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Ryu Ga Gotoku Studio

Ryu Ga Gotoku Studio (Japanese: 龍が如くスタジオ, Hepburn: Ryū ga Gotoku Sutajio) is a video game developer housed within the Japanese video game company Sega as part of its Sega CS Research and Development No. 1 (セガ 第一CS研究開発部, Sega daiichi shīēsu kenkyū kaihatsubu) division. It is known for developing the games in the Like a Dragon series, which the studio is named after, since Yakuza 5.[2][3]

Ryu Ga Gotoku Studio
Native name
龍が如くスタジオ
Ryū Ga Gotoku Sutajio
Company typeDivision
IndustryVideo games
PredecessorAM11 (1998–1999)
R&D4 (1999–2000)
Amusement Vision (2000–2005)
New Entertainment R&D Dept. (2005–2009)
FoundedAugust 31, 2011; 12 years ago (2011-08-31)
FounderToshihiro Nagoshi
Headquarters,
Key people
Masayoshi Yokoyama (studio head)
Ryosuke Horii
Yutaka Ito
Hiroyuki Sakamoto
ProductsLike a Dragon series (2012–present)
Binary Domain
Judgment
Super Monkey Ball series (2019–present)
Number of employees
300+[1] (2021)
ParentSega
Websitehttp://ryu-ga-gotoku.com/

The studio's origins can be traced back to Sega AM11 in 1998, which was renamed to R&D4 or AM4 in 1999.[4] It was headed by Toshihiro Nagoshi who joined Sega AM2 in 1989 and has been credited as the creator of the arcade titles Daytona USA and Virtua Striker.[5][6] Although Virtua Striker is attributed to another developer, Satoshi Mifune.[7] Nagoshi requested his own development division during the development of Shenmue.[8]

In 2000, AM4 was reestablished as Amusement Vision, where it was best known for Super Monkey Ball and F-Zero GX.[9][10] Several structural changes occurred in the years that followed. During a reorganization in 2003, the non-sports staff of Smilebit merged with Amusement Vision,[11] and a year later Sega merged with Sammy to form Sega Sammy Holdings. Amusement Vision became New Entertainment R&D Dept. and the first Like a Dragon game was released. Ryū ga Gotoku Kenzan! was the last Like a Dragon game to be developed under the New Entertainment R&D name.[12]

Since Yakuza 3, they were referred to as Sega's CS1 team, all the way up to Yakuza: Dead Souls.[13] The first game to use the RGG logo was Binary Domain in Japan, released in February 2012. Eventually, the RGG Studio's logo became used consistently and the way they brand themselves and give themselves an identity of their own. The current iteration of the logo was introduced during the announcement of the western release of Yakuza Kiwami 2 in 2018.[14]

According to studio head Masayoshi Yokoyama, the studio is not a company organization but refers to a production team within Sega.[15] Nevertheless, the studio's logo and name have become more recognizable internationally, and the logo has been used consistently.[16]

History edit

Amusement Vision edit

 
Amusement Vision logo

Toshihiro Nagoshi joined Sega in 1989 as a designer.[17] As Sega began developing 3D games such as Virtua Racing, he was able to apply his knowledge of film in choosing the right camera angles in three dimensional spaces, something that the other team members had no experience with.[18][19] Nagoshi became producer, director and chief designer of Daytona USA, which became one of the most successful arcade games of all time.[20] Next he worked on another racing game, Scud Race, which, while successful, did not make as much money as Daytona USA. Nagoshi felt pressure to constantly deliver racing games as he became known for the genre in the company.[21] He developed SpikeOut, which he described as a "personal rebellion" as it was a character based action game where players could play for a long time with just one credit, though profits for arcade operators suffered.[22] Nagoshi requested his own development division during the development of Shenmue.

 
Toshihiro Nagoshi

In what has been called "a brief moment of remarkable creativity", in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top creators. In 2000, Toshihiro Nagoshi was the president of AV (Amusement Vision). Nagoshi chose the name because he was fond of the term 'vision', and amusement was the core market of the studio. AV refers to Adult Video in Japan, however Nagoshi thinks with all adult videos being streamed in the future, people will instead think of amusement video when they see AV. Speaking about initial plans for AV, Nagoshi wanted to make original titles in addition to sequels. He also was not fond of doing ports of arcade titles, believing console and arcade titles should be developed separately and in mind for their target market.[23] Of the nine studios that Sega established, AV was the smallest, with about 50 employees.[24]

Nagoshi devised the concept of rolling spheres through mazes based on his desire to create a game that was instantly possible to understand and play, as a contrast to increasingly complex games at Japanese arcades at the time.[25] Another desire for developing the game was to prove that games can be successful without a huge budget, which was a particular complaint from Sega's CEO at the time.[26]

AV developed it initially as an arcade title, Monkey Ball. Monkey Ball was first released in Japanese arcades in June 2001, and then received an upgraded version — Super Monkey Ball — as a GameCube launch title in all regions. After the success of the first Super Monkey Ball, it spawned a direct sequel on the GameCube. Following that, a collaboration with Nintendo happened. AV would develop F-Zero GX in a contracted development, while Nintendo would be responsible for the supervision, production and publishing of their IP. In the end, Nintendo was impressed with the product, considering it a step forward for the F-Zero franchise.[27]

Amusement Vision consistently produced high selling titles and was profitable every year. Nagoshi was promoted within Sega along with Yuji Naka and Hisao Oguchi who also ran profitable studios in the form of Naka's Sonic Team and Oguchi's Hitmaker. When Oguchi became company president in 2003, he announced his intention to consolidate Sega's studios into "four or five core operations". As part of the consolidation, the non-sports staff of Smilebit, developers of games like Jet Set Radio Future and Panzer Dragoon Orta on Xbox, were absorbed by Amusement Vision. Smilebit was considered to be less commercially successful than AV and also focused more on the console market, but had high technical skills. Nagoshi had to think about how to use everyone's skill to the best of their ability.[28] When the idea of a game portraying the Japanese underworld came about from Nagoshi, Masayoshi Kikuchi who previously worked on the Jet Set Radio series at Smilebit, agreed to the concept. Coincidentally he was watching yakuza type movies and also had a desire to turn that type of atmosphere into a game.[29] By 2004, AV had about 124 employees.[30]

