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Toshihiro Nagoshi

From Wikipedia, the free encyclopedia
Japanese video game designer (born 1965)
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Toshihiro Nagoshi
名越 稔洋
Nagoshi in 2014
Born (1965-06-17)June 17, 1965 (age 59)
Alma materTokyo Zokei University
Occupation(s)Game producer,designer,director
Years active1989–present
Employer(s)Sega (1989–2021)
Nagoshi Studio (2021–present)
Notable workSuper Monkey Ball
Like a Dragon
Daytona USA
F-Zero GX
Binary Domain
Signature

Toshihiro Nagoshi (Japanese:名越 稔洋,Hepburn:Nagoshi Toshihiro, born June 17, 1965) is a Japanesevideo gameproducer,director anddesigner. He was thechief creative officer[1] forSega until 2021 when he became creative director. He went on to be the general director ofRyu Ga Gotoku Studio,[2] and later became amember of the board of directors forAtlus.[3] He joined Sega in 1989.[4] After 30 years in the company, Nagoshi left Sega to joinNetEase in late 2021, where he founded the studio Nagoshi Studio.[5]

Career

[edit]

Working at Sega AM2

[edit]

Nagoshi graduated fromTokyo Zokei University with a degree in movie production and joined Sega shortly thereafter, working for the second arcade department (AM2) underYu Suzuki as a CG designer.[6] His first title as a designer wasVirtua Racing. It was then when he found his niche at Sega due to his study of movies being useful at adjusting and implementing the right camera angles in early 3D games; this was a major turning point for him at Sega. Before that point, he stated, "It really didn't take long for me to feel like I had come to the wrong place. But when I said I was lucky before, it's because during the time I began working, 2D was on its way out, and the industry was switching to 3D." According to Nagoshi, despite the fact the change to 3D had occurred, "nobody had actually studied the techniques needed to work in a 3D space." He knew the basics and gave them advice; it was easier for him to apply his knowledge after the transition to 3D took place.[7][8] Afterwards, he worked onDaytona USA, where he was made director. He came into this role after managing to edit a preview movie of the game for an arcade show.Daytona USA was the first game to use theSega Model 2 arcade hardware which produced very advanced graphics and was developed jointly withGeneral Electrics, which was located in the US. When Nagoshi paid them a visit, he happened to see aNASCAR race, which inspiredDaytona USA initially. Tom Petit, president of Sega's arcade division in America also was in favour of NASCAR.[9] In Japan, only F1 racing games were popular, though Nagoshi decided to not develop one. He also says that he stayed persistent in creating a more difficult kind of game. The development ofDaytona USA brought great responsibility for Nagoshi as he was promoted into leadership positions relatively fast. His next project,Scud Race, became once again a very technologically advanced game, however due to expenses, made less money thanDaytona USA, though still made profit. Afterwards, he mentioned he did not want to make any racing games anymore, thinking that he graduated from the genre. Next, he worked onSpikeout, a cooperative beat em 'up with up to four players. It was well received by players, although arcade operators complained that it didn't bring in much money, due to the players not needing many credits if they properly work together.Shenmue was the last time he worked with AM2 and Yu Suzuki; he first was a supervisor on the project but was dissatisfied with how the game went and asked for his own development division, which later becameAmusement Vision. However, he was called in by the CEO at the time to get the game finished, and as a result, he had to serve as producer and director on the final months of development. The CEO knew that Nagoshi was the only person that Suzuki trusted.[10] Nagoshi has said that there is no developer that he learnt more from than Suzuki.[8]

CEO of Amusement Vision

[edit]

In 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top designers.[11] Nagoshi became president of the studio Amusement Vision, and he was not sure on how to approach his new role at first. He thought that consistently making profit would be for the best. His approach worked, as he was promoted to officer alongsideYuji Naka andHisao Oguchi, who also ran profitable studios in the form of Naka'sSonic Team and Oguchi'sHitmaker.

