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mgcl2 - 2008-8-13 9:42:00
还记得我们的小百科曾经提到的金牌制作人铃木裕么?世嘉美国公司的首席执行官Simon Jeffery,11日在接受Gamasutra的采访时透露著名游戏制作人铃木裕已经离开世嘉,虽然离开的原因尚不明了,但Simon Jeffery表示铃木裕今后仍然会和公司保持合作关系。所以應該不會再有《莎木》作品的開發,另外SEGA在三年前宣佈的《莎木online》也處於完全停擺的狀態。
鈴木裕是SEGA最有名的遊戲創作者,文武全才的他曾開發出包含《VR快打》《太空哈利》《衝破火網》與《莎木》...等膾炙人口的經典作品,在他最名聲頂峰時甚至與任天堂知名遊戲製作人 宮本茂併列為日本遊戲界兩位最頂尖代表,也是遊戲界史上第一位作品獲邀被紐約大都會博物館永久收藏、第一位獲得AIAS協會終生成就獎殊榮的遊戲創作人,可見鈴木裕名聲之顯赫。不過在1999年鈴木裕傾全力開發,耗資70億日幣打造的DC超大作遊戲《莎木》叫好不叫座,讓財務已經岌岌可危的SEGA更雪上加霜,也因為《莎木》的失利,導致DC主機被迫停產,甚至SEGA不得不跟Sammy公司合併,鈴木裕自此也被SEGA打入冷宮了...。

不過 SEGA遊戲人才的流失不只鈴木裕,包含《音速小子》之父 中裕司、《REZ》創作者水口哲也、《櫻花大戰》製作人 大場規勝、《飛龍戰士》製作人二木幸生....等早就已經離開SEGA。簡單來說,就是當初SEGA旗下十家子公司負責人幾乎都離開SEGA了,現在唯一還叫得出名號的只剩《人中之龍》製作人名越稔洋。曾經代表硬派遊戲魂的SEGA如今卻人才凋零每況愈下,當初臨終前還自掏腰包500億日幣現金+850億日幣股票救助SEGA脫離困局的已故SEGA社長 大川功 泉下有知應該也會不瞑目吧...。
電玩星球 - 2008-8-13 9:54:00
看来铃木裕也对世嘉安于现状失望了..世嘉痛失顶梁柱啊!
天一国际 - 2008-8-13 10:02:00
世嘉这个公司还真是悲情啊,但是管理层是很有问题的……


[em19] [em19] [em19] [em19] [em19] [em19] [em19] [em19] [em19] [em19]
呆伟 - 2008-8-13 10:04:00
世嘉是越来越无语了,游戏不好好做,不过貌似代理了不少游戏
TEDDYTST - 2008-8-13 12:27:00
不在世嘉都在哪里呢?不会是来我天朝潜水了吧~~~~?
JolinLeon - 2008-8-13 12:36:00
SEGA真的要没落了
mgcl2 - 2008-8-13 20:04:00
世嘉不会成为另一个雅达利吧……
royala - 2008-8-13 20:27:00
至少中裕司还在…在一家SEGA全资子公司当头呢
shalin - 2008-8-13 20:32:00
http://psp.tgbus.com/news/200808/20080813131836.shtml
napaleon4 - 2008-8-13 20:58:00
世嘉很早就没落了,虽然现在混得还不错,但是和以前的声望根本不能比啊。
black-moon - 2008-8-13 21:44:00
当年的游戏业三大巨头之一啊。在DC上犯了太多的错了。
mgcl2 - 2008-8-13 22:09:00
http://www.gamasutra.com/view/feature/3756/the_evolution_of_sega_a_.php




Japanese-headquartered Sonic The Hedgehog creator Sega has long been an innovative and compelling creator of games -- ahead of its time for much of its history.

Its transition from a hardware manufacturer (Game Gear, Genesis, Dreamcast) to a pure game publisher, however, has been a work in progress - particularly in terms of building up a robust western division with its own product slate.

But in the past couple of years, the company has improved its status -- to the point where the company is the sixth biggest publisher in the U.S., according to recent statistics. And the suitability of games for the Western market has also increased, thanks to studio acquisitions including San Francisco-based Secret Level and the UK-based The Creative Assembly.

