[Music] hello everyone my name is yo hey Kodaka and I am the CEO of Krispies and also serve as the director for our games I'm excited to be here at GDC this year and beyond honored to be invited as a speaker the theme of today's presentation is Tokyo jungle and Japan's gaming potential it's not every day that you hear of a brand new development studio was absolutely no game development experience securing a first-party PlayStation 3 project so I'd like to share with you how it all happened as well as my view on the potential of Japanese games to start off
a quick introduction of our company I founded crispies in 2007 soon after we signed a deal with Sony Computer Entertainment and developed a game called my stylist I'll go into the details later on but this was a become your own stylist type game targeting the female audience where you would have fun playing around with your wardrobe and after this project we developed Tokyo jungle a survival action game this game takes place in a deserted futuristic Tokyo where mankind has disappeared under mysterious circumstances the player will select an animal from over 50 different kinds available in the game and see who survives the longest in the vicious jungle
there are two modes in the game in story mode mode players will discover the truth behind human mankind's humankind's disappearance and in survival mode the goal is to survive against other animals for as long as possible through online leaderboards players are able to compare their survival skills against other players around the world the game launched in Japan and Asia as a box product in June of 2012 and them and was made available for digital download via PSN on in North America and Europe thanks to the fans and everyone's support the title has performed very well especially given the size of the budget of this game let's get into the main subject of today's presentation I'm sure here everyone here would like to know how and why this game even came to be and how this was made available as a
first party title for both Japanese and overseas media interviews that's one of the first question everyone asks so I'm ready to answer that question today from how it all happened how it became a first party title and also my perspective on the potential of Japanese games mentioned a minute ago I founded the company krispies in 2007 I was only 21 and an art school student I just wasn't having enough fun at school I guess so I dropped out and invited my friends from school to form a company before I started the company I was freelancing and earned some income on the side as a
designer designing websites while going to school however as I put in the hours every day I found myself being less interested in designing what was ordered by the ad agency or a client or a company and no longer appealed to me that's when I had this great idea I want to make games I've always loved games since I was a young child I continued to freelance and take my classes but on the side I gather some of my friends and people I met online and started making a game the game we were making at that time was an RPG called me do a meteor is about to crash on the planet where the main character lives and in ten days when it falls the planet will be destroyed and all lives will be gone the crash is unavoidable and the game would follow the last days of these people's lives so this was back in 20
2005 back then there were no smartphones and platforms where you could showcase or sell your PC games as we do today it was a different time although we financially backed the project ourselves the reality was that there wasn't a place where you could easily present or showcase your products additionally the demand for PC games in a chip in Japan was so low that there weren't many people who would check out the game or pay for such a game so if I wanted to make games as a career and not unhoppy I had two options and the two options were either I go find a job at a game
company or to start my own company knowing my personality and how uninterested and reluctant I was becoming with just my freelance designing jobs I had a feeling working for a company just wasn't for me I only wanted to create what I wanted from the bottom of my heart so I decided to sign my own company however I didn't have any clients to go to or anyone to rely on financially I didn't have any support so I was juggling my freelance projects than trying to set up a company that's when I came across a poster for PlayStation camp sponsored by Sony Computer Entertainment in Japan and camp is short for creator audition mash-up project this is the poster for
PlayStation Camp it shows a guy dressed up like Elvis Presley or at least it may be it's a Japanese Elvis I don't know but it said PlayStation yourself wanted talent skills idea submit awesome ideas and we will provide financial and development support I wasn't so sure about this guy in the poster what he had to do with the campaign and the image it was trying to sell but I immediately thought this was my chance an opportunity to kick-start the company so along with my friend submitted media we decided to come up with a game concept to submit to PlayStation Camp we set up our studio here literally a studio a small studio in an apartment building for a studio the size of six tatami mats which is equivalent to approximately 10 square
meters or under 110 square feet in Tokyo the rent was pretty cheap at 38,000 yen or about $400 the next door building blocked any sunlight from getting into a room it was nowhere I near ideal but this is where the five of us met every day and eventually came up with three different concepts this was before the PlayStation 3 came out so we came up with three ideas one for each system the two current gen systems at that time for PlayStation 2 PSP and the next gen ps3 for PlayStation 3 the concept was based on the notion that the hardware was going to be networked ready that you were always going to be online so once you logged in or signed in you would roam around space basically the world that PlayStation 3 provided for the players it was a game that centered