Nagoshi became interested in console development as a result of Sega leaving the hardware business. Specifically, he was interested in developing forNintendo and acquired information about theGameCube at an early stage. The CEO of Sega at the time complained that games became too expensive to make, and Nagoshi told him that they couldn't do it any cheaper. As a type of protest, he developed a very simple and inexpensive game that just needed a lever to control with no buttons, just to prove that it was possible. That game wasSuper Monkey Ball, which initially launched as justMonkey Ball in the arcades. It didn't sell well in Japan, but became a hit overseas. The CEO was impressed, assuming that Nagoshi had the western market in mind, which Nagoshi didn't at all. As a game developer, Nagoshi wanted to know how Nintendo worked, and wanted to be a sub-contractor for them. After some thought in regards to which Nintendo franchise he wanted to work on, Nagoshi ended up developing an entry for theF-Zero franchise, which wasF-Zero GX. While Nagoshi could not convince Nintendo on several things, Nintendo was considerably impressed by the final product and asked for the source code of the game, as the game achieved a much higher quality than they anticipated. The game also sold really well, which gave the team confidence in being a third party developer. When asked about the differences in how Nintendo and Sega developed games, he would sum it up with Sega being more flashy and having a more light-hearted attitude when it comes to new ideas. Nagoshi says that if he started working at Nintendo instead of Sega, he would have already quit the videogame industry.[8]

Development of Yakuza and company promotions

[edit]

Nagoshi decided not to compete with big western companies suchEA,Activision andRockstar and decided to double down on the Japanese market instead. With the gameRyu Ga Gotoku, which then was localized asYakuza in western markets, the only market left was the Japanese adult male[citation needed]. After a reorganization, Nagoshi's team became bigger after the non-sports staff ofSmilebit moved to Amusement Vision, thereby falling under Nagoshi's responsibility. Amusement Vision and Smilebit had different cultures and strengths, so Nagoshi thought it'd be best for the staff morale to start from scratch and to develop a new IP in the form ofYakuza. By 2005, Amusement Vision was called New Entertainment R&D, which Nagoshi managed. The game had a difficult development cycle, as the first pitch was rejected by the higher-ups, due to expecting something different out of Nagoshi. At the time, Sega andSammy merged to formSega Sammy Holdings. The new owner and CEO of Sega Sammy,Hajime Satomi saw footage ofYakuza that was forcibly sneaked in a preview of upcoming Sega games, despite that it wasn't officially a project yet. Despite Sega executives viewing the game as an unprofitable risk due to its lack of broader appeal, Satomi took an interest in it.[12] Through perseverance and Satomi's backing, Nagoshi managed to get the project started. It was his most personal project, as the people in the game are often named after people that Nagoshi knew personally. The main characterKazuma Kiryu is named after someone very dear to him.[13] The stories are also based on his real life experiences in dating, partying and overall just having fun.[10]

When developing theYakuza franchise, Nagoshi learned the difference between nurturing one IP and making many types of genres during his time at Sega AM2 and Amusement Vision. He thought it was very valuable to see both sides.[8] As of 2009, Nagoshi supervised all research and development of consumer game development at Sega.[14] In 2010, Nagoshi's projectBinary Domain was revealed, which was his desire to tell a science fiction story, while also developing a game that actively competed against popular western games at the time.[15][16]

In February 2012 it was announced that Nagoshi would be promoted to the role ofchief creative officer at Sega of Japan, as well as being appointed to the company's board of directors. He took up these positions on April 1, 2012.[17] In October 2013, onceSega Sammy purchased the bankruptIndex Corporation under the shell corporation, Sega Dream Corporation, Nagoshi was appointed as a member of the board of directors for the reformed Atlus.[18] As CCO, Nagoshi keeps being close to the games that his studio at Sega develops and stays up to date on the newest systems and technologies, although that is getting harder for him as he gets older. For the scripts of theYakuza games, he still stays very involved, writing and adjusting whenever he feels like it.[19]

In 2014, Nagoshi was involved in the multimedia kids franchise,Hero Bank, a superhero game that has money as a very important theme despite being aimed at kids.[20]

With the 2016 gameYakuza 6: The Song of Life the story of Kazuma Kiryu ended. Nagoshi wants to continue to explore different types of drama and expand the overall playerbase further.