During 2004, Sammy Corporation bought a controlling share in Sega and created the new company Sega Sammy Holdings, an entertainment conglomerate. Since then, Sega and Sammy became subsidiaries of the aforementioned holding company, with both companies operating independently, while the executive departments merged.[31] Prior to the acquisition by Sammy, Sega began the process of re-integrating its subsidiaries into the main company,[32] which was completed by October 2004.[33] Sega would also restructure the development studios again, consolidating the divisions further into the Global Entertainment, Amusement Software, and New Entertainment R&D divisions.[34]

Development of Yakuza / Like a Dragon and building a franchise edit

By 2005, most Amusement Vision members were located at the New Entertainment R&D Dept. The first Like a Dragon game had a difficult development cycle, as the first pitch was rejected by the higher-ups, due to expecting something different out of Nagoshi. The CEO of Sega Sammy, Hajime Satomi saw footage of Like a Dragon that was forcibly sneaked in a preview of upcoming Sega games, in spite of that it wasn't officially a project yet. Satomi took an interest in it, though the Sega executives were unhappy about this move. Through perseverance however, Nagoshi managed to get the project started.

The project was risky as there was no estimate on how the market would accept a game aimed at only adult Japanese males, based in the Japanese underworld. The highest estimate was only 70,000 copies in Japan. However, over time, the game sold over 1 million copies. Nagoshi said that it gave the team confidence to press on and continue to evolve it into a series. The staff from Amusement Vision and Smilebit worked on many different console and arcade games, and they had confidence in their genres and careers. However, Like a Dragon did not match any of their past experiences, which Nagoshi saw as them all playing on a level playing field. Every element of the game had to go through Nagoshi first, because only he had a concrete idea of how the game was supposed to end up. However, some staff did not like the uncertain nature and overall pressure of the project, and ended up quitting.[35] When the game grew into a franchise, the staff gained more freedom and independence in regards to which elements to put into the game, due to established rules by Nagoshi. Therefore, the games became more varied as the series went on. The initial target audience was adult Japanese males but overtime, the series audience expanded into females and also overseas players, though the primary target audience still remains the adult Japanese males.[36]

Nagoshi says that the development team of the Like a Dragon series always needs to have a sense of challenge. For Yakuza 2, they first thought about having a two-year development cycle, but after discussion, it was thought that releasing and developing the game just one year later would be better to keep audiences attention, though it meant more work for them. For the first spin-off Ryū ga Gotoku Kenzan!, the team initially made fun of their goal of making the game for the new PlayStation 3 while also moving to a different setting. However, they managed to make it in just a year and a bit, and the staff felt refreshed. The team held seminars in Japan explaining how to develop an HD game in 10 months.[37][38]

While certain things have become routine, each game is still hard work for the team, but the fanbase keeps Nagoshi motivated.[39] Nagoshi explains that the fast release schedule of one game per year with a massive amount of content is based on the team's desire to constantly keep delivering the fans with not just what they want, but also to surprise them.[40]

Yakuza 0 increased the fanbase internationally. Previous localized installments did not always meet expectations in terms of sales. Yakuza 0, being a prequel, made it an easy jumping-in point for new fans as well as the expertise of recently merged Atlus USA, were factors in its success. This also led to the previous games getting remasters and remakes in the form of the two remakes Yakuza Kiwami and Yakuza Kiwami 2 and remasters of Yakuza 3, Yakuza 4 and Yakuza 5.[41][42] Producer Daisuke Sato wanted to continue to do titles that are well accepted globally, not only limited to Japan and niche consumers.[43]

In October 2021, Sega announced that Nagoshi and Daisuke Sato were leaving the company after decades working in it. Due to this, series producer and writer Masayoshi Yokoyama would become the new studio head in place of Nagoshi who was in the position since the beginning. With the shift in leadership, the studio confirmed they were working on a sequel to Yakuza: Like a Dragon.[44][45]

Writing edit

The main writer behind the stories and scenarios of most of the Like a Dragon series has been Masayoshi Yokoyama, who previously was a senior planner for Jet Set Radio and director of Ollie King. When developing the first game, the tagline was "The maddog Yakuza and the 10 billion yen girl" and various members of the team were able to pitch a story. Yokoyama's proposal stood out where instead of focusing on a big plot twist that concerned the girl and the 10 billion yen, he drew up a character correlation chart, and explained how the various characters were related to each other. As a whole, Yokoyama focuses on entertaining characters and scenes, and only decides the culprit at the very end in the writing process, with a focus on who would be the most interesting to fight as a final boss. Yokoyama himself doesn't read novels and has no training in script writing, and is mostly inspired by visual mediums like film and TV shows. For the first two Like a Dragon games, crime novelist Hase Seishu was an editor of Yokoyama's scripts. He heavily critiqued the first draft, suggesting that it lacks realism, so Yokoyama did further research and adjusted the script in his own way. For the second game, Yokoyama only needed one round of editing from Seishu. Nagoshi is very involved in the creation of the scripts, and advocated for the various elements found in Yakuza 3, such as the more heartwarming atmosphere with the kids at the orphanage, the return of Joji Kazama, as well as suggesting the keywords "base" and "defense" for the story. For Yakuza 2, the golden Osaka Castle, was also Nagoshi's idea.[39] For Yakuza: Like a Dragon, Nagoshi wanted to write all the lines for Saeko.[46] As far as endings are concerned, Nagoshi insisted that they should be uplifting which is similar to Hollywood productions, while the rest adheres to different rules than western cinema.[47]