around you collecting life logs or pieces of information or records about other people's activities on the web or leaving footprints on their boards or leaving messages for friends while you drifted in space it was like a hybrid between a social networking service and a game the more information or life records you collected the more your spaceship developed and you would be able to travel to faraway planets in today's environment it would be categorized as a social game but it was probably too early for the times either I find a job at a game company or to start my own I'm sorry for PlayStation 2 we came up with the 3d action game where you play the god of rain and bring life and greenery back to the dry deteriorated land for the PSP we
presented media the 2d RPG we were already developing at that time so we had three types of games social RPG and an action game each of these concepts were developed with the platform in mind all with a different art style and game system the reason why we went in this direction is because we wanted to leave a strong impression that a team is not limited or restricted to one style of game or visual style but we were capable of developing a variety of worlds and settings for our games and in closing for the presentation I included a photo of our team just being silly and sent it off to SCE the producer of PlayStation Camp later told me that it wasn't just a concept but also the group shot this photo that made them want to meet with us right away so in the end both our
concepts and our silly group photo made things happen SCE was going to fund our development project this is how crispies officially kicked off as a game development studio after launching the company we developed a game called my stylist as I mentioned earlier our background and experience and web designs helped prove our strengths and skills in this game the concept behind this game was to create your digital wardrobe specifically targeting the female audience but using a PSP camera you take your photos of your clothing items and become your own stylist it's like a wardrobe version of iTunes for any fashionista this was a tool that came with several convenient features like being able to view the silhouette
of your clothes and colors at one glance or coming up with a daily wardrobe idea that fit your schedule or being able to simulate what the entire outfit would look like using the clothes you're thinking of buying and so forth today there are many smartphone apps that offer the same thing but back in 2008 this wasn't anything common I'm sure many ventures started by students go down the same path but after we completed my stylus we butted heads and our company of seven shrank down to just two we split My partner and I decided to make a game by ourselves and we needed to convince SCE it was possible and so we single-mindedly drafted concepts to present to them one after another after another I'm going to show you a few of
those today the first one is called planet and baby your objective in this game is to raise a nutri this mega baby who just all of a sudden appeared on this planet into an adult the baby will eat his way through dinosaurs mountains and vast continents and it must solve the various problems occurring on this planet to become a fully grown adult the next game is called high-speed keikaku the setting is in the edo period in Japan and he kallu were couriers or messengers active in that era you control he Kaku and your goal was to deliver the packages as quickly as possible to your client and the third
one this one is called world of colors and a game where you travel solo the game's story follows a traveler who lands on an undiscovered planet and constructs the map of the planet I'm a fan of snufkin from the Moomin series so I was inspired by that lonesome traveler character so we ended up with a bunch of game concepts but we thought all them are great but we decided to focus on this game featuring a lonely traveler with this concept we also thought about an open-world 2d side-scrolling action game unlike the typical side scroller you want clear stages one at a time you as the traveler with a mission to uncover this planet would explore the sky the land and sometimes even dig
underground and go and hiding for a while as you uncover the truth a map of the planet starts to come together however this idea was rejected by SCE the reason was that it lacked the logic of fun as a game and the system needed more work so I decided to work on a new game concept but carried over the element of venturing a world without a stage clearing from this game I needed a new setting for this concept when thinking of this I was most conscious about the coexistence of universality and originality I'm gonna go off topic for a little bit here but I can never forget the excitement I felt every time I bought a new game when I was a child that's what made me pursue
game development in kindergarten it was NES and Game Boy in elementary school it was the SNES and PlayStation and in junior high the ps2 I spent my entire childhood playing with new systems every time I came across a new game or saw innovation and advancement in technology it was as though my life had transformed it was that shocking and at that time I felt very fortunate the excitement and sense of fulfilment I felt then acts as a benchmark today when I'm creating something I hope that I can also inspire others and create games that enrich our lives that's why I will not make games that are similar to others out on the market where your average been-there-done-that game trying to make a game that's just new isn't that difficult however at times that does end up becoming all about the creator's ego we know consumers have become smarter today and won't pick up something just
because it's new going back to the main topic after thinking hard about what kind of game I should make I came up with this approach it was to combine or to multiple multiply two different elements of universality that resulted in a unique but universal idea if I take Tokyo jungle as an example obviously animals need no explaining so we use that as our character and then multiply that with a ghost town a very common typical setting that we're used to seeing in sci-fi stories and film with these two elements coming together we solidified our framework as a gay with universality and originality even though this was a new IP on a very small scale budget because we decided to focus and really hone in on this concept we