In January 2021, it was announced by Sega that Nagoshi would not be chief creative officer anymore but instead would takecreative director as a position.[21]

Establishment of Nagoshi Studio

[edit]

In October 2021, it was announced that Nagoshi would be leaving both Sega and Ryu Ga Gotoku Studio along with series director Daisuke Sato. The series producer and writerMasayoshi Yokoyama would become the new studio head in place of Nagoshi who was in the position since the beginning.[22]

Nagoshi, Daisuke Sato, along with several other former SEGA employees established a new studio called Nagoshi Studio, which will be a subsidiary under NetEase Games.[23]

Personal life

[edit]

Nagoshi grew up in Shimonoseki, Yamaguchi, in a small port town. He had a close relationship with his grandmother more than anyone else. His father was known to be in perpetual debt, something for which Nagoshi was frequently ostracized by other children. As an adult, he elected to leave his hometown for Tokyo and enroll into Tokyo Zokei University. Nagoshi has said that his interest in video games and game development was sparked when his girlfriend at the time gave him a Famicom with a copy ofSuper Mario Bros.. After gradually working his way up at Sega, he decided to return to his hometown in an effort to repay all of his father's numerous debts. In a tragic turn of events, a fire burned down his childhood home and claimed the life of his grandmother. His parents were physically unscathed, though his mother was left mentally scarred to such an extreme extent that she allegedly could not even recognize her own family. As a result of this, Nagoshi's relationship with his father deepened. Nagoshi has said that these events served as the primary source of inspiration forYakuza's narrative.[13]

Asked about his personal appearance, fashion style and how it changed over time, Nagoshi says he adapts to what his current girlfriend is into.[24]

Games

[edit]
List of video game production credits
YearTitleDirectorProducerNotes/Additional RolesRef.
1990G-LOC: Air BattleNoNoDesigner[25]
1991Rent a HeroNoNo[26]
1992Virtua RacingNoNoChief designer[19]
1993Virtua FighterNoNoCG designer[13]
1994Daytona USAYesYesChief designer[10]
Virtua Fighter 2NoNoStage designer[27]
1996Scud RaceYesYes[27]
Virtua Fighter 3NoNo
  • Character modeling director
  • Supervisor
[27]
1998SpikeOutYesYesChief designer[27]
Daytona USA 2NoYes[27]
1999ShenmueNoNoSupervisor[a][27][19]
2000SlashoutNoYes[27]
Planet HarriersYesYes[27]
2001Daytona USA 2001YesYesDesign director[27]
Spikers BattleNoYes[27]
Monkey BallYesYes[13]
Super Monkey BallYesYes[27]
2002Super Monkey Ball 2YesYes[27]
Super Monkey Ball Jr.YesYes[27]
2003F-Zero GXNoYes[27][28]
2005Spikeout: Battle StreetNoYes[27]
Super Monkey Ball: Touch & RollYesYes[27]
YakuzaNoYesGeneral supervisor[27]
2006Super Monkey Ball: Banana BlitzYesYes[27]
Yakuza 2ExecutiveOriginal concept[27]
2008Ryu ga Gotoku Kenzan!ExecutiveOriginal concept[29]
2009Yakuza 3ExecutiveOriginal concept[27]
2010Kurohyō: Ryū ga Gotoku ShinshōExecutiveScenario writer[30]
Yakuza 4Executive[27]
2011Yakuza: Dead SoulsExecutive[27]
2012Binary DomainExecutive[31]
Kurohyō 2: Ryū ga Gotoku Ashura henExecutiveScenario writer
Yakuza 5Executive[32][33]
2014Hero BankNoYes[20]
Like a Dragon: Ishin!Executive[34][35]
2015Yakuza 0Executive[27]
2016Yakuza KiwamiExecutive[27]
Yakuza 6: The Song of LifeExecutive[27]
2017Yakuza Kiwami 2Executive[27]
2018Fist of the North Star: Lost ParadiseExecutive[27]
JudgmentExecutiveStory[27]
2020Yakuza: Like a DragonExecutive[36]
2021Lost JudgmentExecutiveStory[37]