A different writer includes Tsuyoshi Furuta, who wrote the scripts of Judgment and Lost Judgment. Before those games, Furuta was one of the writers of the well received Yakuza 0 and he was thought of Nagoshi to be the best choice to make a script that differentiates from the Like a Dragon series.[48] Furuta did not start his game development career at Sega, but at Spike Chunsoft and worked on 428: Shibuya Scramble.[49]

Other projects edit

One detour for the team was the game Binary Domain, which unlike the Like a Dragon series, was an attempt to make something for the worldwide audience.[50] However, it was a commercial failure, only selling 20,000 copies in North America by April 2012.[51] It made the team reflect on preferring to keep making authentic Japanese games rather than pretending to be something else.[52] The new Dragon Engine developed for Yakuza 6 and used in subsequent games used technology from Binary Domain and was evolved further.[53] The Dragon Engine was also lent to Virtua Fighter 5: Ultimate Showdown, which was co-developed with Sega AM2.[54]

Nagoshi said that for the Super Monkey Ball series, he put the wheels in motion at the very beginning, but eventually, other staff continued where he left off when subsequent games got made. Jun Tokuhara who joined 1999 as a programmer, directed series entries Super Monkey Ball Step & Roll, Super Monkey Ball 3D and Super Monkey Ball: Banana Splitz. Between those, he worked on minigames of Ryu Ga Gotoku: Kenzan and Yakuza 3.[55] Talks of bringing back the Super Monkey Ball IP with remasters were happening as the IP has remained important to the studio,[56][57][58] but nothing came into fruition, due to struggling to get the right team of people. Masao Shirosaki was pondering what to work on next after finishing development as chief planner on Judgment, and as Shirosaki and some staff became available, the project officially began. Shirosaki revealed that Banana Blitz specifically was chosen for a remaster, because with the limited time and budget they had, it was the most reasonable choice. However, he stated that if successful, remakes of 1 and 2, as well as a new game would be possible.[59] While there was initially no official word from Sega on how Banana Blitz HD performed, a remake of the first 3 Super Monkey Ball games, Super Monkey Ball Banana Mania that takes the series back to its origins, had ultimately come into fruition.[60] Shirosaki later revealed in a September 2021 interview that Banana Blitz HD did actually receive a lot of support from the fans.[61] The RGG Studio branding was not used in Asian regions of the game.[62]

CS1 moved on to mobile games with Ryu Ga Gotoku Mobile released for GREE and Kingdom Conquest for iOS. The team that handled these mobile games formed a new team and left CS1 to establish a new division exclusively dedicated to these mobile games, due to the growth of mobile games and the release of internet enabled PlayStation Vita.[63] It is headed by Like a Dragon producer Masayoshi Kikuchi, thus effectively leaving the studio with his last credit being Yakuza 5.[64]

Games developed edit

As Amusement Vision edit

Year Title Platform(s) Ref.
1998 SpikeOut Arcade
2000 Planet Harriers Arcade
Daytona USA 2001 Dreamcast
2001 Super Monkey Ball Arcade, GameCube
2002 Super Monkey Ball 2 GameCube
Virtua Striker 3 Arcade, GameCube
2003 F-Zero GX GameCube
F-Zero AX Arcade
2004 Ollie King Arcade
Shining Force: Resurrection of the Dark Dragon Game Boy Advance

As New Entertainment / CS1 R&D edit

As Ryu Ga Gotoku Studio edit

Year Title[65] Platform(s) Ref.
2012 Binary Domain PlayStation 3, Windows, Xbox 360 [66]
Kurohyō 2: Ryū ga Gotoku Ashura hen[a] PlayStation Portable
Ryū ga Gotoku 1&2 HD PlayStation 3, Wii U
Yakuza 5 PlayStation 3
2014 Ryū ga Gotoku Ishin! PlayStation 3, PlayStation 4
2015 Yakuza 0 PlayStation 3, PlayStation 4, Windows, Xbox One, Amazon Luna
2016 Yakuza Kiwami PlayStation 3, PlayStation 4, Windows, Xbox One
Yakuza 6: The Song of Life PlayStation 4, Windows, Xbox One
2017 Yakuza Kiwami 2 PlayStation 4, Windows, Xbox One
2018 Fist of the North Star: Lost Paradise PlayStation 4
Yakuza 3 Remastered PlayStation 4, Windows, Xbox One
Ryū ga Gotoku Online[b] Android, iOS, Windows
Judgment PlayStation 4
2019 Yakuza 4 Remastered PlayStation 4, Windows, Xbox One
Yakuza 5 Remastered PlayStation 4, Windows, Xbox One
Super Monkey Ball: Banana Blitz HD Nintendo Switch, PlayStation 4, Windows, Xbox One [67]
2020 Yakuza: Like a Dragon PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S
2021 Judgment Remastered PlayStation 5, Stadia, Windows, Xbox Series X/S
Virtua Fighter 5: Ultimate Showdown[c] PlayStation 4 [68]
Lost Judgment PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S
Super Monkey Ball Banana Mania Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S [69]
2023 Like a Dragon: Ishin! PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S
Like a Dragon Gaiden: The Man Who Erased His Name
2024 Like a Dragon: Infinite Wealth
Super Monkey Ball Banana Rumble Nintendo Switch

Marketing edit

The RGG Studio logo was established in late August 2011,[70] and was first used to promote Binary Domain in Japan back in February 2012.