were able to secure the support from first party as a PlayStation 3 project now that we set animals ours our main characters the logic of fun in the game that was missing in the previously submitted game concept was starting to come together these animals live in a jungle in this environment you have to actively prey on other animals otherwise you will die to avoid death you have to find your prey or search for plants and vegetation it's a very simple mechanic but I knew I could develop a game system where that is pretty much all you do while at the same time allowing you to explore the world with no stage clear setting this is how I came up with the world setting and system for the game and when they came together and connected in my head the title of the
game came naturally and there it was Tokyo jungle and now we could finally draft a design document but before that happen we actually created a mock advertisement to get our energy going and to give ourselves a boost in this ad you'll see the PlayStation icon the ps3 logo and the words out March 28 2010 but that's all fake I came up with this as I envisioned a large ad unit inside a train station from the moment we came up with this concept the world and setting you see here and including the logo that didn't change in the final product looking back putting together a target visual and image of what the final would look like at the very beginning of development was a great exercise to keep the motivation going for our team even
before the game was completed we created this mock soundtrack cover design this is still one of my favorite artwork it's actually a photograph by famed Japanese photographer Massa Toshi Nakano his book titled Tokyo nobody features a collection of empty or ghost town Tokyo once we decided on the setting for Tokyo jungle and we were looking for reference materials I came across this book by chance at a bookstore and I was very impressed with the photographs and immediately started drawing animals into the scene the image for the game was starting to come together this piece is used with permission and courtesy of mr. McConnell this helped our team get into the groove of things
and we jumped right into the design document we probably went a little bit overboard though as his document came out to over a hundred pages nervously I presented the document to the producer and as soon as I show the title name BAM it was approved it strange how these things work out but sometimes exciting ideas are communicated more effectively through the title name or a key message when it successfully embodies the concept of the game rather than a thick design document and I don't believe that's a hidden talent that that producer had it's the same with the consumers as they become more selective with their choices once we got the green light Tokyo jungle was in production as you know this is a brand new title and when you work on a new title like this one there aren't many games that you can reference or compared to to demonstrate the gameplay experience in these instances every single person's
understanding of the fun factor an appeal is different because you're unable to have that shared experience so in order for a future development team staff and the internal members at SCE to have this unified vision of the game we decided to create a video the goal was to demonstrate the different play styles and experiences of carnivores and herbivores so let's take a look Tokio all humans have perished with only its landscape remaining a city have degenerated into a jungle with wild animals furiously fighting for survival this is a survival to the action game where players by controlling wildlife seek survival in this transformed city ochio jungle let's decide on the animal
you like to control once you have made your choice the game should start somewhere in bath together [Music] the animals will die from excessive hunger or fatigue the survival rate displayed in the top right is the value indicating this level playing on other animals is the only way to restore your survival ring use the radar to capture your prey now let the game begin
[Music] this is an animal approaching towards you line ambush using the landscape it's entire people wait for the right moment to go in for the kill now the survival rate is recovering now you sense an animal approaching from behind the carnival is detected just in user pay as a decoy in height like this the objects in the field can be used to hide
however rain also numbers your senses a dinosaur come you're under attack what the thing now you did game over the survival span was for five years
of each page the result is uploaded to the leaderboard walking the higher-ranked on the board is your ultimate objective choose the next animal you like to control [Music] pervy force has taught their survival rate by eating plants survive by eating plants and avoid contact with carnivores the her deborde's radar shows where you can find edible part [Music]
pervy boards are able to heard find identical species to yours and former coalition baby dinosaur has suddenly attacked you without force I any segments [Music] you are finally able to form a herd other members to follow you around and service populated owner give be hunted now
but no worries you can continue to play as another member now flick up the group's escape from the hunter you can sacrifice other members on your case they are still after you I then board off your predators [Music] [Music] eat your group 12 attractive survive as long as you can
so as you saw in the video the animation for the animals is keyframed we didn't know how to work with 3d models and animation the environment is done and after-effects in the end this video served an important role for everyone involved at SCE including management production audio team and sales and marketing teams as well as our own development team as we shared a single vision for Tokyo jungle finally everyone was on board so great we all know what we're making and here's where it all happened our studio was situated in a