Select executive work

[edit]
YearTitleRoleNotesRef.
2003Sonic HeroesDevelopment division[38]
Sonic BattleExecutive management[38]
Billy Hatcher and the Giant Egg[38]
2004Shining Force: Resurrection of the Dark DragonExecutive producer[38]
2006Sonic RidersDevelopment support[38]
2007Nights: Journey of DreamsChief producer[38]
2008Sonic Unleashed[38]
Valkyria Chronicles
Thunder Force VI[38]
Phantasy Star Portable[38]
Phantasy Star 0[38]
The House of the Dead 2 & 3 Return[38]
2009Wacky World of Sports[38]
Sonic and the Black Knight[38]
Puyo Puyo 7[38]
Phantasy Star Portable 2[38]
Mario & Sonic at the Olympic Winter Games[38]
7th Dragon[38]
Bayonetta[38]
2010Valkyria Chronicles II[38]
Vanquish[38]
Super Monkey Ball: Step & Roll[38]
Sonic the Hedgehog 4: Episode I[38]
Resonance of Fate[38]
Sonic Colors[38]
Sonic & Sega All-Stars RacingR&D creative officers[38]
Sonic Free RidersChief producer[38]
2011Super Monkey Ball 3D[38]
Sonic Generations[38]
Puyo Puyo!! 20th Anniversary[38]
Rise of Nightmares[38]
Mario & Sonic at the London 2012 Olympic GamesExecutive supervisor[38]
2012The House of the Dead 4Chief producer[38]
Hell Yeah! Wrath of the Dead RabbitExecutive producer[38]
Phantasy Star Online 2Executive supervisor[38]
Sonic the Hedgehog 4: Episode IIChief producer[38]
Rhythm Thief & the Emperor's Treasure[38]
Hatsune Miku: Project DIVA FExecutive producer[38]
2013Mario & Sonic at the Sochi 2014 Olympic Winter GamesExecutive supervisor[38]
Sonic Lost WorldChief producer[38]
2014Puyo Puyo Tetris[38]
Hatsune Miku: Project DIVA F 2ndExecutive producer[38]
2015Tembo the Badass Elephant[38]
Hatsune Miku: Project Mirai DXExecutive supervisor[38]
2016Puyo Puyo ChronicleChief producer[38]
Sonic Boom: Fire & Ice[38]
Mario & Sonic at the Rio 2016 Olympic GamesExecutive supervisor[38]
2017Hatsune Miku: Project DIVA Future ToneExecutive producer[38]
Valkyria Revolution[38]
Sonic Mania[38]
Sonic Forces[38]
2018Puyo Puyo Champions[38]
Shining Resonance Refrain[38]
Valkyria Chronicles 4[38]
2019Mario & Sonic at the Olympic Games Tokyo 2020[38]
Team Sonic Racing[38]
Super Monkey Ball: Banana Blitz HDExecutive management[38]
Sakura WarsExecutive producer[38]
2021Virtua Fighter 5: Ultimate ShowdownCreative director[39]
Super Monkey Ball Banana ManiaExecutive management[40]

