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|If we listen too much, we lose our colour. Our games wouldn't stand out anymore. You just need to find the balance somewhere. How to balance this process? I don´t know, we don't know. But learning something about the community is the key. I think the first step we want to take is to just see which characters Germans like and which ones you don't like or just totally don't get at. For us, finding that out is very important and the challenge for the next Guilty Gear is: | |If we listen too much, we lose our colour. Our games wouldn't stand out anymore. You just need to find the balance somewhere. How to balance this process? I don´t know, we don't know. But learning something about the community is the key. I think the first step we want to take is to just see which characters Germans like and which ones you don't like or just totally don't get at. For us, finding that out is very important and the challenge for the next Guilty Gear is: | ||
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Next Guilty Gear - whatever it's going to be called - will be designed to sell it globally. Japan, of course, will be the most important country. But we want to have some sort of mechanism before to gather feedback, request the wishlist so we can extend it to the design colaboration. Not many companies succeded on developing in market in the location yet. So that's Guilty Gear for us. It's a huge challenge, but we will try to get the user involved somehow. so we are counting on you guys. *laughs* come up with something! | |Next Guilty Gear - whatever it's going to be called - will be designed to sell it globally. Japan, of course, will be the most important country. But we want to have some sort of mechanism before to gather feedback, request the wishlist so we can extend it to the design colaboration. Not many companies succeded on developing in market in the location yet. So that's Guilty Gear for us. It's a huge challenge, but we will try to get the user involved somehow. so we are counting on you guys. *laughs* come up with something! | ||
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'''Tomo Ohno:''' | '''Tomo Ohno:''' | ||
You know the Natal. There are lots of things to think of. We are bringing Daisuke Ishiwatari to Europe. His mission is to meet people of the scene and see what it is like. For us, it's quite surprising to visit the gamestores in germany aswell. The store looks totally different (from Japanese ones). When the store looks that different, how do you sell things? In Japan the stores are quite small, but they have lots of games. So people look at the covers from a close distance. Here - Mediamarkt - Huuuge. *laughs* So you see the game from almost 3~5 Meters away. So if you pick too many characters for the box art, you can´t really see it well. That's something I learned about the German games. The games have one huge picture but its easier to identify. You see, this is one small thing we learned when we came here to visit. | {| cellspacing="1" style="width:700px;" | ||
|You know the Natal. There are lots of things to think of. We are bringing Daisuke Ishiwatari to Europe. His mission is to meet people of the scene and see what it is like. For us, it's quite surprising to visit the gamestores in germany aswell. The store looks totally different (from Japanese ones). When the store looks that different, how do you sell things? In Japan the stores are quite small, but they have lots of games. So people look at the covers from a close distance. Here - Mediamarkt - Huuuge. *laughs* So you see the game from almost 3~5 Meters away. So if you pick too many characters for the box art, you can´t really see it well. That's something I learned about the German games. The games have one huge picture but its easier to identify. You see, this is one small thing we learned when we came here to visit. | |||
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== Cross-compatibility and cheating == | == Cross-compatibility and cheating == | ||