WEBVTT

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OK, let's unpack this. We often talk about companies

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that, you know, try to do one thing perfectly.

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The artisans. Right. The boutique studios. Exactly.

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The studios that spend like seven years polishing

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the reflection in a single puddle in a game.

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But what happens when a company decides to be,

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well, a machine, a literal factory of ideas?

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It is a really interesting distinction to make.

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And today we're looking at a company that. put

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that entire ambition right there in their name

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idea factory idea factory holdings go ltd yeah

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and looking at the stack of sources we have today

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which is i mean it's largely built around this

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really comprehensive breakdown of their history

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their subsidiaries and this absolutely massive

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almost overwhelming list of games they've released,

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it feels like we're looking at a survivor. A

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survivor is definitely the right word. They were

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founded in 1994 in the video game industry. Just

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surviving for over 30 years is, I mean, that's

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incredibly rare. It's an eternity. It is. But

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surviving by constant, and I mean constantly,

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shifting your entire identity, that's something

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else entirely. It's even rarer. It's wild. We're

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going to see them go from these really gritty,

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hardcore strategy games for the PlayStation 1.

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you know, the kinds of games that basically required

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a spreadsheet to understand, to becoming the

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absolute dominant force in romance games for

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women, to then making games about like anime

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consoles fighting each other. It's a journey

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that on paper just doesn't make any sense. But

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it creates this fascinating narrative arc. And

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the mission for this deep dive is to really try

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and understand that evolution. How does a company

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that was founded by refugees from a studio like

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Data East. How do they evolve into what Idea

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Factory is today? Because they aren't just a

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game developer. They're, like you said, a case

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study in agility. And for you listening, even

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if you've never played a single one of their

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games, and let's be honest, some of them are

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incredibly, incredibly niche, this is a business

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story at its core. It's about finding a niche,

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exploiting it until the wheels fall off, and

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then finding a completely different niche just

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to keep the lights on. It's about survival. Precisely.

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It's all about that factory metaphor. They don't

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just have ideas. They seem to industrialize them.

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They iterate. They reuse assets when they can.

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They build these entire ecosystems out of seemingly

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nothing. So let's start at the very beginning.

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The birth of the factory. October 26, 1994. Right.

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Headquarters in Kibashi, Chushu, Tokyo. I mean,

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it sounds like a pretty humble beginning. It

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does. The source material mentions the key figures

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leading the charge today. Shingo Kawana as chairman

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and Yoshitori Sato as president. But the origin

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story, it really hinges on where these people

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came from. The source notes the company was founded

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by former employees of Data East. And that detail

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is crucial. You really can't understand the DNA

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of Idea Factory without looking at Data East.

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For those who might not know, Data East was a

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major, major player in the arcade era. Right.

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They made very distinct, often quirky, sometimes

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just plain weird action games. Burger Time. Bad

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dudes. Karnoff. Bad dudes. No way. Are you a

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bad enough dude to save the president? That's

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the same Data East. The very same. They had this

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reputation for games that were, you know, maybe

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a little rough around the edges, but they had

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immense personality. They were memorable. They

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really were. But by the mid -90s, the whole industry

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was changing so rapidly. The arcade scene was

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beginning its slow, painful decline. The home

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console market, on the other hand, was just exploding.

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The PlayStation 1 was about to launch in Japan

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in December of 94. So you have this group of

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developers. And they're leaving an established

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giant like Data East right on the cusp of the

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3D revolution. That feels like a massive gamble.

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That's huge. It's like they're leaving a sinking

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ship, maybe, but they're jumping onto a tiny

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raft in the middle of a hurricane. Massive gamble,

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yeah. But it also suggests they wanted creative

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control, right? When you look at Data East's

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output, it was very arcade -centric. It was all

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about quick thrill. Quarter munchers. Exactly,

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quarter munchers. Idea Factory, from the very,

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very start, seemed to pivot towards something

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deeper. Something with more staying power. They

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wanted to make games you could really get lost

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in for hours. Console gaming, role -playing games,

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strategy. And they didn't just set up a single

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studio and call it a day. Looking at the corporate

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structure that's provided in the source, Idea

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Factory isn't just one room where people are

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making games. It's a holding company. Yes, and

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that structure is absolutely key to their survival.

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It's a very mature business approach for what

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is, at its heart, a creative field. They've diversified

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their risk by creating these specialized subsidiaries.

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Okay, so walk me through them. Well, you have

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Compile Heart, which is often the one associated

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with their more traditional RPGs, especially

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the Neptunia series. You have Design Factory,

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which is a bit more behind the scenes. And then

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perhaps most significantly, you have Automate.

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Right. Automate. We are going to spend a lot

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of time on automates later because that list

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of games in the source is just staggering. But

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that's their female oriented branch, correct?

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That's the one. It is the engine that drove their

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growth for probably an entire decade. And then

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more recently, you have Idea Factory International,

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which is their bridge to the West. Based in California.

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Right. And a relatively new addition from 2022

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called Altergear. It's like an octopus. It's

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got all these tentacles in every specific nerd

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niche you can imagine. If one tentacle gets cut

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off, the others just keep feeding the beast.

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That is a very fair analogy. Instead of trying

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to make one single game that appeals to absolutely

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everyone, you know, the blockbuster strategy,

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they created these divisions to make very specific

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games for very specific groups of people. So

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let's rewind to the mid -90s. They've just left

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Data East. They've got their office in Tokyo.

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The PlayStation is about to change everything.

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What is the first thing that comes off the assembly

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line? Well, looking at the game's published list

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in our source, the very first title that appears

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is Spectral Tower in 1996 for the PlayStation.

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Spectral Tower. OK, that sounds ominous. It definitely

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doesn't sound like a game where you jump on turtles.

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No, it sets the tone perfectly for their early

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years. It was a dungeon crawler. First person.

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Very difficult, very dense. And then in 1997,

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you get Spectral Force. And this kicks off what

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I'm calling the spectral and chaos era. I'm just

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looking at this list. And the sheer volume of

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titles with the word spectral or chaos in them

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is, I mean, it's kind of hilarious. It is relentless.