References

[edit]
  1. ^Director and producer for last 6 months of development
  1. ^"The Man Who Won't Leave Sega: Toshihiro Nagoshi".Gamasutra. December 7, 2011.Archived from the original on April 7, 2019. RetrievedOctober 19, 2014.
  2. ^"特別インタビュー:龍が如くスタジオディレクター名越稔洋監督のゲーム作りとは".IGN Japan (in Japanese). September 10, 2016.Archived from the original on June 28, 2020. RetrievedJune 26, 2020.
  3. ^"Who's in charge of Atlus now that Sega owns them?". Siliconera. October 31, 2013.Archived from the original on April 22, 2019. RetrievedOctober 9, 2016.
  4. ^"Profile: Toshihiro Nagoshi".Spong.com. Svend Joscelyne. May 12, 2010.Archived from the original on April 7, 2019. RetrievedOctober 19, 2014.
  5. ^"Yakuza creator Toshihiro Nagoshi confirms departure from Sega".Eurogamer.net. October 8, 2021.Archived from the original on November 14, 2021. RetrievedNovember 14, 2021.
  6. ^"Toshihiro Nagoshi Interview – Summer 2006".Engadget. Video Games Daily. June 22, 2006.Archived from the original on August 12, 2018. RetrievedJuly 18, 2015.
  7. ^"EXILE SEKAI Interviews Yakuza Creator TOSHIHIRO NAGOSHI (Part 1) – The Image of Yakuza – OTAQUEST". February 6, 2019.Archived from the original on September 7, 2020. RetrievedJune 26, 2020.
  8. ^abcdモゲ, 齋藤."セガ・名越稔洋が語るクリエイター活動30年史。200億稼いだ『デイトナUSA』開発秘話と、初めて明かす師・鈴木裕への想い【特別企画 前編】".Famitsu.
  9. ^Horowitz, Ken (2018). The Sega Arcade Revolution: A History in 62 Games.
  10. ^abcBrown, Nathan (2018).Collected Works – Toshihiro Nagoshi. United Kingdom: Future plc. pp. 83–93.{{cite book}}:|work= ignored (help)
  11. ^IGN Presents the History of SEGA – IGN, April 21, 2009,archived from the original on August 24, 2012, retrievedJune 26, 2020
  12. ^Hester, Blake (March 3, 2021)."Yakuza's Creator On His Life, Career, And Why Sega Should've Fired Him In The '90s".Game Informer. Archived fromthe original on April 23, 2021.
  13. ^abcd稔洋, 名越 (2010).龍の宿命 『龍が如く』を作った男 名越稔洋. Japan: 角川学芸出版.ISBN 978-4046537065.
  14. ^"SEGA Europe Blog | You Gotta Roll With It – Super Monkey Ball Step & Roll developer diary #1". September 5, 2010. Archived fromthe original on September 5, 2010. RetrievedJuly 2, 2021.
  15. ^"The Man Who Won't Leave Sega: Toshihiro Nagoshi".www.gamasutra.com. December 7, 2011.Archived from the original on June 27, 2020. RetrievedJune 26, 2020.
  16. ^"SEGA's Binary Domain Revealed – Xbox 360 News at IGN". December 4, 2010. Archived fromthe original on December 4, 2010. RetrievedJuly 1, 2022.
  17. ^"Notice of Personnel Changes at SEGA SAMMY HOLDINGS INC. and its Subsidiaries (SEGA CORPORATION, Sammy Corporation and Sammy NetWorks Co., Ltd.)"(PDF). Sega Sammy Co., Ltd. February 29, 2012. Archived fromthe original(PDF) on May 25, 2012. RetrievedMarch 3, 2012.
  18. ^"Atlus parent company Index Corporation being restructured within SEGA".SEGA Nerds. Lee Sparkes. November 1, 2013.Archived from the original on July 27, 2015. RetrievedOctober 9, 2016.
  19. ^abcDecember 2018, Nathan Brown 28 (December 28, 2018)."From Shenmue to Yakuza, Toshihiro Nagoshi looks back on an illustrious career of Japanese game development".Edge Magazine.Archived from the original on January 7, 2019. RetrievedJune 26, 2020.{{cite web}}: CS1 maint: numeric names: authors list (link)