But where to now? Gamasutra had a chance to sit down with the CEO of Sega Of America, Simon Jeffery, who has been instrumental in changing Sega's fortunes in the west.

Topics included the transformation of the company's global development efforts, its acquisition of studios, and the importance of big-name talent (and the Sonic franchise) to its longevity and success -- and more.

The Transformation
My interpretation of Sega of America right now is that it's becoming something of a different company from Sega of Japan. I don't know if that's accurate, but if it is, how did this semi-autonomy come about?

Simon Jeffery: It was by design, very much so. I think we've strongly tried to make Sega of America feel like it's not a Japanese company. We want to resonate better with gamers in the casual market than I think Japanese companies have traditionally been able to do in the west for a few years.

The output from Japan (in general) right now seems to be geared around a small number of huge games which really resonate with the western market, but most Japanese content just does not anymore. So that's a pretty big change from five or six years ago, and it's a big change from last generation.

We're trying to make sure we don't make the mistake of being another Japanese company trying to be another Japanese company in the west. We want to build our success through building products for the west in the west, so there are not many Japanese staff in our office at Sega of America. We have a lot of autonomy now, and it's absolutely by design.

This seemed to be an initiative that coincided somewhat with your arrival. Was this an initiative you spearheaded?

SJ: It was part of the initiative by Sega in Japan. They were making a conscious decision to have the western operations have a western management team in place. They brought me in to set up a new management team and build it out to start building western content.

What were the major points you were trying to address when setting this plan in motion?

SJ: Taking that moment in time, it was a good time to do this. Sega had been going through sort of a control-alt-delete, and starting fresh with a start-up mentality. We were on the cusp of the next generation, and on the cusp of Nintendo changing into a different company and opening up a new part of the market. So it felt like the time was right for Sega to reinvent itself.

Really what I tried to do was ride that train and make the most of that point in time, bringing new people into the company and start building the kind of products that would get a leadership position in the next generation on the Wii and the DS, rather than just playing catch-up with everybody else, which is what we've traditionally done.

Well, that's a little harsh on Sega. (laughter) But anyway, starting with the Sega Gamers Day two years ago was when I was really struck by a different feeling that was coming from the company with things like Condemned 2. They were games that felt very iconic -- not very traditional Sega, but it felt like the company was building toward a new, "This is the kind of entertainment you can expect from us."

SJ: I would say that's a great observation, and thank you for that. It makes me feel good, because that's absolutely what we set out to achieve. I think that our ability to be successful is really down to being different from the big players. So much product these days is safe and formulaic, and therefore not particularly creative or interesting.

Sega's never really been the company to do that, so we've really tried to not seem like a mini-EA or a mini-Activision or anything like that. Games like Condemned, whilst not being traditionally Sega, we want them to feel like Sega, as part of the new look company.


Sega/Monolith Productions' Condemned 2: Bloodshot

The feeling I was getting was that while the Sega I grew up with is more or less gone, the Sega that is forming now is perhaps still a company one can rely on to bring a certain level of content. So it may not be the Sega that I knew, but it's a Sega that can be relied on, maybe?

SJ: That's absolutely where we're trying to get to. It's a struggle, and we're doing quite a lot. One of our big focuses right now is to improve the quality of the games going forward.

We really feel that we've gone through massive growth in the last few years, and we're bringing a lot of product to market. We've got fairly mixed results. Some of the product we're really happy with, and some of it not so much, but a year from now, we want to be happy with everything that comes out.

Do you see the handheld market as an opportunity for Sega to exploit further?

SJ: Very much so, and if you include the iPhone, even moreso. We've been pretty successful on the DS, and we're kind of shocked to hear that Iron Man is the biggest-selling game on the PSP so far this year.

With the recent success of the PSP in Japan, and it seems to be taking off in the U.S., we're going to look at that. The DS is a perfect machine for the Sega customers. Sonic Chronicles is something we're very excited about. We think it's going to be a very cool game, and we want to continue to do stuff like that.
danielfei - 2008-8-15 2:01:00
泣け、叫べ、そして、死ねっ! ここまでだ!
kangmax - 2008-8-29 8:48:00
世嘉没落了
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