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Between 1996 and roughly 2005, they were building

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a brand. You have Spectral Force 2, Ayanaru Kiseki

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in 1998. You have Spectral Force. Lovely Wickedness

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in 1999. OK. Lovely Wickedness is a great subtitle,

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by the way. It is. It sounds like a goth band

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from the late 90s or something. It's very evocative

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of that era. And then on the other side of the

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coin, you have the Chaos branding. Generation

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of Chaos in 2001. Kingdom of Chaos. Field of

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Chaos. It just keeps going. It feels like they

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found a fantasy setting they really liked and

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just decided to live there for a decade. But

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let's talk about the gameplay for a second. Because

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looking at screenshots of something like Spectral

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Force or Generation of Chaos. This isn't Final

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Fantasy. You aren't just, you know, walking around

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a world map fighting goblins in random battles.

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No, not at all. These are strategy RPGs or SRPGs.

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Grand strategy, even. Think of it as a mix of

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a game like Risk. maybe a bit of civilization,

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and then a classic Japanese RPG. Okay. You choose

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a nation from like dozens of options. You have

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generals, each with their own stats and special

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moves. You have to manage your borders, fortify

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your castles, recruit troops, and even engage

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in diplomacy with the other kingdoms. And then

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when a battle actually happens, it shifts to

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a tactical map. So it's basically a spreadsheet

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with dragons. In the best possible way, yes.

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It appeals to a very, very specific type of brain.

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The type of player who loves maximizing stats

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and organizing armies and looking at maps. And

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they just kept pumping these out. The market

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was there for it, clearly. They did. And in gaming

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circles, this whole interconnected series is

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often referred to as the Neverland universe.

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The source material actually lists games like

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Neverland Senki Zero and later on Neverland Card

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Battles. Oh, I see that. Neverland Card... battles

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on the PSP much later on. So all these spectral

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and chaos games, they're all connected. They

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take place in the same world. For the most part,

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yes. They were building this huge interconnected

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world with a long history. And this is really

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interesting from a business perspective. If you

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are a small studio in the 90s, you don't have

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the budget for Final Fantasy level graphics.

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You can't compete on spectacle. Yeah. So how

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do you hook players and keep them coming back?

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I don't know how. You hook them with lore, you

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hook them with continuity. If you played Spectral

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Force, you might see a character named Judu.

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Then three years later in Generation of Chaos,

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Jadu is back, but maybe now he's an older king

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or a legendary villain. Ah, I see. If you've

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played the previous games, you feel rewarded.

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You get the reference. You feel like you're part

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of a secret club that understands the deep history

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of this world. That's really smart. It creates

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a sticky ecosystem. You're not just buying a

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game, you're buying another piece of the puzzle.

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It's basically the Marvel Cinematic Universe

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model, but built on a shoestring budget in 1998.

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That's the perfect way to put it. And look at

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the platform loyalty here during this era. The

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list is just dominated by the original PlayStation

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and then seamlessly the PlayStation 2. They found

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where that hardcore RPG audience was living and

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they just set up shop and refused to leave. I

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did notice an odd one in the list, though. From

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1998. Spectral Force. Era Corinne. The system

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listed is mobile phone. That stood out to me

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as well. 1998 is incredibly early for mobile

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gaming, especially in Japan. This was well before

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smartphones. This would have been on those early

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iMode -style distinct Japanese feature phones.

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Wow. So even while they were deep in this console

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strategy RPG grind, they were willing to experiment.

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They were dipping a toe into mobile way, way

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before it's cool. It speaks to that factory mindset

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again. Try everything. If the brand is strong,

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see if it works on a tiny phone screen. They

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were likely looking at the Japanese commuter

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culture and thinking, if we can get them to play

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our game for five minutes on the train to work,

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that's a win. It's an interesting little footnote

00:10:07.139 --> 00:10:09.019
in their history. So, OK, we have this first

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decade. It's gritty. It's strategy heavy. It's

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all demons and knights and kingdoms at war. And

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then. Something shifts. A seismic shift, really.

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A complete change in direction. We get to section

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three of our outline, the automate revolution.

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And this is where things get really interesting

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for me. This is arguably the single most important

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pivot in the company's entire history. I'm not

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sure we would even be talking about them today

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if they hadn't done this. For those listening

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who might not know, let's define this clearly.

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What is automate? Automate is the brand name

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for their division that produces automagames.

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Otome literally translates to maiden. In gaming

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terms, these are story -driven games, usually

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visual novels, aimed specifically at a female

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audience. The gameplay goal is usually to pursue

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a relationship and romance one of several male

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characters. So we go from Generation of Chaos,

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which sounds like a heavy metal album cover,

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and involves managing tax rates for Goblin Army

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to romance games for women. That is a hard left

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turn. It is. But if you look at the automate

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games sub list in our source, you see that they

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didn't just dabble in this. They didn't just

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release one game to see what would happen. They

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absolutely flooded the market. The list is huge.

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I'm scrolling through it right now and it just

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keeps going. Why did they do this? Was the strategy

00:11:26.320 --> 00:11:29.379
market just dying out? It was a few things. By

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the mid -2000s, yeah, the spectral formula was

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getting a little stale. Development costs on

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the next generation of consoles, the PS3, were

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skyrocketing. But more importantly, Idea Factory

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identified a massively underserved market. Women.

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Exactly. In the mid -2000s, video games were

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still largely marketed almost exclusively toward

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men and boys. There were very, very few high

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-quality narrative -rich games specifically for

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women on consoles. Idea Factory looked at that

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huge void and said, we can fill that. It's the

00:11:59.450 --> 00:12:01.289
classic blue ocean strategy, right? Everyone

00:12:01.289 --> 00:12:03.250
else is fighting over the teenage boys in this

00:12:03.250 --> 00:12:05.590
bloody red ocean of competition. Let's go over

00:12:05.590 --> 00:12:07.610
here where there is no one. That's it, exactly.