  20. ^abComments: 0, rawmeatcowboy | (June 19, 2013)."Hero Bank – more details, interview with producer Toshihiro Nagoshi".GoNintendo.Archived from the original on June 28, 2020. RetrievedJune 26, 2020.{{cite web}}: CS1 maint: numeric names: authors list (link)
  21. ^"Yakuza director Toshihiro Nagoshi is Sega's next creative director". January 31, 2021.Archived from the original on May 8, 2021. RetrievedMay 8, 2021.
  22. ^Plunkett, Luke (October 8, 2021)."Yakuza Creator Confirms He's Leaving Sega, Former Series Producer Joins Him".Kotaku.Archived from the original on October 8, 2021. RetrievedOctober 8, 2021.
  23. ^"Nagoshi Studio".Archived from the original on February 28, 2022. RetrievedJanuary 24, 2022.
  24. ^Johnston, Lachlan (February 6, 2019)."EXILE SEKAI Interviews Yakuza Creator TOSHIHIRO NAGOSHI (Part 1) – The Image of Yakuza".OTAQUEST.Archived from the original on September 7, 2020. RetrievedJune 26, 2020.
  25. ^How Tech Limitations Shaped the Yakuza Series – IGN, September 17, 2016,archived from the original on June 28, 2020, retrievedJune 26, 2020
  26. ^"メガドラ迷作『レンタヒーロー』がまさかの舞台化!…ていうかナゼこれを舞台化しようと? 重度のセガマニアな劇団主宰が語る作品への"偏った愛"【舞台化希望タイトル募集!】".電ファミニコゲーマー – ゲームの面白い記事読んでみない? (in Japanese). January 18, 2018.Archived from the original on August 24, 2020. RetrievedJune 26, 2020.
  27. ^abcdefghijklmnopqrstuvwxyzaaab"Toshihiro Nagoshi Video Game Credits and Biography".MobyGames.Archived from the original on May 15, 2021. RetrievedJune 26, 2020.
  28. ^"Producer Nagoshi shows off F-Zero – News".Nintendo World Report.Archived from the original on June 26, 2020. RetrievedJune 26, 2020.
  29. ^"龍が如く 見参!".GameStaff@wiki (in Japanese).Archived from the original on June 30, 2020. RetrievedJune 26, 2020.
  30. ^"『クロヒョウ龍が如く新章(3)』(SEGA,名越 稔洋,浅田 有皆) 製品詳細 講談社コミックプラス".講談社コミックプラス (in Japanese).Archived from the original on June 28, 2020. RetrievedJune 26, 2020.
  31. ^Zimmerman, Conrad (February 23, 2012)."Binary Domain: Life, robots and everything between".Destructoid. Archived fromthe original on December 14, 2013. RetrievedNovember 1, 2024.
  32. ^"Yakuza 5 'Welcome to the World of Yakuza 5' developer interview, part one".Gematsu. June 25, 2015. RetrievedNovember 1, 2024.
  33. ^"Yakuza 5 'Welcome to the World of Yakuza 5′ developer interview, part two".Gematsu. August 7, 2015. RetrievedNovember 1, 2024.
  34. ^"世界に誇る二人のトップクリエイターがこだわる"ゴージャスな演出"とは?".ダ・ヴィンチニュース (in Japanese).Archived from the original on June 28, 2020. RetrievedJune 26, 2020.
  35. ^kevingifford (August 21, 2013)."Yakuza's producer and director discuss the new Ishin side-story game".Polygon.Archived from the original on June 27, 2020. RetrievedJune 26, 2020.
  36. ^"Yakuza series general director shares additional tidbits on Yakuza: Like a Dragon battle system".Gematsu. September 3, 2019. RetrievedNovember 1, 2024.
  37. ^McWhertor, Michael (May 7, 2021)."Yakuza team announces Judgment sequel Lost Judgment".Polygon. RetrievedNovember 1, 2024.
  38. ^abcdefghijklmnopqrstuvwxyzaaabacadaeafagahaiajakalamanaoapaqarasatauavawaxayazbabbbcbdbe"Toshihiro Nagoshi Video Game Credits and Biography".MobyGames.Archived from the original on May 15, 2021. RetrievedJune 26, 2020.
  39. ^"Virtua Fighter 5 Ultimate Showdown Dural and End Credits".YouTube.Archived from the original on December 21, 2021.
  40. ^"Super Monkey Ball Banana Mania (Credits) (Windows)".YouTube.Archived from the original on December 21, 2021.
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