Habla sobre el cambio de estrategia que van a llevar acabo y reconfirma que de Square na nai a corto plazo.
"While the Xbox has performed well in America and parts of Europe, it's no secret that Microsoft's console has received a decidedly cold reception in Japan. At least part of the problem has been due to exaggerated hardware defects and rumors of product recalls. Moreover, the pricing of the system and its relatively small software lineup have kept most fringe buyers on the sidelines. To reflect on the launch and discuss plans to reinvigorate the Japanese market, regional director Hirohisa Oura recently went on record with Famitsu.
Famitsu: What did you think the first time you heard about Microsoft's plans to develop a videogame console?
Oura-san: There were rumors for months regarding plans to develop a game console or a set-top box. To be honest, I was totally against the idea. I firmly believed Microsoft should remain a software company, and not dabble in the hardware business. We dismissed the rumors initially because we couldn't believe the name 'Xbox' was real. [laughs..]
Famitsu: What projects were you involved with prior to Xbox?
Oura-san: I was responsible for developing new enterprises and bringing them to fruition. That's one of the reasons why Microsoft chose me to oversee Xbox operations.
Famitsu: You've had to travel between America and Japan frequently to oversee development. Were you impressed when you first saw the Xbox?
Oura-san: I was shocked at the size of the American controller. [laughs..] The console was also large, but I didn't view that negatively. It was like pairing a Cadillac with a Ferrari. However, I was happy we were able to persuade the American side to redesign the controller for the Japanese market. [smiles..]
Famitsu: When the Xbox was unveiled in Japan back in March of 2000, what were your thoughts?
Oura-san: I think Microsoft took the right approach, and made it clear that Japan was the most important market in this industry. There was tremendous press coverage surrounding the event. We held a press conference and shortly thereafter was the Tokyo GameShow, so we established an 'Xbox Project Room' to handle information requests. I remember the announcement was made earlier than expected, because originally I was supposed to go skiing with my family that weekend. [laughs..] I had to apologize to them and return home to handle the Xbox announcement.
Famitsu: So the announcement was made unexpectedly?
Oura-san: Yes, we were still unsure of some aspects back then, but the news came out and we decided to make an announcement.
Famitsu: Although the system went on sale in November 2001, it didn't hit Japanese shelves until February of this year. What were your thoughts on the launch?
Oura-san: It was slightly delayed, but I don't think the launch itself was bad. There were some problems initially, but we're gearing up for another phase with the release of Halo.
Famitsu: Were any aspects of the launch changed, either last minute or after the console hit shelves?
Oura-san: My biggest concern was whether we could convey the most appealing aspects of the Xbox to the average Japanese consumer. It was difficult because the consumers look at the Xbox priced at 34800 yen with 20 software titles available, compared to the PlayStation 2 priced at 29800 yen with 300 software titles available. Based on that data, players wouldn't buy the system unless they understood the leap in graphics, sound, and online capabilities the Xbox has to offer. Even with that information, players are unsure of our online plans, which won't be fully disclosed until E3.
Famitsu: What's your software strategy?
Oura-san: We're working with many third party developers, although initially we were reluctant to reveal certain games because they were so early. Now we're focused on games which will promote the platform. The Xbox was introduced later than expected, and now we're formulating our challenge in the software market.
Famitsu: What software titles do you think are the most important for Xbox to succeed?
Oura-san: It all comes down to the developers. Originally, I thought we should focus on games that show the leap in graphical capabilities on the Xbox compared to PlayStation 2, but lately I've been focusing on other aspects. For example, 5.1 channel compatible sound, which is capable in Xbox games. The possibilities of the harddisk also haven't been explored yet. We should focus on these technical advantages, or as the developers say, “Games which are impossible on any other console are a reality for Xbox.”
Famitsu: What are your thoughts on Square's decision to reestablish ties with Nintendo?
Oura-san: The chance of Square games appearing on Xbox anytime soon are unlikely. We're still discussing possibilities, but even if they decide not to release any packaged software, perhaps they'll consider releasing online games in the future.
Famitsu: Sony has confirmed the structure of their online network, can you shed some light on your online plans?
Oura-san: Our network won't be like anything you've seen before. The Xbox is the best equipped console for online gaming, and within three years we expect a large number of Xbox owners to be online players. That being said, the Internet can be a dangerous place. So one of the things we're focusing on is security for our network.
Famitsu: What are your thoughts on the year ahead?
Oura-san: We have the benefit of many partners and their input for the future. Our plan is for the Xbox to be an 'overwhelming competitor' in the market, and do whatever is necessary to succeed.
-- Translation Asst. Tsuno Okashi"