normal residence and why is that you may ask well simply said we as a company and the project itself couldn't afford to rent a studio or a facility in a building this place is 95 square meters or just over a thousand square feet first there were only two then I grew to 10 enter him last for months we had 26 people finishing up the game as you can imagine it was pretty tight no room for stretching and playing around the good thing was that the team building came naturally in this small space and we all worked well together so I want to quickly share a few things that our team learned and experienced specifically the advantages of not knowing what standards there are in game development due to no previous development experience and the disadvantages of not having any prior development experience
or start off with the advantages or benefits due to not knowing what the standards are and things that were common sense in development the great thing is that we were able to approach the game we wanted to make and it's very pure untouched form for example one of the things is having over 50 playable characters in an action game anyone who has ever worked on an action game would never do that for each character the parameters are different from movement in combat to area of effect to jump range and so on it all changes depending on if you're talking about a baby chick or an elephant they vary in size so everything has to be scaled to balance the stages so that it worked regardless of the animal type was not only inefficient but also unrealistic however because of the lack of development experience we were able to work on elements we believed our
users were like to have I feel that sometimes you tend to forget what the users are most interested in when you actually have the experience ask yourself Who am I making this for if it's something you believe will excite the users I would recommend you at least consider the challenge we are also very cautious about specific elements we believe would attract our users help pull them into our game for example we chose the Pomeranian as one of our characters the theory and action games is everything builds up over some time Goodin and goes into full gear when you're at your strongest that's when excitement is at its peak when the player reaches a point where he or she is controlling the character at its strongest level tensions run high the combat the action and everything happening on screen is so cool and
you're fully immersed in the game initially our producer told us to follow the serie for Tokyo jungle but I intentionally decided to go with the Pomeranian the weakest character as the first animal to be shown the reason behind this decision was by using a pet character who is naturally seen with their owners we were able to effectively effectively communicate the world Tokyo where humans were extinct as a result I believe we were able to attract more users by positioning the palm in a Pomeranian as a main character in addition we included a robotic dog towards the end of the story and also also featured a mating system these are ideas we believe would appeal to users and implemented in the early stages of development so the disadvantages of not having any prior game development experience for example going from 2d to
3d as you saw in the concept video earlier we were developing the game as a 2d side-scrolling action game however repeatedly plane stages with a similar feel while hunting and chasing down other animals had its limits and we weren't able to show the variety or different ways of hunting well at the same time keeping it fresh the decision was to a mate to go to 3d and as a result we spent a lot of time generating resources and adjusting the game system additionally we were building our own development environment and our lack of experience ended up triggering some unforeseen work our studio was housed in a normal residence meaning the electrical power isn't the same as what a commercial building has during the hot summer period when we had our development units running the
electricity supply wasn't enough and we always blew the circuit breaker in the end after discussing it over with the electrical company we had some construction work done in order to have power running at the level of a commercial property and it ended up costing us enough to where we could have rented a studio or a building additionally we were adjusting and iterating the engine and tools on an as-needed basis so as a result of that the tools aren't as flexible and has own set of challenges if we had more experience I know Tokyo jungle would have turned out to be a more refined and polished game we face a lot of challenges because of our an experience but somehow got to the finish line the release date was set we were in our testing and debugging phase and we started to work on some promotional and advertising designs when launching a new title or IP we all know that it comes down to how you can stand out in the crowd for Tokyo jungle we
design all of our marketing and promotional materials from trailers to posters and print ads and media kits and packaging design normally these things would be assigned to creative agencies but these pieces are the first things that connect our product with the consumers and I strongly believe that the ones who made the actual product can best communicate the message to the customer for us we were able to take advantage of our previous experience as web designers to execute these tasks we created a wide array of promotional materials point-of-sale posters print ads videos trailers as well as press kits this media kit was a fun project for us inside an emergency case was a towel raincoat t-shirts stickers gloves even a disposable toilet a pamphlet this
is all to get the media's attention we designed everything that went into the case it worked out as planned and the media loved the kit and it was the best business business the best business card exchange ever and we also worked on the packaging design for this design the request from the sales and marketing team was to feature many animals and communicate that there was just lots going on in one shot they also had a specific animals picked out and had an idea for the composition the design on the left is what it looked like based on their orders in designing a package we were told we wanted to make it pretty noisy and show you as possible so it stood out and also communicated what the game was