00:12:07.850 --> 00:12:10.629
And because these were visual novels, they didn't

00:12:10.629 --> 00:12:13.710
require complex 3D physics. engines or massive

00:12:13.710 --> 00:12:16.929
open worlds. They relied on beautiful 2D art,

00:12:17.049 --> 00:12:19.509
excellent voice acting, and most importantly,

00:12:19.629 --> 00:12:22.049
good writing. It was incredibly cost effective

00:12:22.049 --> 00:12:24.009
to produce them. So they could make a lot of

00:12:24.009 --> 00:12:26.210
them for cheap. And test the waters with different

00:12:26.210 --> 00:12:28.950
themes and genres within that one umbrella. Let's

00:12:28.950 --> 00:12:30.470
look at some of the heavy hitters here, because

00:12:30.470 --> 00:12:32.210
some of these names are absolutely legendary

00:12:32.210 --> 00:12:34.330
in that community. The biggest one, without a

00:12:34.330 --> 00:12:37.169
doubt, has to be Hakuuki. It first appears on

00:12:37.169 --> 00:12:40.929
the list as Hakuuki Shinsengumi Kitan in 2008.

00:12:41.629 --> 00:12:44.450
And the Shinsengumi part refers to that famous

00:12:44.450 --> 00:12:47.509
sort of samurai police force in 19th century

00:12:47.509 --> 00:12:49.669
Japan, right? Correct. It's a historical fantasy.

00:12:49.870 --> 00:12:52.230
You play as a young woman who gets entangled

00:12:52.230 --> 00:12:54.950
with these famous historical swordsmen, Hijikata

00:12:54.950 --> 00:12:57.470
Toshiso, Okita Tsuji, who are, of course, all

00:12:57.470 --> 00:13:00.490
drawn to be incredibly attractive. But Idea Factory

00:13:00.490 --> 00:13:02.809
added a twist. They added vampires. Wait, what?

00:13:02.909 --> 00:13:05.590
Vampires? In 1860s Kyoto. Well, essentially,

00:13:05.710 --> 00:13:08.450
in the game, they're called Furies or Rasetsu.

00:13:08.990 --> 00:13:11.230
The samurai drink this special medicine, the

00:13:11.230 --> 00:13:13.330
water of life, to get stronger and heal their

00:13:13.330 --> 00:13:15.590
wounds, but it has a side effect. It turns them

00:13:15.590 --> 00:13:18.509
into these bloodthirsty, white -haired berserkers,

00:13:18.529 --> 00:13:21.870
and it slowly drains their life force. So every

00:13:21.870 --> 00:13:24.509
romance is basically a tragedy waiting to happen.

00:13:24.610 --> 00:13:26.429
You fall in love with a guy who's doomed. And

00:13:26.429 --> 00:13:29.049
that is the key. Atone games aren't always just

00:13:29.049 --> 00:13:31.289
about happily ever after. They are often about

00:13:31.289 --> 00:13:34.669
melodrama, sacrifice, and tragic romance. Hakugi

00:13:34.669 --> 00:13:38.210
hit that tone perfectly. It resonated so deeply.

00:13:38.409 --> 00:13:40.690
that it spawned multiple anime series, stage

00:13:40.690 --> 00:13:43.970
plays, movies. It became a huge media franchise.

00:13:44.409 --> 00:13:47.169
Naturally. And looking at the list, Hakuuki isn't

00:13:47.169 --> 00:13:49.929
a one -and -done title. I see Hakuuki Susoroku,

00:13:50.129 --> 00:13:52.750
Hakuuki Ramiroku, Hakuuki Sweet School Life.

00:13:52.929 --> 00:13:55.070
Wait a minute, Sweet School Life? Yes. This is

00:13:55.070 --> 00:13:57.610
a common trope in anime and Japanese games. After

00:13:57.610 --> 00:13:59.690
you put the characters through a grueling, tragic,

00:13:59.850 --> 00:14:03.169
bloody war story, you release a non -canon spinoff

00:14:03.169 --> 00:14:04.730
where they are all just students and teachers

00:14:04.730 --> 00:14:07.769
in a modern Japanese high school. That is whiplash.

00:14:08.360 --> 00:14:10.980
From tragic samurai vampires to the school festival.

00:14:11.200 --> 00:14:14.200
It's pure fan service. It allows the fans who

00:14:14.200 --> 00:14:15.860
fell in love with these characters to see them

00:14:15.860 --> 00:14:18.120
happy and doing mundane things like planning

00:14:18.120 --> 00:14:20.700
for the cultural festival. It shows the incredible

00:14:20.700 --> 00:14:23.740
power of the IP. Once the audience loved these

00:14:23.740 --> 00:14:25.559
characters, they would follow them anywhere,

00:14:25.700 --> 00:14:28.159
even to high school algebra class. That's amazing.

00:14:28.240 --> 00:14:29.799
There's another title that pops up a lot here

00:14:29.799 --> 00:14:34.240
in the list. Amnesia. Yes, a huge one. Amnesia.

00:14:34.899 --> 00:14:38.100
Later amnesia crowd, amnesia world, amnesia.

00:14:38.580 --> 00:14:41.000
Memories. I love the title. It's so direct. It

00:14:41.000 --> 00:14:43.039
implies mystery right off the bat. It does. And

00:14:43.039 --> 00:14:45.559
the premise is exactly that. The protagonist

00:14:45.559 --> 00:14:48.419
wakes up on August 1st with no memory of her

00:14:48.419 --> 00:14:51.720
life, her job, her friends, nothing. She has

00:14:51.720 --> 00:14:53.960
a little spirit guide named Orion that only she

00:14:53.960 --> 00:14:56.299
can see, and she has to navigate her relationships

00:14:56.299 --> 00:14:58.700
with these five men who all claim to be her boyfriend,

00:14:58.899 --> 00:15:00.919
but she doesn't know who she can trust. That

00:15:00.919 --> 00:15:02.980
sounds more like a psychological thriller than

00:15:02.980 --> 00:15:05.860
a romance game. It blends the two genres brilliantly.