See also edit

Notes edit

  1. ^ Co-developed with Syn Sophia
  2. ^ Co-developed with Sega Sapporo Studio
  3. ^ Co-developed with Sega AM2

References edit

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  70. ^ ASCII. 最新作『5』の開発もスタート! "龍が如くスタジオ"発足発表会. 週刊アスキー (in Japanese). Retrieved 2021-06-22.

gotoku, studio, japanese, 龍が如くスタジオ, hepburn, ryū, gotoku, sutajio, video, game, developer, housed, within, japanese, video, game, company, sega, part, sega, research, development, セガ, 第一cs研究開発部, sega, daiichi, shīēsu, kenkyū, kaihatsubu, division, known, devel. Ryu Ga Gotoku Studio Japanese 龍が如くスタジオ Hepburn Ryu ga Gotoku Sutajio is a video game developer housed within the Japanese video game company Sega as part of its Sega CS Research and Development No 1 セガ 第一CS研究開発部 Sega daiichi shiesu kenkyu kaihatsubu division It is known for developing the games in the Like a Dragon series which the studio is named after since Yakuza 5 2 3 Ryu Ga Gotoku StudioNative name龍が如くスタジオRomanized nameRyu Ga Gotoku SutajioCompany typeDivisionIndustryVideo gamesPredecessorAM11 1998 1999 R amp D4 1999 2000 Amusement Vision 2000 2005 New Entertainment R amp D Dept 2005 2009 FoundedAugust 31 2011 12 years ago 2011 08 31 FounderToshihiro NagoshiHeadquartersShinagawa Tokyo JapanKey peopleMasayoshi Yokoyama studio head Ryosuke HoriiYutaka ItoHiroyuki SakamotoProductsLike a Dragon series 2012 present Binary DomainJudgment Super Monkey Ball series 2019 present Number of employees300 1 2021 ParentSegaWebsitehttp ryu ga gotoku com The studio s origins can be traced back to Sega AM11 in 1998 which was renamed to R amp D4 or AM4 in 1999 4 It was headed by Toshihiro Nagoshi who joined Sega AM2 in 1989 and has been credited as the creator of the arcade titles Daytona USA and Virtua Striker 5 6 Although Virtua Striker is attributed to another developer Satoshi Mifune 7 Nagoshi requested his own development division during the development of Shenmue 8 In 2000 AM4 was reestablished as Amusement Vision where it was best known for Super Monkey Ball and F Zero GX 9 10 Several structural changes occurred in the years that followed During a reorganization in 2003 the non sports staff of Smilebit merged with Amusement Vision 11 and a year later Sega merged with Sammy to form Sega Sammy Holdings Amusement Vision became New Entertainment R amp D Dept and the first Like a Dragon game was released Ryu ga Gotoku Kenzan was the last Like a Dragon game to be developed under the New Entertainment R amp D name 12 Since Yakuza 3 they were referred to as Sega s CS1 team all the way up to Yakuza Dead Souls 13 The first game to use the RGG logo was Binary Domain in Japan released in February 2012 Eventually the RGG Studio s logo became used consistently and the way they brand themselves and give themselves an identity of their own The current iteration of the logo was introduced during the announcement of the western release of Yakuza Kiwami 2 in 2018 14 According to studio head Masayoshi Yokoyama the studio is not a company organization but refers to a production team within Sega 15 Nevertheless the studio s logo and name have become more recognizable internationally and the logo has been used consistently 16 Contents 1 History 1 1 Amusement Vision 1 2 Development of Yakuza Like a Dragon and building a franchise 1 3 Writing 1 4 Other projects 2 Games developed 2 1 As Amusement Vision 2 2 As New Entertainment CS1 R amp D 2 3 As Ryu Ga Gotoku Studio 3 Marketing 4 See also 5 Notes 6 ReferencesHistory editSee also Sega development studios Amusement Vision edit nbsp Amusement Vision logoToshihiro Nagoshi joined Sega in 1989 as a designer 17 As Sega began developing 3D games such as Virtua Racing he was able to apply his knowledge of film in choosing the right camera angles in three dimensional spaces something that the other team members had no experience with 18 19 Nagoshi became producer director and chief designer of Daytona USA which became one of the most successful arcade games of all time 20 Next he worked on another racing game Scud Race which while successful did not make as much money as Daytona USA Nagoshi felt pressure to constantly deliver racing games as he became known for the genre in the company 21 He developed SpikeOut which he described as a personal rebellion as it was a character based action game where players could play for a long time with just one credit though profits for arcade operators suffered 22 Nagoshi requested his own development division during the development of Shenmue nbsp Toshihiro NagoshiIn what has been called a brief moment of remarkable creativity in 2000 Sega restructured its arcade and console development teams into nine semi autonomous studios headed by the company s top creators In 2000 Toshihiro Nagoshi was the president of AV Amusement Vision Nagoshi chose the name because he was fond of the term vision and amusement was the core market of the studio AV refers to Adult Video in Japan however Nagoshi thinks with all adult videos being streamed in the future people will instead think of amusement video when they see AV Speaking about initial plans for AV Nagoshi wanted to make original titles in addition to sequels He also was not fond of doing ports of arcade titles believing console and arcade titles should be developed separately and in mind for their target market 23 Of the nine studios that Sega established AV was the smallest with about 50 employees 24 Nagoshi devised the concept of rolling spheres through mazes based on his desire to create a game that