
I have been hearing too much of it in the last couple months. Globalization. I’m on my way back from the countryside on a rapid train headed east. The beautiful Japanese landscape is passing me by, and all around me, businessmen and students alike are practically catatonic, sleeping the commute away. Some have cell phones in their hands; others have a PSP or a DS.
Despite being a gamer myself, I’m not playing anything. I’m watching the tree line and the blue sky, and listening to Listen Up, the successor to 1Up Yours, one of my favorite gaming related podcasts. Someone is talking about the controls in Resident Evil 5. Some agree with him; some don’t. They’re all arguing about how inaccessible some games are for the modern American gamer. Companies need a more global outlook.
Modernization. Globalization. These are words being thrown around in excess in recent months. Journalists and gamers alike have used both words as synonyms for controls and game conventions familiar to the modern western audience. As North America slowly pulls ahead as one of the most financially important territories, the interests and desires of its inhabitants seem to be gaining prominence.
Unlike the Playstation era, when gamers were more than willing to learn new control methods to facilitate exploring new genres like the Japanese RPG, the pendulum has, as is its wont, swung back towards genres more practiced and tread by the North American game development community. Companies like Capcom see the benefit of capitalizing on such change, and has expanded its lineup of action shooters. Kojima Productions enlisted Ryan Payton (among others I’m sure) to “westernize” Metal Gear’s controls for its outing on the Playstation 3. Why list these changes as globalization, though?
This past week I spent much of my time in the center of Osaka with Josh and his visiting brother, playing Bandai Namco’s online arcade game Gundam: Bonds of the Battlefield (known as Senjou no Kizuna in Japan). The game uses a projector and a dome like screen to simulate a cockpit experience, and outfits each player with a set of two sticks and two pedals with which to control their mechs. Despite giving the player two independent sticks and using much of the mechanics and conventions inherent to team based first person shooters, the controls do not work like a traditional console shooter.
Unlike many shooters where one stick controls swivel and another controls strafing and moving forward, each stick independently controls a leg, giving the player a surprisingly high level of control when strafing, turning, escaping from an imminent beam rifle attack. It also contributes greatly to the authentic feeling of piloting a giant robot. Despite all of this, if the game was ported to a home console and mapped to a set of twin thumb sticks, there would inevitably be a girth of belly-aching and moaning about its incongruency when compared with other competitive team shooters.
I also played quite a bit of Metal Gear Online during its beta period. There was no question that Japanese players struggled with the controls far more than American players. Playing on both types of servers, there were a number of incredible players, but the average Japanese player seemed to have trouble acclimating to two stick movement and aiming. American gamers, of course, picked up the controls rather quickly and even average players were a force to be reckoned with, even early on.
Why hasn’t Japan widely adopted the “global” shooting controls in its various games, with the exception of a few? Even Capcom was hesitant to go all the way with its implentation of Resident Evil 5, still offering traditional one stick controls for series fans. Some could (and have in the past) suggest that Japan is behind the times, and that they’re stuck in the 90’s. Some might equally suggest that shooters are not the region’s strongest genre, and they lack the kind of modernization that which American games are inherently imbued.
The simplest answer is that Japanese gamers are not as acclimated to this type of control as American gamers. They also desire different types of gameplay and different goals. Additionally, Japanese gamers have become accustomed to using twin sticks in different ways (such as in Virtual On, where players use the sticks as if they’re controlling a tank). This is not to say that two stick console first person controls are not the best solution the industry has for now. They’re reliable, they’re accurate to a point, and they’re easy to grasp with a little practice.
The problem is in its colloquialism. If these controls, among a number of North American gaming conventions, are indeed commonplace and required, why do Japanese gamers not stand up in arms about their lack of implementation? They’re wonderful, but global they are not. A call to globalize games is not to globalize at all, but to americanize. Is that horrible? Certainly not. American gamers, like Japanese gamers, have their own expectations and knowledge to which they want their games to adhere.
This is hardly globalization, though. This is an inward looking movement that asks that gamers in other territories throw away their “childish” ways and walk through the door into the modern American era. This seems to leak into opinions on foreign games, whether it be a disdain for Football Manager or a general dislike for Japanese animation. Where mainstream American gamers once looked across the seas for gaming goodness, we now find plentiful on their doorstep. We no longer need the strangeness and idiosyncrasies of other countries to satisfy our needs, and so now shun them in favor of something wholly American and wholly homogeneous; perhaps dangerously so.
American games have seen somewhat of a renaissance in this console generation, and it has allowed American gamers to once again shy away from the strange and the new. We can once again be coddled by sameness and cultural homogeny, and reject what we once held dear. There are exceptions, but those exceptions hold no particular cultural flag high. They might originate from a land far away, but without that knowledge, no one would know the difference.