all about that's how we got here but I didn't think the design showed off the maximum potential appeal of Tokyo jungle so a day before the deadline I decided to take all the animals except the Pomeranian a deserted Tokyo animals left behind to communicate this setting and to stand out on the shelves I knew the design needed and had to have this level of impact as a result the promotional videos trailers and package design were a hit in in and outside of Japan and we succeeded in communicating the appeal of Tokyo General to many people around the world by this time our vision was solid the concept was clear and both Japan and Europe were on board however the title wasn't initially included or accepted in the lineup for North America why is the
setting in Tokyo and not in the US why are we using animals as our main characters we think it's a pretty niche idea we don't think this will perform well outside of Japan only in Japan can you sell these types of games and so on these were the comments sent to us from SCE America and so they initially decided to pass on this title however with the buzz in Japan and with SCE Japan studios support they finally decided to release it in North America their decision came in at the very very last minute and so the game was released in Japan in Asia last June followed by Europe and North America in October thanks to the fans and all the supporters out there for a new IP with a very small scale budget the title performed very well the critics reviews
in Europe and America are just right above average I'd say but the reception among the users are overwhelmingly positive and it also seemed like they enjoy the game in similar ways as the Japanese users we were very much encouraged by these results so moving on to my next topic a few years ago there was a lot of talk about how it's game over for Japanese games I would always get asked that question whenever I was interviewed by a member of the Overseas Press there's an ongoing discussion about how it's over and yet for Japanese games how do you feel about that I'll jump to my answer to the question it's not over and it's not getting close to being over but I do think that our industry in Japan has been doing a bit of wandering around looking back at our
past Japanese culture and art were a claim by many outside of Japan and the history has been carried over in the form of let's say manga anime and games the Japanese sensibility is very unique when artists in the West were drawing photo realistic style drawings and paintings in the 12th century our ancestors were drawing these paintings this is called choujuu Jim butsu jjigae translated to caricatures of animals and humans this scroll illustrates animals bathing in the river playing and wrestling a monkey thief running away from left to right just like in an action game an anthropomorphic frogs rabbits and monkeys telling a story it
won't be a mistake to say that this illustration was the origin of manga and deform our style and Tokyo jungle is also a piece that belongs to this unbroken line of Japanese culture these types of paintings introduce a new sense of value in the West and we're highly respective Yukio a had a significant influence on the Western art world whenever I have a chance to look at these precious pieces from Japan's past I remind myself of the pride we have in our culture in Japan and as a Japanese we have our own uniqueness and charm in the same exact way you do in the West at e3 I remember watching the press conference and the action sequences were too bloody and brutal and violent for myself as a Japanese but the crowd was
very very excited we were watching the same footage but the reaction around me was the opposite of what I was feeling inside what I felt at that moment was you know it's impossible for Japanese to make this in make a game in this kind of direction rather than a technical challenge it's a difference in sensibilities there is a difference between what the Japanese in the Western audience feel and believe is fun and exciting but that difference is what I view as the potential of Japanese games I personally feel that it's not necessary for Japanese developers and companies companies to consciously think about targeting or marketing the game in the West when making their games focusing on making the kind of games we believe in fun and exciting will add to the uniqueness and originality of Japanese games and eventually be accepted or introduce new values to the Western audience is how I feel I think that's
been Japan strength since the ancient times for anyone who falls into the creator craftsman profession your own culture and roots are unavoidable factors its fate Tokyo jungle turned out as a first-party PlayStation 3 title but it is also a game full of sensibilities unique to the Japanese similar to what you saw in the caricatures of animals and humans painting I showed earlier it brings me joy to know that games and worse like these with unique values are released to the global audience and played and enjoyed by many around the world we now have graduated from PlayStation Camp and we are working with new partners and publishers on a new game I feel that I must continue on with
these challenges that I just mentioned in the future I'm certain that our industry and market will continue to expand globally and hopeful that we will continue to respect accept and nurture each other's values and aspirations thank you for listening today [Applause] so Dylan Sugimoto interested so we have about 10 minutes so we're going to open it up for Q&A if anyone has any questions there are two mics and if you could just step up and ask the question
hello I was wondering are you still planning on making me do at any point because Media sounds completely amazing and I think at least half the people in this room would would love to play it whether olga khodataeva arnica until my stability indominus yes God Idi Amin upon the story a system