00:15:05.980 --> 00:15:07.899
In some of the story routes, if you make the

00:15:07.899 --> 00:15:09.779
wrong choice, the love interest might actually

00:15:09.779 --> 00:15:12.379
turn out to be dangerous or even kill you. It

00:15:12.379 --> 00:15:15.100
adds this layer of genuine... suspense, and paranoia

00:15:15.100 --> 00:15:17.759
to the whole experience. It proved that autumn

00:15:17.759 --> 00:15:20.700
games could be dark, psychological, and really

00:15:20.700 --> 00:15:24.100
intense. And speaking of dark, we have to mention

00:15:24.100 --> 00:15:28.039
the Diabolic Levers series. Ah, yes. Which is,

00:15:28.059 --> 00:15:29.580
well, it's exactly what it sounds like. It's

00:15:29.580 --> 00:15:32.799
about a group of vampire brothers, but not the

00:15:32.799 --> 00:15:35.539
noble, tragic vampires of Hakuuki. No. What kind

00:15:35.539 --> 00:15:37.570
of vampires are we talking about? Diabolic Lovers

00:15:37.570 --> 00:15:40.629
caters to a much, much darker fantasy. The love

00:15:40.629 --> 00:15:43.009
interests are all sadists. They are emotionally

00:15:43.009 --> 00:15:45.590
and verbally abusive. It's what's known as a

00:15:45.590 --> 00:15:49.149
deus or sadism -focused game. That seems, I mean,

00:15:49.169 --> 00:15:51.870
that seems risky and really controversial. It

00:15:51.870 --> 00:15:53.389
was incredibly controversial, but it was also

00:15:53.389 --> 00:15:56.289
massive. Titles in the source, like Diabolic

00:15:56.289 --> 00:15:58.850
Lovers, More Blood and Vanded Carnival, show

00:15:58.850 --> 00:16:01.549
that it found a huge audience. It tapped into

00:16:01.549 --> 00:16:03.710
the bad boy trope and just dialed it up to 11,

00:16:03.889 --> 00:16:06.980
or maybe 100. It's just impressive how they segmented

00:16:06.980 --> 00:16:09.200
the market. They have the historical samurai

00:16:09.200 --> 00:16:12.700
niche, the psychological mystery niche, the sadistic

00:16:12.700 --> 00:16:15.919
vampire niche, all within the broader romance

00:16:15.919 --> 00:16:18.779
genre. They essentially built a buffet for every

00:16:18.779 --> 00:16:21.039
possible taste. And notice the hardware progression

00:16:21.039 --> 00:16:22.980
in this section. This is really fascinating to

00:16:22.980 --> 00:16:24.399
me if you look at it from a business analysis

00:16:24.399 --> 00:16:26.379
perspective. What do you see? Walk me through

00:16:26.379 --> 00:16:28.399
it. Okay, so the automate list starts on the

00:16:28.399 --> 00:16:32.100
PlayStation 2 around 2005 to 2010. But right

00:16:32.100 --> 00:16:35.200
around 2008, there is an aggressive, very sudden

00:16:35.200 --> 00:16:38.620
shift to the PSP, the PlayStation Portable. Oh,

00:16:38.620 --> 00:16:41.220
right. Yeah. The list is suddenly all PSP. And

00:16:41.220 --> 00:16:44.240
then later on, it's all PS Vita. Exactly. While

00:16:44.240 --> 00:16:46.220
the rest of the gaming world was moving to high

00:16:46.220 --> 00:16:48.700
definition home consoles like the PS3 and Xbox

00:16:48.700 --> 00:16:51.840
360, the auto market moved in the complete opposite

00:16:51.840 --> 00:16:54.700
direction. It went to handhelds. Why do you think

00:16:54.700 --> 00:16:56.500
that is? I would assume you'd want to see the

00:16:56.500 --> 00:16:58.899
handsome samurai on your big screen TV. Think

00:16:58.899 --> 00:17:00.929
about the nature of the game, though. It's a

00:17:00.929 --> 00:17:03.169
visual novel. It's basically like reading an

00:17:03.169 --> 00:17:05.990
interactive book. It's a very intimate, personal

00:17:05.990 --> 00:17:08.589
experience. You don't necessarily want to play

00:17:08.589 --> 00:17:11.990
a romance game on the big 50 -inch TV in the

00:17:11.990 --> 00:17:13.910
living room with your family walking by. Hey,

00:17:13.930 --> 00:17:16.250
Mom, just dating a vampire who keeps insulting

00:17:16.250 --> 00:17:18.990
me, don't mind me. Exactly. You want to play

00:17:18.990 --> 00:17:21.670
it in your bedroom or on the train during your

00:17:21.670 --> 00:17:25.029
commute or in a cafe, ideally somewhere private.

00:17:25.920 --> 00:17:28.059
Handheld offered that privacy and portability

00:17:28.059 --> 00:17:30.720
that was perfect for the genre. That makes total

00:17:30.720 --> 00:17:33.380
sense. And the PSP and Vita were perfect for

00:17:33.380 --> 00:17:35.500
that kind of experience. And Idea Factory recognized

00:17:35.500 --> 00:17:38.160
that immediately. They became one of the biggest

00:17:38.160 --> 00:17:41.339
supporters of the PS Vita long, long after other

00:17:41.339 --> 00:17:43.700
major developers had completely abandoned it.

00:17:43.880 --> 00:17:46.000
The source shows them releasing games on the

00:17:46.000 --> 00:17:49.299
Vita well into 2016 and 2017. So they basically

00:17:49.299 --> 00:17:52.079
kept that handheld alive for their specific audience.

00:17:52.339 --> 00:17:54.000
That's the kind of loyalty you don't see often.