was instantly possible to understand and play as a contrast to increasingly complex games at Japanese arcades at the time 25 Another desire for developing the game was to prove that games can be successful without a huge budget which was a particular complaint from Sega s CEO at the time 26 AV developed it initially as an arcade title Monkey Ball Monkey Ball was first released in Japanese arcades in June 2001 and then received an upgraded version Super Monkey Ball as a GameCube launch title in all regions After the success of the first Super Monkey Ball it spawned a direct sequel on the GameCube Following that a collaboration with Nintendo happened AV would develop F Zero GX in a contracted development while Nintendo would be responsible for the supervision production and publishing of their IP In the end Nintendo was impressed with the product considering it a step forward for the F Zero franchise 27 Amusement Vision consistently produced high selling titles and was profitable every year Nagoshi was promoted within Sega along with Yuji Naka and Hisao Oguchi who also ran profitable studios in the form of Naka s Sonic Team and Oguchi s Hitmaker When Oguchi became company president in 2003 he announced his intention to consolidate Sega s studios into four or five core operations As part of the consolidation the non sports staff of Smilebit developers of games like Jet Set Radio Future and Panzer Dragoon Orta on Xbox were absorbed by Amusement Vision Smilebit was considered to be less commercially successful than AV and also focused more on the console market but had high technical skills Nagoshi had to think about how to use everyone s skill to the best of their ability 28 When the idea of a game portraying the Japanese underworld came about from Nagoshi Masayoshi Kikuchi who previously worked on the Jet Set Radio series at Smilebit agreed to the concept Coincidentally he was watching yakuza type movies and also had a desire to turn that type of atmosphere into a game 29 By 2004 AV had about 124 employees 30 During 2004 Sammy Corporation bought a controlling share in Sega and created the new company Sega Sammy Holdings an entertainment conglomerate Since then Sega and Sammy became subsidiaries of the aforementioned holding company with both companies operating independently while the executive departments merged 31 Prior to the acquisition by Sammy Sega began the process of re integrating its subsidiaries into the main company 32 which was completed by October 2004 33 Sega would also restructure the development studios again consolidating the divisions further into the Global Entertainment Amusement Software and New Entertainment R amp D divisions 34 Development of Yakuza Like a Dragon and building a franchise edit By 2005 most Amusement Vision members were located at the New Entertainment R amp D Dept The first Like a Dragon game had a difficult development cycle as the first pitch was rejected by the higher ups due to expecting something different out of Nagoshi The CEO of Sega Sammy Hajime Satomi saw footage of Like a Dragon that was forcibly sneaked in a preview of upcoming Sega games in spite of that it wasn t officially a project yet Satomi took an interest in it though the Sega executives were unhappy about this move Through perseverance however Nagoshi managed to get the project started The project was risky as there was no estimate on how the market would accept a game aimed at only adult Japanese males based in the Japanese underworld The highest estimate was only 70 000 copies in Japan However over time the game sold over 1 million copies Nagoshi said that it gave the team confidence to press on and continue to evolve it into a series The staff from Amusement Vision and Smilebit worked on many different console and arcade games and they had confidence in their genres and careers However Like a Dragon did not match any of their past experiences which Nagoshi saw as them all playing on a level playing field Every element of the game had to go through Nagoshi first because only he had a concrete idea of how the game was supposed to end up However some staff did not like the uncertain nature and overall pressure of the project and ended up quitting 35 When the game grew into a franchise the staff gained more freedom and independence in regards to which elements to put into the game due to established rules by Nagoshi Therefore the games became more varied as the series went on The initial target audience was adult Japanese males but overtime the series audience expanded into females and also overseas players though the primary target audience still remains the adult Japanese males 36 Nagoshi says that the development team of the Like a Dragon series always needs to have a sense of challenge For Yakuza 2 they first thought about having a two year development cycle but after discussion it was thought that releasing and developing the game just one year later would be better to keep audiences attention though it meant more work for them For the first spin off Ryu ga Gotoku Kenzan the team initially made fun of their goal of making the game for the new PlayStation 3 while also moving to a different setting However they managed to make it in just a year and a bit and the staff felt refreshed The team held seminars in Japan explaining how to develop an HD game in 10 months 37 38 While certain things have become routine each game is still hard work for the team but the fanbase keeps Nagoshi motivated 39 Nagoshi explains that the fast release schedule