Anwar Ahmad on the more common team as Monday manga it's good to meet I know you're very much well thank you very much for that the short answer is unfortunately no it's it's not in production or we don't have plans to go into production anytime soon however the idea that we had and the story in the system myself included the the guys around me who worked on this we feel very close to the concept itself so I'm not sure how or when or why or you know in what form it will come in but I'm sure that we will continue to be inspired by where it all started you get to make it someday
he's coming we designed the game have you bar with that the DA style a stone unique that maybe only a few people love it and that you cannot make enough money to support your team and maybe it will fail can you hear me I missed the first like the first part that is the question that Tokyo jungle is so unique that if it doesn't generate enough sales that you won't make enough money to support the team yes well he did lie in the game has he buried that the style is so unique that maybe only a few people in the
market like it and he will not make enough money to support his team and even okay got it thank you concepto guitarist in gmod school Catania published to Kolkata smell
phenomenal an organic are testimonies la I'm invoking Ontario car at all not even a register system their payments could appear below given data almost I don't think anti to the idea there subo hectare over China cannot open a book Ramayana it will keep on Google say no higher 2002 Torah so no documentation cuts to yoga sweeteners games Monday it's hosting their immorality I don't think so for now I think most people may feel the same way too because we're so you need the ideas are so unique and so out there but we feel that that in the end is actually our character it's our best element for such a small
development studio that it's basically that becomes our best weapon and in today's market it's so easy to say hey let's make a sequel but that's not exactly what my direction is when coming up with brand new ideas I continuously want to come up with brand new ideas to differentiate ourselves from say another development company that will you know roll in their resources to the next sequel into a series and and so forth so we want to be different in that way and so it becomes our best asset that we come up with these very different unique ideas Tokyo jungle doesn't so swell will continue to make this kind of game or maybe you will try some some other things that that are popular thank you
Shangri la-de-da by 3 and s Pokemon - technically cotton happiness - mondo mondo more dramas focused on Hawaii not at all not determined to achieve an idea we entrusted to me to the mall the Aragon you can steal their majority gave me hope tonight not a Bible Pocono media
destacar a free terminal challenge or three like asthma you know to be completely honest I am NOT able to answer that question in a way that I I can't say that I have even thought about that so to me wanting to make my our unique ideas concepts that we come up with into a game form is sort of the single and sole direction that we have right now and if we don't succeed at all with any of our game ideas then I think at that point in time it's it's for me to say maybe games is not the media that I need to translate my ideas into and that I would maybe move on to a different type of medium to communicate my ideas and your team will make good in the filter
thank you he was it I gotta start to all my sick day it's my finger I don't like a bit on Aikido community naima journalist named Nunnally scar do a community you can I read it so the question was is that recently in Japan in Kyoto there was a event or conference called bit summit which is basically the premise was to promote and and spread the word about
Japanese indie game development developers and sort of grow that community and his question to kataoka son is is why do you think that the Japanese indie game development community is so sorry so small right now and how how do you feel that you know which way will go and how will it grow in the future Deborah Cox a doctor all business la ma gmod critical eye straight by eat on the floor that's my session or such taking a protein or you know lean on hydration higher to Krista cool Mahima money some a Molokai cotton or Venus Michael up tonight Christmas speech about killing even the game on
script I'll this one coming image give no coyote kill Kaiser Iran live I take would never I had written any code school district our motto about that's Jean this poker misplaced anger legal market to the back so game all hosted mysterious Romanova tonight of our English in cuts a Kachina H which was again an optimal Tina so going from my own experience I was an art school student and you know around me including myself there were a lot of there are a lot of students who wanted to make games but I think in general a lot of the students their final goal is to make games meaning that they would go find a job at a already existing you know large game development company or publisher
and those goals hasn't they haven't really changed now is the time for you know if you want to take a risk and challenge yourself it is a great time to kind of go independent but because of the majority of the how you know the students are not going in that kind of going in the route it hasn't really helped the indie community grow it's sort of had this not restriction or borderline but the framework just hasn't grown into something that maybe you guys would expect to see in Japan so since now that there's you know apps you can make by yourself or with just a few friends and there are so many platforms out there that you can distributor content I would think that you know we want to encourage ourselves to maybe go independent and and take that challenge okay so time is actually up so we've
been told that we will not be able to take any more questions I'm so sorry but we're going to have to close this session thank you everyone [Applause]
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