00:17:54.140 --> 00:17:56.779
It's symbiotic, right? The audience bought the

00:17:56.779 --> 00:17:58.819
hardware specifically for the Automate games,

00:17:59.039 --> 00:18:01.460
and the company kept supplying them with a steady

00:18:01.460 --> 00:18:04.259
stream of new titles. They built their own ecosystem

00:18:04.259 --> 00:18:06.519
on that device. Okay, so we've got the strategy

00:18:06.519 --> 00:18:09.140
RPG roots, and we've got this massive romance

00:18:09.140 --> 00:18:11.980
empire they built. Looking at section four of

00:18:11.980 --> 00:18:13.599
our outline, there's another whole side to this

00:18:13.599 --> 00:18:17.240
factory, the collaborations. Yes, the games developed

00:18:17.240 --> 00:18:19.519
section of the source lists other developers

00:18:19.519 --> 00:18:22.680
alongside Idea Factory, and this is where things

00:18:22.680 --> 00:18:26.220
get really meta. We have to talk about the Compile

00:18:26.220 --> 00:18:28.119
Heart connection and, of course, Hyperdimension

00:18:28.119 --> 00:18:31.200
Neptunia. This series started around 2010, developed

00:18:31.200 --> 00:18:33.920
with their internal studio Compile Heart, but

00:18:33.920 --> 00:18:36.039
also in collaboration with Nippon He Software

00:18:36.039 --> 00:18:39.539
and Gust. The source lists those names. Yeah.

00:18:39.579 --> 00:18:41.160
For people who don't follow the nitty gritty

00:18:41.160 --> 00:18:44.579
of Japanese RPGs. Who are these guys? Okay, so

00:18:44.579 --> 00:18:46.940
Nippon Ichi is famous for the Disgaea series,

00:18:47.180 --> 00:18:49.279
these incredibly over -the -top strategy games

00:18:49.279 --> 00:18:52.119
where you can level up to level 9, 9, 9, 9, 9

00:18:52.119 --> 00:18:55.140
and do billions of points of damage. And Gust

00:18:55.140 --> 00:18:57.440
is famous for the Atelier series, these very

00:18:57.440 --> 00:19:00.559
charming, cozy games about alchemy and crafting.

00:19:00.740 --> 00:19:02.779
Putting them together with Idea Factory is like,

00:19:02.900 --> 00:19:05.700
well, the outline calls it the Avengers of niche

00:19:05.700 --> 00:19:07.880
RPGs, and that's not far off. That's a great

00:19:07.880 --> 00:19:09.720
way to put it. It's a niche crossover event.

00:19:09.960 --> 00:19:12.079
And the game itself, Hyper Dimension Neptune,

00:19:12.299 --> 00:19:15.240
is a full -blown satire of the video game industry.

00:19:15.539 --> 00:19:18.799
The entire setting is a world called Game Industry.

00:19:19.079 --> 00:19:21.720
Game Industry. Okay, real subtle there. The main

00:19:21.720 --> 00:19:25.930
characters are... literal anthropomorphic personifications

00:19:25.930 --> 00:19:28.730
of game consoles. Wait, really? Like human versions

00:19:28.730 --> 00:19:32.230
of consoles? Yes. The protagonist, Neptune, represents

00:19:32.230 --> 00:19:34.930
a fictional Sega console that never came out.

00:19:35.190 --> 00:19:37.930
Noir represents the PlayStation. Blank represents

00:19:37.930 --> 00:19:41.349
Nintendo. Vert represents the Xbox. And they

00:19:41.349 --> 00:19:43.609
are goddesses fighting each other in a literal

00:19:43.609 --> 00:19:46.450
console war. That is the most idea factory thing

00:19:46.450 --> 00:19:48.509
I have ever heard. It's so self -referential.

00:19:48.589 --> 00:19:51.170
It's a snake eating its own tail, but the snake

00:19:51.170 --> 00:19:54.140
is an anime girl. It is. And it resonated. It

00:19:54.140 --> 00:19:56.539
became a massive franchise for them. The Source

00:19:56.539 --> 00:19:59.140
lists Hyperdimension Neptunia, MK2, Victory,

00:19:59.400 --> 00:20:01.980
Megadimension Neptunia 7th. It became a third

00:20:01.980 --> 00:20:04.240
pillar of their business, right alongside Automate

00:20:04.240 --> 00:20:06.380
and their older strategy games. Why do you think

00:20:06.380 --> 00:20:08.390
this worked? On the surface, it sounds like a

00:20:08.390 --> 00:20:10.029
joke that would get old in about five minutes.

00:20:10.210 --> 00:20:12.369
It worked because it embraced the mo culture

00:20:12.369 --> 00:20:14.890
of the time. You know, cute anime girls doing

00:20:14.890 --> 00:20:17.849
cute things. But it wrapped it in this very specific,

00:20:18.009 --> 00:20:21.210
very nerdy gamer humor. The characters would

00:20:21.210 --> 00:20:23.269
break the fourth wall constantly. They would

00:20:23.269 --> 00:20:25.509
complain about grinding for experience points.

00:20:25.809 --> 00:20:28.630
They would make inside jokes about piracy or

00:20:28.630 --> 00:20:31.210
frame rates or game bugs. So they were laughing

00:20:31.210 --> 00:20:33.829
with their audience, not at them. Exactly. It

00:20:33.829 --> 00:20:36.009
made the player feel smart for getting all the

00:20:36.009 --> 00:20:38.279
references. It was a game for people who truly

00:20:38.279 --> 00:20:40.740
loved video games and the culture around them.

00:20:40.839 --> 00:20:42.880
I also see some other crossover games here in

00:20:42.880 --> 00:20:46.119
the Source. Cross Edge from 2008 and Trinity

00:20:46.119 --> 00:20:48.839
Universe from 2010. Yeah, these are what you'd

00:20:48.839 --> 00:20:51.579
call festival games. They are pure fan service.

00:20:51.839 --> 00:20:54.460
They take characters from Idea Factor games,

00:20:54.720 --> 00:20:56.960
from Nippon Ichi games, sometimes from Capcom

00:20:56.960 --> 00:20:59.359
or Namco Bandai games, and just throw them all

00:20:59.359 --> 00:21:02.299
into one big RPG. It's an excuse to see all your

00:21:02.299 --> 00:21:04.700
favorites interact. What if my favorite character

00:21:04.700 --> 00:21:07.460
from Game A fought the villain from Game B? It's

00:21:07.460 --> 00:21:09.700
literally playing with your action figures. That's

00:21:09.700 --> 00:21:12.000
exactly what it is. And it reinforces that community

00:21:12.000 --> 00:21:15.039
feeling. If you are a fan of these niche Japanese

00:21:15.039 --> 00:21:18.480
games, Idea Factory is telling you, we see you.