of one game per year with a massive amount of content is based on the team s desire to constantly keep delivering the fans with not just what they want but also to surprise them 40 Yakuza 0 increased the fanbase internationally Previous localized installments did not always meet expectations in terms of sales Yakuza 0 being a prequel made it an easy jumping in point for new fans as well as the expertise of recently merged Atlus USA were factors in its success This also led to the previous games getting remasters and remakes in the form of the two remakes Yakuza Kiwami and Yakuza Kiwami 2 and remasters of Yakuza 3 Yakuza 4 and Yakuza 5 41 42 Producer Daisuke Sato wanted to continue to do titles that are well accepted globally not only limited to Japan and niche consumers 43 In October 2021 Sega announced that Nagoshi and Daisuke Sato were leaving the company after decades working in it Due to this series producer and writer Masayoshi Yokoyama would become the new studio head in place of Nagoshi who was in the position since the beginning With the shift in leadership the studio confirmed they were working on a sequel to Yakuza Like a Dragon 44 45 Writing edit The main writer behind the stories and scenarios of most of the Like a Dragon series has been Masayoshi Yokoyama who previously was a senior planner for Jet Set Radio and director of Ollie King When developing the first game the tagline was The maddog Yakuza and the 10 billion yen girl and various members of the team were able to pitch a story Yokoyama s proposal stood out where instead of focusing on a big plot twist that concerned the girl and the 10 billion yen he drew up a character correlation chart and explained how the various characters were related to each other As a whole Yokoyama focuses on entertaining characters and scenes and only decides the culprit at the very end in the writing process with a focus on who would be the most interesting to fight as a final boss Yokoyama himself doesn t read novels and has no training in script writing and is mostly inspired by visual mediums like film and TV shows For the first two Like a Dragon games crime novelist Hase Seishu was an editor of Yokoyama s scripts He heavily critiqued the first draft suggesting that it lacks realism so Yokoyama did further research and adjusted the script in his own way For the second game Yokoyama only needed one round of editing from Seishu Nagoshi is very involved in the creation of the scripts and advocated for the various elements found in Yakuza 3 such as the more heartwarming atmosphere with the kids at the orphanage the return of Joji Kazama as well as suggesting the keywords base and defense for the story For Yakuza 2 the golden Osaka Castle was also Nagoshi s idea 39 For Yakuza Like a Dragon Nagoshi wanted to write all the lines for Saeko 46 As far as endings are concerned Nagoshi insisted that they should be uplifting which is similar to Hollywood productions while the rest adheres to different rules than western cinema 47 A different writer includes Tsuyoshi Furuta who wrote the scripts of Judgment and Lost Judgment Before those games Furuta was one of the writers of the well received Yakuza 0 and he was thought of Nagoshi to be the best choice to make a script that differentiates from the Like a Dragon series 48 Furuta did not start his game development career at Sega but at Spike Chunsoft and worked on 428 Shibuya Scramble 49 Other projects edit One detour for the team was the game Binary Domain which unlike the Like a Dragon series was an attempt to make something for the worldwide audience 50 However it was a commercial failure only selling 20 000 copies in North America by April 2012 51 It made the team reflect on preferring to keep making authentic Japanese games rather than pretending to be something else 52 The new Dragon Engine developed for Yakuza 6 and used in subsequent games used technology from Binary Domain and was evolved further 53 The Dragon Engine was also lent to Virtua Fighter 5 Ultimate Showdown which was co developed with Sega AM2 54 Nagoshi said that for the Super Monkey Ball series he put the wheels in motion at the very beginning but eventually other staff continued where he left off when subsequent games got made Jun Tokuhara who joined 1999 as a programmer directed series entries Super Monkey Ball Step amp Roll Super Monkey Ball 3D and Super Monkey Ball Banana Splitz Between those he worked on minigames of Ryu Ga Gotoku Kenzan and Yakuza 3 55 Talks of bringing back the Super Monkey Ball IP with remasters were happening as the IP has remained important to the studio 56 57 58 but nothing came into fruition due to struggling to get the right team of people Masao Shirosaki was pondering what to work on next after finishing development as chief planner on Judgment and as Shirosaki and some staff became available the project officially began Shirosaki revealed that Banana Blitz specifically was chosen for a remaster because with the limited time and budget they had it was the most reasonable choice However he stated that if successful remakes of 1 and 2 as well as a new game would be possible 59 While there was initially no official word from Sega on how Banana Blitz HD performed a remake of the first 3 Super Monkey Ball games Super Monkey Ball Banana Mania that takes the series back to its origins had ultimately come into fruition 60 Shirosaki later revealed in a September 2021 interview that Banana Blitz HD did actually receive a lot of support from the fans 61 The RGG Studio