Interviews// Gaijin Games' Alex Neuse

Posted 20 Oct 2009 17:00 by
SPOnG: Digital distribution is a great way to let players get access to all sorts of unique and interesting games, but a lot of games we saw at Nintendo's recent WiiWare event were of European origin. Do you think there are any differences between the European and American indie scene from your experiences?

Alex Neuse: I think there are differences. From what I saw at the NOE Media Summit, a lot of the European independent games were very imaginative and full of wonder. In the US, I feel like our independent scene often tries to push the boundaries of something or another. We like to push the boundaries of what’s expected in a game, what’s socially acceptable, what does “normal” mean. And it seems to me that a lot of European developers value the story and the lasting experience more than testing expectations.

Even our game tries to test expectations of what “retro” means. One of these days, I would love to bridge the gap between pushing boundaries and delivering meaningful stories. We’ve tried to do that a little bit with the BIT.TRIP series, but the way we’re telling the story is still pretty experimental [laughs].


SPOnG: Do you think digital distribution is the only outlet for these indie games? Could you see a popular downloadable game encourage a sequel for retail, for example?

Alex Neuse: I think that digital distribution is probably the easiest venue for getting indie games to market initially, but yes, I definitely see the possibility of some of these games taking off and “making it big”. In fact, I hope that happens. I think that we need more creativity in this industry, and the indies are paving the way.


SPOnG: What I find interesting is that you guys have a publisher in the form of Aksys, where you could be self-publishing your games. What other benefits are there to teaming up with a publishing house for digital distribution?

Alex Neuse: Everyone’s situation is different, and you’re right, we certainly could be self-publishing our games. In fact, I would recommend self-publishing if your team can afford the hidden costs associated with it (QA, localization, ratings, marketing, etc). The fewer people between the developer and the consumer, the more profitable the project becomes for the developer.

That being said, we chose to work with Aksys Games because we weren’t in a position to handle the stuff that’s above and beyond the game’s actual development. So far, it’s worked out very well for us, and we love working with Aksys. They’ve been a great partner to work with and they allow us tremendous amounts of creative freedom.

Depending on the development team’s goals, there will be different pros and cons to each scenario. Balancing those pros and cons is way more important that choosing an ideal based on principle alone.


SPOnG: The name of your studio suggests a Western pride fused with a respect for Eastern practices. And certainly the BIT.TRIP games represent this. Do you think that because of this, your games are more 'universal' than others? Are they more Japanese games than American games? What do you classify Gaijin Games' products as?

Alex Neuse: You’re right. Our name represents a profound respect for Japanese-developed games, as well as humbleness that we are gaijin. We strive to make games of a quality that the best Japanese game makers can respect. We are doing our best to make sure that our games are accessible and enjoyable worldwide.


SPOnG: There are six planned BIT.TRIP games, we've now got the third one coming soon to WiiWare... any hints as to what you might be planning for the next one?

Alex Neuse: Since the third game isn’t out yet, I feel a little weird giving out hints for #4, but we did recently drop a hint via our facebook page. In fact, we’re doing a related sweepstakes at the moment. Check out this blog post on our site for more information. And jump over to the Official BIT.TRIP facebook page and become a fan!


SPOnG: What about life after BIT.TRIP, do you think you'll try a different graphical style and design angle? What other things do you think could inspire future Gaijin Games projects?

Alex Neuse: Oh yes. We’re definitely not just a “retro game house”. In fact, we can’t wait to show the world what we’re working on in our spare time. But that’ll have to be revealed at a later date. :)

As far as inspiration goes, we get it from all over the place. Over the long future of our company, I’d like to make games in several genres. Bullet hell shmups, survival horror, puzzle, graphic adventure, arcade, tiny budget, and blockbuster budget.

We’ve got a lot to offer players, and we’re excited to have started off with the BIT.TRIP series—a game for game’s sake. This is the beginning!


SPOnG: Alex Neuse, thank you for your time.

Alex Neuse: Thank you so much for this opportunity. Don’t be a stranger!
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