00:21:18.579 --> 00:21:20.599
We are all in this weird little club together.

00:21:20.839 --> 00:21:22.680
Before we move on from this section, I have to

00:21:22.680 --> 00:21:25.000
ask you about two specific titles that are listed

00:21:25.000 --> 00:21:28.019
here because the names are just incredible. First

00:21:28.019 --> 00:21:31.309
one. Sorcery Saga, Curse of the Great Curry God.

00:21:31.529 --> 00:21:35.130
Yes. Released on the PS Vita, it's a dungeon

00:21:35.130 --> 00:21:37.730
crawler, a roguelike game, but the central theme

00:21:37.730 --> 00:21:42.410
is making curry. Making curry. You are a young

00:21:42.410 --> 00:21:44.890
sorceress, and you are fighting your way through

00:21:44.890 --> 00:21:47.309
dungeons filled with angry ingredients to find

00:21:47.309 --> 00:21:50.170
the legendary spices to make the ultimate curry

00:21:50.170 --> 00:21:52.710
to save your friend's curry restaurant. I love

00:21:52.710 --> 00:21:55.369
it. It takes a very serious, often punishing

00:21:55.369 --> 00:21:58.009
genre, the roguelike, and just makes it... Completely

00:21:58.009 --> 00:21:59.950
ridiculous. And then there's this one, which

00:21:59.950 --> 00:22:03.210
I might struggle to say. Trillion, one billion.

00:22:03.430 --> 00:22:06.369
God of Destruction. Yes. The number one trillion

00:22:06.369 --> 00:22:08.549
is literally in the title. Why? What does that

00:22:08.549 --> 00:22:10.650
even mean? The premise of the game is that the

00:22:10.650 --> 00:22:13.569
final boss, the God of Destruction, has one trillion

00:22:13.569 --> 00:22:18.750
hit points. Get out. One trillion. As in... A

00:22:18.750 --> 00:22:21.809
one followed by 12 zeros. One trillion. And your

00:22:21.809 --> 00:22:24.210
job is to whittle it down. You train a character,

00:22:24.369 --> 00:22:26.069
you send them to fight the boss, they do some

00:22:26.069 --> 00:22:28.410
damage, and then they inevitably die a heroic

00:22:28.410 --> 00:22:31.450
death. But their skills and power are passed

00:22:31.450 --> 00:22:34.210
on to the next character you train. It's a game

00:22:34.210 --> 00:22:37.329
about sacrifice and generational attrition. That

00:22:37.329 --> 00:22:40.839
is such a bold... almost hostile design choice

00:22:40.839 --> 00:22:43.940
it's terrifying it's an absurd mechanic but it

00:22:43.940 --> 00:22:46.440
grabs your attention immediately doesn't it it

00:22:46.440 --> 00:22:48.900
stands out on a store shelf god of destruction

00:22:48.900 --> 00:22:52.200
sounds generic one trillion hp god of destruction

00:22:52.200 --> 00:22:54.779
sounds like a personal challenge it really does

00:22:54.779 --> 00:22:57.279
it sounds impossible and that is the idea factory

00:22:57.279 --> 00:22:59.119
way they aren't afraid to be weird they know

00:22:59.119 --> 00:23:00.920
they can't compete with final fantasy on graphics

00:23:00.920 --> 00:23:03.319
or budget so they compete on wait they did what

00:23:03.319 --> 00:23:05.720
they compete on concept so they've conquered

00:23:05.720 --> 00:23:09.160
japan with strategy rpgs and a massive game empire.

00:23:09.500 --> 00:23:12.420
But the world is a big place. Section 5 of our

00:23:12.420 --> 00:23:15.160
outline covers their expansion to the West. This

00:23:15.160 --> 00:23:17.259
is a relatively recent development in the grand

00:23:17.259 --> 00:23:19.859
scheme of their 30 -year history. Idea Factory

00:23:19.859 --> 00:23:22.259
International was established on September 30,

00:23:22.519 --> 00:23:25.920
2013. And they set it up in California, right

00:23:25.920 --> 00:23:27.779
in the heart of the American games industry.

00:23:28.059 --> 00:23:30.859
Correct. Why does this matter so much? Before

00:23:30.859 --> 00:23:34.259
2013, how were we in the West getting these games?

00:23:34.829 --> 00:23:37.849
Usually through third -party publishers. Companies

00:23:37.849 --> 00:23:42.410
like NIS America or Axis Games or Atlas USA would

00:23:42.410 --> 00:23:45.150
license a title like Hakuki or Spectral Force,

00:23:45.430 --> 00:23:47.730
handle the translation and localization themselves,

00:23:48.150 --> 00:23:50.500
and then publish it. So Idea Factory was getting

00:23:50.500 --> 00:23:52.880
paid, but they weren't really controlling the

00:23:52.880 --> 00:23:55.480
message or the distribution. Exactly. They were

00:23:55.480 --> 00:23:57.539
getting a licensing fee, which is nice, but the

00:23:57.539 --> 00:23:59.539
Western publisher was taking a big cut of the

00:23:59.539 --> 00:24:01.779
profits and making all the decisions about marketing

00:24:01.779 --> 00:24:04.539
and release dates. By opening their own branch

00:24:04.539 --> 00:24:07.319
in California, they signaled a new level of confidence.

00:24:07.619 --> 00:24:10.099
They were basically saying, we know we have an

00:24:10.099 --> 00:24:12.480
audience in the West and we want to sell to them

00:24:12.480 --> 00:24:14.690
directly. It cuts out the middleman. It cuts

00:24:14.690 --> 00:24:16.750
out the middleman and it allows them to control

00:24:16.750 --> 00:24:19.490
their own destiny in the global market. They

00:24:19.490 --> 00:24:21.950
can decide exactly which games to localize and

00:24:21.950 --> 00:24:24.009
when. They can interact with their own fans.

00:24:24.289 --> 00:24:26.430
It was a real maturing moment for the company.