Every territory has something to offer, and while many acknowledge that each region has its strengths and weaknesses, there’s a remarkable and lopsided view of the industry. While Japanese games were idolized in earlier days, now western games fill the void. There does not seem to be a healthy mix of both in the average gaming diet. Some gamers shun western “bald space marines” in favor of Japanese games, while others refuse to be corrupted by “animu” in favor of playing western games. Homogeny seems to be reigning supreme on both sides of the coin.
Gaming is about new experiences, and it scares me to see a call for more cultural ambiguity. There are games that are quintessentially American, and there are those that are so very Japanese or European, and it would be a dangerous future if that line were blurred. A global market does not mean a culturally united market. Culture is not something to be hidden from the public and to be worn as a yoke in private. Regional culture built our favorite games and our favorite genres, and no country should have to shed its own identity to be recognized in other territories. It should be appreciated for its difference and its dissonance.
Perhaps one day we’ll figure it out.

Sorry I’m late to the party.
This is an awfully important post for a lot of reasons. Whenever I speak with (western) gamers, the opinion is that as we become more “consistent” in our game designs the games will improve; the idea that wee need to find a standard “language” for games. I’ve been warning against this kind of thinking for years, but it’s fallen on deaf ears: the vast majority of (often very intelligent) north americans believe that the sooner we homogenize and standardize game design, game reviewing, game writing, the better. It’s a manifest destiny view of the world.
In that sense, Globalization, Westernization and Homogenization all seem to fall together. At the same time, homogenization tends to breed fractionation and cracks in the cement… there will always be a source for resistance, whether in games or some other kind of expressive medium. I’m always on the lookout for artists doing something new, or very old, in their work that goes beyond the usual fare.
Thanks for the post. Stickied as one of my favorites.
Interesting commentaries. Your conclusion is that due to the recent improvement in quality of American made games, the industry has naturally followed suit and become more Americanized, but in the end, games will always represent a variety of cultures. I think that’s a fair case.
I think as with “real life”, stereotyping is probably the biggest contributor to any cultural nullification. That is for example; Western games classed only as American and Eastern games are all Japanese etc. We need to break out of this. Particularly considering games which are more or less culturally polarized between Japan and America.
When developers begin to adhere to a certain cultural audience, they can lose a part of their own culture. For example, a France developer making games for Americans means the final product is less French (but still inherently French). I really wish developers would be less like this and instead develop culturally more interesting titles. Oh well, at least the natural influence of their own culture affects the game.
Interesting observations, Trin.
Have you tried out the PSP version of Bonds of the Battlefield? I’m curious what you think of it, seeing how you appear to have spent some considerable time with the arcade original.
I did! A student of mine has it, and we played Download Play. I only got to play a 4v4 GM vs. Zaku II match on Side7, but it was fun. It definitely does NOT feel the same as the arcade version. I would play the arcade version over the PSP version any day of the week, but considering you can’t find a single place that has the pods in the US, the PSP is a shadow of the real thing, but a welcome replacement. I think it would be much better if it was available for 360 or PS3 with a pack-in stick/pedal set. I can dream.
I have the PSP version and it’s fun, but I can tell that I’m missing something by not getting to try out the arcade original. I missed it’s arcade release by a couple months last time I was in Japan in 2006, so hopefully it’s still popular when I go back next April.
interestin article
Thank you. This page will be a point of reference every time I hear “globalization” thrown around.
I’ve been seeing that, too, and it’s incredibly annoying considering that – to me – what makes Japanese games (and European games, by proxy) so special is the culture that spawns it. What if I am looking for a hardcore action title that’s based on Japan’s original definition of the genre? What if I am looking for an old school minded JRPG? Am I going to have to hope someone does this in parody? Those can be good, but I might want some seriousness, too.
There’s also the whole “if the controls don’t play like famous game 1 or XBawks shooter 2 then I won’t like it” thing, which is weird because there isn’t a universal control scheme for the other genres. It’s like people forget there was a system that had only one analog joystick, and 2 of the world’s most famous FPS’ hail from it. Controls have to work for the game, not for the genre. (Although, I’m more in favor of setting up your control scheme however you want. This isn’t 1985 anymore – we have more than two face buttons now.)
The problem (for gamers) is that they’re looking at the bottom line, which is the money. Is it sound to continue making games that do well in Japan, but aren’t as well received other than by the fanbase it was intended for elsewhere? Probably not. But I don’t think westernization is the answer. Maybe marketing needs work.
(Side note – I always found the “hate” on Japanese animation as a sort of racist/xenophobic cop-out, and the “problems” I see stated are usually the same, without ever citing more than one source. If that. I’m of the opinion that you can’t say “all American games are bad” and use E.T. as the only support, so you can’t do the same for animation.)
Sorry, this was kinda rambly. I’ll try to be more concise in the future.