branding was not used in Asian regions of the game 62 CS1 moved on to mobile games with Ryu Ga Gotoku Mobile released for GREE and Kingdom Conquest for iOS The team that handled these mobile games formed a new team and left CS1 to establish a new division exclusively dedicated to these mobile games due to the growth of mobile games and the release of internet enabled PlayStation Vita 63 It is headed by Like a Dragon producer Masayoshi Kikuchi thus effectively leaving the studio with his last credit being Yakuza 5 64 Games developed editSee also List of Sega video games As Amusement Vision edit Year Title Platform s Ref 1998 SpikeOut Arcade2000 Planet Harriers ArcadeDaytona USA 2001 Dreamcast2001 Super Monkey Ball Arcade GameCube2002 Super Monkey Ball 2 GameCubeVirtua Striker 3 Arcade GameCube2003 F Zero GX GameCubeF Zero AX Arcade2004 Ollie King ArcadeShining Force Resurrection of the Dark Dragon Game Boy AdvanceAs New Entertainment CS1 R amp D edit Year Title Platform s Ref 2005 Super Monkey Ball Touch amp Roll Nintendo DSYakuza PlayStation 22006 Super Monkey Ball Banana Blitz WiiYakuza 2 PlayStation 22008 Ryu ga Gotoku Kenzan PlayStation 32009 Yakuza 3 PlayStation 32010 Super Monkey Ball Step amp Roll WiiYakuza 4 PlayStation 3Kurohyō Ryu ga Gotoku Shinshō PlayStation Portable2011 Super Monkey Ball 3D Nintendo 3DSYakuza Dead Souls PlayStation 3As Ryu Ga Gotoku Studio edit Year Title 65 Platform s Ref 2012 Binary Domain PlayStation 3 Windows Xbox 360 66 Kurohyō 2 Ryu ga Gotoku Ashura hen a PlayStation PortableRyu ga Gotoku 1 amp 2 HD PlayStation 3 Wii UYakuza 5 PlayStation 32014 Ryu ga Gotoku Ishin PlayStation 3 PlayStation 42015 Yakuza 0 PlayStation 3 PlayStation 4 Windows Xbox One Amazon Luna2016 Yakuza Kiwami PlayStation 3 PlayStation 4 Windows Xbox OneYakuza 6 The Song of Life PlayStation 4 Windows Xbox One2017 Yakuza Kiwami 2 PlayStation 4 Windows Xbox One2018 Fist of the North Star Lost Paradise PlayStation 4Yakuza 3 Remastered PlayStation 4 Windows Xbox OneRyu ga Gotoku Online b Android iOS WindowsJudgment PlayStation 42019 Yakuza 4 Remastered PlayStation 4 Windows Xbox OneYakuza 5 Remastered PlayStation 4 Windows Xbox OneSuper Monkey Ball Banana Blitz HD Nintendo Switch PlayStation 4 Windows Xbox One 67 2020 Yakuza Like a Dragon PlayStation 4 PlayStation 5 Windows Xbox One Xbox Series X S2021 Judgment Remastered PlayStation 5 Stadia Windows Xbox Series X SVirtua Fighter 5 Ultimate Showdown c PlayStation 4 68 Lost Judgment PlayStation 4 PlayStation 5 Windows Xbox One Xbox Series X SSuper Monkey Ball Banana Mania Nintendo Switch PlayStation 4 PlayStation 5 Windows Xbox One Xbox Series X S 69 2023 Like a Dragon Ishin PlayStation 4 PlayStation 5 Windows Xbox One Xbox Series X SLike a Dragon Gaiden The Man Who Erased His Name2024 Like a Dragon Infinite WealthSuper Monkey Ball Banana Rumble Nintendo SwitchMarketing editThe RGG Studio logo was established in late August 2011 70 and was first used to promote Binary Domain in Japan back in February 2012 See also editSega AM1 Sega AM2 Sega AM3 Smilebit Sonic Team United Game ArtistsNotes edit Co developed with Syn Sophia Co developed with Sega Sapporo Studio Co developed with Sega AM2References edit Ryu Ga Gotoku Studio is Working on a New IP 17 November 2021 Retrieved May 23 2022 Yakuza 5 in development Yakuza studio formed Shacknews 31 August 2011 Retrieved 2021 06 22 Gamer 亮太 細山田 名越稔洋氏率いるクリエイター集団が新しい設計での 龍が如く5 の開発を決定 バイナリー ドメイン のゲーム概要も発表 龍が如くスタジオ 発足記者発表会 ゲーム情報サイト Gamer www gamer ne jp in Japanese Retrieved 2021 06 23 https retrocdn net images 2 24 DCM JP 19991119 1999 36 pdf Page 15 Dreamcast Magazine Toshihiro Nagoshi Interview Summer 2006 Kikizo June 22 2006 Retrieved November 9 2019 Sega Corporation Annual Report 2002 PDF Sega Corporation July 2002 p 18 Archived from the original PDF on March 3 2016 Retrieved November 9 2019 ビデオゲームの語り部たち 第5部 バーチャストライカー を作り上げた三船 敏氏と中込博之氏の旅路 Archived from the original on 2023 11 30 Retrieved 2024 02 16 December 2018 Nathan Brown 28 28 December 2018 From Shenmue to Yakuza Toshihiro Nagoshi looks back on an illustrious career of Japanese game development Edge Magazine Retrieved 2021 06 23 a href Template Cite web html title Template Cite web cite web a CS1 maint numeric names authors list link GameSpy SEGA AM4 GameSpy Retrieved 2021 06 23 Carter Chris 2018 08 14 Sega CCO reflects on Super Monkey Ball F Zero GX and why they lost the hardware war to Nintendo Destructoid Retrieved 2021 06 23 Kikizo News Sega Studio Mergers Full Details archive videogamesdaily com 龍が如く 見参 セガ CRI Middleware www cri mw co jp Retrieved 2021 06 22 株式会社インプレス 2009 06 16 1年1作リリースという驚異的な開発速度を誇る 龍が如く シリーズの秘密 GTMF2009 の場で明かされた キャラクター製作における徹底的な効率化の内実とは GAME Watch in Japanese Retrieved 2021 06 23 Yakuza 6 The Song of Life Essence of Art Exhibit Live Stream retrieved 2023 11 17 ファミキャリ 会社探訪 27 極上のエンターテインメント作品 龍が如く シリーズを手がけるセガゲームス コンシューマ オンラインカンパニーを訪問 ファミ通 com 30 July 2015 RGGStudio on Twitter Profile Toshihiro Nagoshi Interview SPOnG Retrieved 2021 06 23 The beginning story of Yakuza the battle with video game regulations and the difficult path Toshihiro Nagoshi chose Passion of the Game Designers 電ファミニコゲーマー ゲームの面白い記事読んでみない in Japanese 21 November 2017 Retrieved 2021 06 23 Johnston Lachlan 2019 02 06 EXILE SEKAI Interviews Yakuza Creator TOSHIHIRO NAGOSHI Part 1 The Image of Yakuza OTAQUEST Retrieved 2021 06 23 https www segasammy co jp japanese media file ir library archive sega sega annual tuuki 2002 pdf Archived 2018 11 30 at the Wayback Machine bare URL PDF Takeuchi Takuya 2020 06 02 SEGA 60th