00:24:26.630 --> 00:24:29.710
They realized that niche in Japan plus niche

00:24:29.710 --> 00:24:32.450
in America plus niche in Europe actually equals

00:24:32.450 --> 00:24:34.910
a pretty decent sized global market. But then

00:24:34.910 --> 00:24:37.609
we get a curveball. The source mentions a 2022

00:24:37.609 --> 00:24:41.009
announcement. A whole new division called Altergear.

00:24:41.279 --> 00:24:43.720
This one is fascinating to me. The source says

00:24:43.720 --> 00:24:46.400
Altergear is a division focused on visual novel

00:24:46.400 --> 00:24:49.640
titles aimed at a male audience. Wait a second.

00:24:49.660 --> 00:24:52.440
So they spent 15 years perfecting the art of

00:24:52.440 --> 00:24:54.940
the visual novel for women with Ottoman. They

00:24:54.940 --> 00:24:57.660
built an entire empire on it. And now they are

00:24:57.660 --> 00:24:59.579
circling all the way back to men. It certainly

00:24:59.579 --> 00:25:01.759
seems so. Why would they do that? Is the Ottoman

00:25:01.759 --> 00:25:04.119
market slowing down or something? That's just

00:25:04.119 --> 00:25:06.000
speculation. But it could be a number of things.

00:25:06.140 --> 00:25:08.759
It could be that they feel the Atom market is

00:25:08.759 --> 00:25:11.309
saturated. largely by their own products. They've

00:25:11.309 --> 00:25:13.170
released so many games that maybe the market

00:25:13.170 --> 00:25:15.309
is getting a bit tired. Or perhaps they see a

00:25:15.309 --> 00:25:18.529
resurgence in interest for male -oriented visual

00:25:18.529 --> 00:25:21.210
novels on consoles and want to apply what they've

00:25:21.210 --> 00:25:22.950
learned. It just goes to show that they are still

00:25:22.950 --> 00:25:25.490
iterating, even after 30 years. They aren't just

00:25:25.490 --> 00:25:27.349
sitting on their laurels. It's, OK, we won the

00:25:27.349 --> 00:25:29.809
Audemars, what's the next campaign? Let's try

00:25:29.809 --> 00:25:31.769
the guys again, but this time we're the experts.

00:25:32.009 --> 00:25:34.269
It's the factory at work. Shut down one production

00:25:34.269 --> 00:25:36.329
line, start up a new one. I want to zoom out

00:25:36.329 --> 00:25:38.960
a bit and look at the lists in the source. as

00:25:38.960 --> 00:25:41.099
a kind of historical map. We touched on their

00:25:41.099 --> 00:25:43.740
platform loyalty to PlayStation, but there's

00:25:43.740 --> 00:25:46.299
a weird little blip in the timeline. The Xbox

00:25:46.299 --> 00:25:51.240
360. Ah, yes. The great Xbox 360 anomaly. If

00:25:51.240 --> 00:25:54.339
you look at the dates between, say, 2006 to 2010,

00:25:54.660 --> 00:25:58.240
you see Spectral Force 3, Innocent Rage, Absolute,

00:25:58.259 --> 00:26:01.299
Blazing Infinity, Diario, Rebirth, Moon Legend,

00:26:01.460 --> 00:26:04.920
all on Xbox 360. This was a very, very specific

00:26:04.920 --> 00:26:08.160
moment in gaming history. Microsoft was trying

00:26:08.160 --> 00:26:10.359
desperately to break into the Japanese market

00:26:10.359 --> 00:26:13.420
with the 360. They knew that to win over Japan,

00:26:13.700 --> 00:26:17.359
they needed Japanese RPGs. So they actively courted

00:26:17.359 --> 00:26:20.059
Japanese developers. They likely offered financial

00:26:20.059 --> 00:26:22.539
incentives, marketing support, easier development

00:26:22.539 --> 00:26:25.839
tools, whatever it took to get games on the 360.

00:26:26.299 --> 00:26:28.380
And a smaller company like Idea Factory jumped

00:26:28.380 --> 00:26:30.960
on board. They did. For a few years, if you wanted

00:26:30.960 --> 00:26:34.140
to play the newest idea... factory grand strategy

00:26:34.140 --> 00:26:38.359
RPG, you had to own an Xbox 360. It was a strange

00:26:38.359 --> 00:26:40.880
time. It didn't last long. The Xbox never really

00:26:40.880 --> 00:26:43.279
took off in Japan in a big way. But the list

00:26:43.279 --> 00:26:45.299
captures that effort perfectly. It's like a fossil

00:26:45.299 --> 00:26:47.200
record. You can see the sediment layer in their

00:26:47.200 --> 00:26:49.200
history where the Xbox happens. It also shows

00:26:49.200 --> 00:26:51.519
their pragmatism. You know, if Microsoft is offering

00:26:51.519 --> 00:26:53.259
support and money to develop for their console,

00:26:53.420 --> 00:26:55.339
why not take it? And then if you look at the

00:26:55.339 --> 00:26:58.160
modern era in the source, say 2017 and beyond,

00:26:58.359 --> 00:27:01.660
you see the shift back. A lot of PS4 games, but

00:27:01.660 --> 00:27:06.170
also. Windows. PC. Yes. Seeing a game like Cyber

00:27:06.170 --> 00:27:08.650
Dimension Neptunia, four goddesses online hitting

00:27:08.650 --> 00:27:11.150
Windows is a huge deal. Why is that so significant?

00:27:11.430 --> 00:27:13.210
Because for the longest time, the vast majority

00:27:13.210 --> 00:27:15.710
of Japanese console developers just ignored the

00:27:15.710 --> 00:27:18.650
PC market. There was a perception that PC gaming

00:27:18.650 --> 00:27:21.750
is for work or for weird Western games like shooters,

00:27:21.970 --> 00:27:24.150
but the rise of Steam as a global distribution

00:27:24.150 --> 00:27:27.369
platform completely changed that. And Idea Factory

00:27:27.369 --> 00:27:30.049
International, their U .S. branch, likely pushed

00:27:30.049 --> 00:27:32.650
really hard for this. Absolutely. The Western

00:27:32.650 --> 00:27:35.799
audience games on PC. A huge part of it does.

