarecompaniescreate

softwarewiththelicensefromthe

platf()rmgamemachinevendors・

Thegamemachinevendorinspect

thesoftware,basedonthelicense

agreement.SEGAeundertheir

stipulatedcode,inspectsso負warefbr

SEGASaturn,classifyingtheminto

threetypes,``Forallages",``18and

over",and"lncludesviolentmate-

rial",andputsasealontheso負ware

todisplaythetype・SCEdoesnot

haveanystipulatedcode,andupon

anoveralljudgmeht,putsonthesea1

``Thecontentsofthissoftwarecon -

tainviolentscenesandgrotesque

expressions".SCEonlyhasthis

onetypeofseal.AndNintendo,

sincetheyhavethepolicytomake

nosuchtypesofgamesfromthebe-

ginning,hasnocodefbrinspection・

5.TheFutureoftheVideo

Gamelndustry

Thecompetitionbetweenvideo

gamemachinesandPCsisoften

talkedabout,butfromtheviewpoint

ofplayinggames,SCEdoesnotsee

PCsasarivaltogame-exclusivema-

chines.Wedonotknowwhich

directionthehouseholdPCwillpro-

ceedinthefUture,andoneday,there

maybeaconvergenceintoonething・

However,consideringthefailureof

allthegamemachinesthatcontain

PCfUnctionsduetotheweaknessof

fUnctions,itismorearealityf()rPCs

tohavetheimageprocessingfunc-

tionofgame-exclusivemachincsand

tobestandard-equippedwithagame

controlpad.Butthcn,thecost

wouldbeaproblem.

JIQNo.113,1998 26

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Fromtheviewpointofthecompeti-

tionofcontents,gamesarenotthe

onlyrivaLMulti-channcldigital

TVbroadcastingisalsoathreat.

Andlately,fromtheviewpointof

timepossession,thereisalsothe

opinionthatmobiletelephonesand

PHSphonesaretherival.

Fromnowon,itisthoughtthat

games,suchasonlinefightinggames,

thatarelinkedtotheinternetand

databroadcasting,andutilizethis

interactivity,willacquirethemarket

moreorless.NintendoandSCE

arebothentercdinthesatcllite

broadcastingbusiness,andareready

f()rthegamesofthenextgeneration,

butSony'sunderlyingstrengthinthe

multimediabusinessfromhardware

tosoftwaremaybcdisplayedinthe

future.

27 JIQNo.113,1998

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BackIssuesofJIPI)ECInformationQuarterly

(FormerlyJapancomputerQuarterly)areasfollows:

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EducationforlnformationSocietyinJapan

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:EleCtronicCommercePromotionPr()jeCt

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Earthquake-

1996TelecomReform

MultimediaS㏄ietyIsComing-JapanHastoChange-

CarNavigationSystem

InformationSecurity-ThePresentandFuture-

MobileCommunicationsandAllaboutPHS

ThegthJapan-GermanyForumonInformationTechnology

RecommendationsforG7ConferenceandProgramforAdvan㏄dIndustrialIn-

formationInfrastructure

L

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No.99:

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TheComputerSystemandPatentInformationattheJapanesePatentOffice

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JapaneseISDN:PresentandFuture

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Page 34: New Quarterly - JIPDEC · 2013. 2. 6. · newgames.Thusevenfromthe viewpointofcreatingJapan'sgame industryframework,thereisgreat influencefromNintendo'ssuccess withNES. Thegamesoftware"SuperMario
Page 35: New Quarterly - JIPDEC · 2013. 2. 6. · newgames.Thusevenfromthe viewpointofcreatingJapan'sgame industryframework,thereisgreat influencefromNintendo'ssuccess withNES. Thegamesoftware"SuperMario

Page 36: New Quarterly - JIPDEC · 2013. 2. 6. · newgames.Thusevenfromthe viewpointofcreatingJapan'sgame industryframework,thereisgreat influencefromNintendo'ssuccess withNES. Thegamesoftware"SuperMario