Anniversary Special Presentation Interview with Toshihiro Nagoshi OTAQUEST Archived from the original on 2021 06 24 Retrieved 2021 06 23 interview Toshihiro Nagoshi N1ntendo Retrieved 2021 06 23 https retrocdn net images 9 9f Edge UK 089 pdf p 78 Amusement Vision interview GameSpot Retrieved 2021 06 23 You Gotta Roll With It Super Monkey Ball Step amp Roll developer diary 1 SEGA Europe Blog 2010 09 05 Archived from the original on 2010 09 05 Retrieved 2021 06 23 Nathan Brown 2018 Collected Works Toshihiro Nagoshi United Kingdom Future plc Edge pp 83 93 IGN The F Zero Press Conference January 15 2008 Archived from the original on January 15 2008 セガ 名越稔洋が語るクリエイター活動30年史 200億稼いだ デイトナUSA 開発秘話と 初めて明かす師 鈴木裕への想い 特別企画 前編 Lehecka Eddie 2020 06 23 SEGA 60th Anniversary Special Interview with Masayoshi Kikuchi OTAQUEST Retrieved 2021 06 23 https www segasammy co jp english media file ir release sega 20040519 4 pdf Page 4 Hirohiko Niizumi June 1 2004 Sammy reveals new logo changes at Sega GameSpot Archived from the original on August 28 2018 Retrieved November 16 2016 Fahey Rob June 29 2004 Sega development studios return to the fold GamesIndustry biz Gamer Network Archived from the original on July 11 2018 Retrieved July 11 2018 Fahey Rob October 4 2004 Sega and Sammy complete merger new holding company launched Gamesindustry biz Archived from the original on June 12 2018 Retrieved March 31 2020 Horowitz Ken 2018 The Sega Arcade Revolution A History in 62 Games McFarland amp Company pp 253 257 ISBN 9781476631967 FFT Ryu Encyclopaedia Sato 25 May 2016 Yakuza Director Says 20 Of Their Players Are Female But They ll Still Keep It A Manly Series Siliconera CEDEC 2010 龍が如く はなぜ早い Inc Aetas CEDEC 2010 プログラマの立場から考える HDゲーム開発に必要な事前準備と開発手順 www 4gamer net in Japanese Retrieved 2021 06 23 a href Template Cite web html title Template Cite web cite web a last has generic name help a b 龍が如く シリーズ10周年記念本 龍大全 Japan Kadokawa 21 January 2016 pp 24 29 ISBN 978 4047331099 Rogers Tim We Talked To YAKUZA and JUDGMENT Director Toshihiro Nagoshi YouTube Yakuza Remastered interview producer Daisuke Sato on bringing the complete Kiryu saga to PS4 VG247 2019 08 20 Retrieved 2021 05 02 Interview with Daisuke Sato on the past and future of the Yakuza series JPGAMES DE JPGAMES DE in German 2021 02 23 Retrieved 2021 05 02 Aubrey Dave 2019 09 30 Yakuza s Daisuke Sato Interview I d Like to Challenge Myself to Make Games That Are Widely Accepted Globally Wccftech Retrieved 2021 05 02 Announcement from Ryu Ga Gotoku Studio セガ公式サイト Plunkett Luke October 8 2021 Yakuza Creator Confirms He s Leaving Sega Former Series Producer Joins Him Kotaku Retrieved October 8 2021 龍が如く7 発売記念インタビュー前編 脚本はあの人も参加して 龍が如くスタジオ が総力執筆 電撃PS 電撃オンライン in Japanese 2020 01 16 Retrieved 2024 03 06 Yakuza Creator Talks 007 Inspirations Wacky Humor And What s Next GameSpot Retrieved 2024 03 06 電撃オンライン 木村拓哉氏主演の JUDGE EYES を紐解く名越総合監督 細川Pインタビュー 電撃PS 電撃オンライン in Japanese Retrieved 2024 03 06 428 封鎖された渋谷で 音楽座談会 参加メンバー紹介 ゲーム音楽制作 株式会社ノイジークローク www noisycroak co jp Retrieved 2024 03 06 Binary Domain Developer Interview Game co uk Hinkle David April 13 2012 NPD Binary Domain sold 20K in March Joystiq Archived from the original on December 2 2013 Retrieved February 12 2023 Toshihiro Nagoshi Yakuza interview we want to create an authentic Japanese experience Metro 5 July 2019 龍が如く シリーズ10周年記念本 龍大全 Japan Kadokawa 21 January 2016 pp 201 207 ISBN 978 4047331099 Virtua Fighter 5 Ultimate Showdown Is a PS4 Exclusive Remake Coming Next Week IGN 25 May 2021 retrieved 2021 06 23 Jun Tokuhara Dino Oni 2019 07 20 Super Monkey Ball Banana Blitz HD devs talk new modes making the game easier glitches and why the time is ripe for a remake Nintendo Everything Retrieved 2023 02 24 新サクラ大戦 に 龍が如く7 2020年に向けて飛躍するセガゲームスの取り組みを名越氏に訊く 電撃PS 電撃オンライン in Japanese 8 November 2019 Retrieved 2023 02 24 Find Out Why SEGA s Masao Shirosaki Revived Monkey Ball amp More www crunchyroll com Retrieved 2024 03 06 Crunchyroll Find Out Why SEGA s Masao Shirosaki Revived Monkey Ball amp More Archived from the original on 2019 12 20 Cryer Hirun June 15 2021 Super Monkey Ball Banana Mania is coming to Switch consoles and PC later this year GamesRadar Retrieved 2021 07 06 Super Monkey Ball Banana Mania dev on project origins physics camera more Nintendo Everything September 26 2021 Retrieved March 12 2023 シリーズ最新作 たべごろ スーパーモンキーボール 1 2リメイク 公式サイト シリーズ最新作 たべごろ スーパーモンキーボール 1 2リメイク 公式サイト in Japanese SEGA Retrieved 2023 02 24 セガに新設されたオンラインエンタテインメント研究開発部は何を目指すのか 中心メンバー二人に話を聞いた www 4gamer net in Japanese Aetas Inc Retrieved 2021 07 11 Masayoshi Kikuchi Video Game Credits and Biography MobyGames Retrieved 2021 07 11 LINE UP SEGA 龍が如くスタジオ セガ公式サイト 龍が如くスタジオ セガ公式サイト Archived from the original on 2021 06 24 Retrieved 2021 06 23 RGGStudio July 16 2019 We re not monkeying around Super Monkey Ball Banana Blitz HD lands on the Nintendo Switch PlayStation 4 and Xbo Tweet Retrieved 2021 06 23 via Twitter RGGStudio May 25 2021 Virtua Fighter is back Re made in RGG Studio s Dragon Engine the 3D fighting game that started it all never looke Tweet Retrieved 2021 06 23 via Twitter RGGStudio June 15 2021 Get ready to go bananas RGG Studio s SuperMonkeyBall Banana Mania brings the series back to its beginnings fo Tweet Retrieved 2021 06 23 via Twitter ASCII 最新作 5 の開発もスタート 龍が如くスタジオ 発足発表会 週刊アスキー in Japanese Retrieved 2021 06 22 Retrieved from https en wikipedia org w index php title Ryu Ga Gotoku Studio amp oldid 1214509500, wikipedia, wiki, book, books, library,

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