00:27:36.000 --> 00:27:38.779
By porting their back catalog and their new releases

00:27:38.779 --> 00:27:42.380
to Steam, they unlocked a massive new global

00:27:42.380 --> 00:27:44.920
audience that doesn't necessarily own a PlayStation.

00:27:45.019 --> 00:27:47.859
It was another brilliant, pragmatic move. So

00:27:47.859 --> 00:27:50.019
we've tracked them from the post -Data East days

00:27:50.019 --> 00:27:53.019
of 1994 through the PlayStation strategy era,

00:27:53.160 --> 00:27:55.599
the ultimate revolution on handhelds, the meta

00:27:55.599 --> 00:27:57.960
humor of Neptunia, all the way to the modern

00:27:57.960 --> 00:28:00.759
global PC era. It really is quite a trajectory

00:28:00.759 --> 00:28:03.160
when you lay it all out like that. So let's try

00:28:03.160 --> 00:28:05.079
and wrap this up. What is the big picture here?

00:28:05.160 --> 00:28:08.200
What is the story of Idea Factory? I think Idea

00:28:08.200 --> 00:28:10.720
Factory is a chameleon. That is the best word

00:28:10.720 --> 00:28:12.619
to describe them. They change their colors to

00:28:12.619 --> 00:28:14.920
suit their environment to survive. They started

00:28:14.920 --> 00:28:18.160
with those gritty, super serious strategy games,

00:28:18.400 --> 00:28:21.599
Spectral Force. Then they pivoted to completely

00:28:21.599 --> 00:28:24.319
dominate the romance genre for women with Otome,

00:28:24.420 --> 00:28:26.680
changing their entire company culture in the

00:28:26.680 --> 00:28:28.960
process. Then they partnered with other studios

00:28:28.960 --> 00:28:32.480
to make these self -aware, meta -commentary RPGs

00:28:32.480 --> 00:28:35.250
like Neptunia. And finally, they established

00:28:35.250 --> 00:28:37.630
a beachhead in the U .S. to sell their very,

00:28:37.710 --> 00:28:40.450
very Japanese games directly to fans all over

00:28:40.450 --> 00:28:42.869
the world. The takeaway for me, I think, is that

00:28:42.869 --> 00:28:44.589
they prove you don't need to be making Call of

00:28:44.589 --> 00:28:47.369
Duty or Mario to succeed. You don't need to be

00:28:47.369 --> 00:28:49.109
the biggest company in the world with the biggest

00:28:49.109 --> 00:28:51.430
marketing budget. No, you just need to find your

00:28:51.430 --> 00:28:54.049
audience, however small, and serve them faithfully.

00:28:54.690 --> 00:28:56.809
Whether that audience wants to manage a fantasy

00:28:56.809 --> 00:28:59.630
kingdom for 100 hours, fight with anime consoles,

00:28:59.849 --> 00:29:03.190
or date a tragic member of the Shinsengumi. If

00:29:03.190 --> 00:29:04.950
you feed the niche, the niche will feed you.

00:29:05.369 --> 00:29:07.970
Precisely. They have survived by being indispensable

00:29:07.970 --> 00:29:10.930
to small, passionate groups of people, rather

00:29:10.930 --> 00:29:13.329
than being kind of liked by everyone and truly

00:29:13.329 --> 00:29:15.329
loved by no one. All right, so here's a final

00:29:15.329 --> 00:29:17.089
thought to leave you with. We mentioned that

00:29:17.089 --> 00:29:19.809
2022 announcement of UltraGear, their return

00:29:19.809 --> 00:29:23.299
to male -targeted visual novels. Now, Idea Factory

00:29:23.299 --> 00:29:25.799
has spent the last decade and a half mastering

00:29:25.799 --> 00:29:28.700
the art of romance games for a female audience.

00:29:28.900 --> 00:29:30.859
You know exactly what makes a heart flutter,

00:29:30.880 --> 00:29:33.039
what pacing works, what makes a story sticky

00:29:33.039 --> 00:29:35.559
for that audience. Indeed, they have refined

00:29:35.559 --> 00:29:37.960
that formula down to an absolute science through

00:29:37.960 --> 00:29:40.759
dozens and dozens of games. So my question is

00:29:40.759 --> 00:29:44.960
this. Will that experience change how they make

00:29:44.960 --> 00:29:47.839
games for men? Will we see male -oriented visual

00:29:47.839 --> 00:29:50.400
novels from them that have the kind of emotional

00:29:50.400 --> 00:29:52.799
depth and character complexity of a top -tier

00:29:52.799 --> 00:29:55.660
autumn game? Or will they just go back to the

00:29:55.660 --> 00:29:58.019
old tired tropes we often see in that genre?

00:29:58.329 --> 00:30:00.490
That is a really provocative question. Usually

00:30:00.490 --> 00:30:03.089
those two genres, autumn games and male -targeted

00:30:03.089 --> 00:30:05.369
visual novels, are kept very separate. The design

00:30:05.369 --> 00:30:07.029
philosophies, the writing styles, they're often

00:30:07.029 --> 00:30:09.150
completely different, but they can cross -pollinate.

00:30:09.190 --> 00:30:10.950
If they can bring that emotional intelligence

00:30:10.950 --> 00:30:12.890
they learned from Automate over to Alter Gear,

00:30:13.029 --> 00:30:15.150
that could be something really special. They

00:30:15.150 --> 00:30:17.650
could end up reinventing the genre all over again,

00:30:17.789 --> 00:30:20.369
just like they did back in 2008. I guess we'll

00:30:20.369 --> 00:30:22.049
just have to wait and see what rolls off the

00:30:22.049 --> 00:30:24.579
factory line next. Thanks for joining us on this

00:30:24.579 --> 00:30:26.779
deep dive into the weird, wonderful, and ever

00:30:26.779 --> 00:30:29.359
-changing world of Idea Factory. It was a pleasure.

00:30:29.619 --> 00:30:30.779
See you in the next deep dive.
