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Toshihiro Nagoshi

Toshihiro Nagoshi (Japanese: 名越 稔洋, Hepburn: Nagoshi Toshihiro, born June 17, 1965) is a Japanese video game producer, director and designer. He was the chief creative officer[1] for Sega until 2021 when he became creative director. He went on to be the general director of Ryu Ga Gotoku Studio,[2] and later became a member of the board of directors for Atlus.[3] He joined Sega in 1989.[4] After 30 years in the company, Nagoshi left Sega to join NetEase in late 2021, where he founded the studio Nagoshi Studio.[5]

Toshihiro Nagoshi
名越 稔洋
Nagoshi in 2014
Born (1965-06-17) June 17, 1965 (age 58)
Alma materTokyo Zokei University
Occupation(s)Game producer, designer, director
Years active1989–present
Employer(s)Sega (1989–2021)
Nagoshi Studio (2021–present)
Notable workSuper Monkey Ball
Like a Dragon
Daytona USA
F-Zero GX
Binary Domain
Signature

Career Edit

Working at Sega AM2 Edit

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

CEO of Amusement Vision Edit

In 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top designers.[10] Nagoshi became president of the studio Amusement Vision, and he was not sure on how to approach his new role at first. He thought that consistently making profit would be for the best. His approach worked, as he was promoted to officer alongside Yuji Naka and Hisao Oguchi, who also ran profitable studios in the form of Naka's Sonic Team and Oguchi's Hitmaker.

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

Development of Yakuza and company promotions Edit

Nagoshi decided not to compete with big western companies such EA, Activision and Rockstar and decided to double down on the Japanese market instead. With the game Ryu Ga Gotoku, which then was localized as Yakuza in western markets, the only market left was the Japanese adult male. After a reorganization, the non-sports staff of Smilebit moved to Amusement Vision, thereby falling under Nagoshi's responsibility. Amusement Vision and Smilebit had different cultures and strengths, so Nagoshi thought it'd be best for the staff morale to start from scratch and to develop a new IP in the form of Yakuza. The game had a difficult development cycle, as the first pitch was rejected by the higher-ups, due to expecting something different out of Nagoshi. At the time, Sega and Sammy merged to form Sega Sammy Holdings. The new owner and CEO of Sega Sammy, Hajime Satomi saw footage of Yakuza that was forcibly sneaked in a preview of upcoming Sega games, despite that it wasn't officially a project yet. Satomi took an interest in it, although the Sega executives were unhappy about this move. Through perseverance however, Nagoshi managed to get the project started. It was his most personal project, as the people in the game are often named after people that Nagoshi knew personally. The main character Kazuma Kiryu is named after someone very dear to him.[11] The stories are also based on his real life experiences in dating, partying and overall just having fun.[9]

When developing the Yakuza franchise, Nagoshi learned the difference between nurturing one IP and making many types of genres during his time at Sega AM2 and Amusement Vision. He thought it was very valuable to see both sides.[8] As of 2009, Nagoshi supervised all research and development of consumer game development at Sega.[12] In 2010, Nagoshi's project Binary Domain was revealed, which was his desire to tell a science fiction story, while also developing a game that actively competed against popular western games at the time.[13][14]

In February 2012 it was announced that Nagoshi would be promoted to the role of chief creative officer at Sega of Japan, as well as being appointed to the company's board of directors. He took up these positions on April 1, 2012.[15] In October 2013, once Sega Sammy purchased the bankrupt Index Corporation under the shell corporation, Sega Dream Corporation, Nagoshi was appointed as a member of the board of directors for the reformed Atlus.[16] As CCO, Nagoshi keeps being close to the games that his studio at Sega develops and stays up to date on the newest systems and technologies, although that is getting harder for him as he gets older. For the scripts of the Yakuza games, he still stays very involved, writing and adjusting whenever he feels like it.[17]

In 2014, Nagoshi was involved in the multimedia kids franchise, Hero Bank, a superhero game that has money as a very important theme despite being aimed at kids.[18]

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

In January 2021, it was announced by Sega that Nagoshi would not be chief creative officer anymore but instead would take creative director as a position.[19]

Establishment of Nagoshi Studio Edit

In October 2021, it was announced that Nagoshi would be leaving both Sega and Ryu Ga Gotoku Studio along with series director Daisuke Sato. The series producer and writer Masayoshi Yokoyama would become the new studio head in place of Nagoshi who was in the position since the beginning.[20]

Nagoshi, Daisuke Sato, along with several other former SEGA employees established a new studio called Nagoshi Studio, which will be a subsidiary under NetEase Games.[21]

Personal life Edit

Nagoshi grew up in Shimonoseki, Yamaguchi in a small port town. He had a close relationship with his grandmother more than anyone else. His father was known to be in perpetual debt, something for which Nagoshi was frequently ostracized by other children. As an adult, he elected to leave his hometown for Tokyo and enroll into Tokyo Zokei University. Nagoshi has said that his interest in video games and game development was sparked when his girlfriend at the time gave him a Famicom with a copy of Super Mario Bros.. After gradually working his way up at Sega, he decided to return to his hometown in an effort to repay all of his father's numerous debts. In a tragic turn of events, a fire burned down his childhood home and claimed the life of his grandmother. His parents were physically unscathed, though his mother was left mentally scarred to such an extreme extent that she allegedly could not even recognize her own family. As a result of this, Nagoshi's relationship with his father deepened. Nagoshi has said that these events served as the primary source of inspiration for Yakuza's narrative.[11]

Asked about his personal appearance, fashion style and how it changed over time, Nagoshi says he adapts to what his current girlfriend is into.[22]

Games Edit

Year Game Role(s) Ref(s)
1990 G-LOC: Air Battle Designer [23]
1991 Rent-A-Hero [24]
1992 Virtua Racing Chief designer [17]
1993 Virtua Fighter CG designer [11]
Daytona USA Director, producer, chief designer [9]
1994 Virtua Fighter 2 Stage designer [25]
1996 Scud Race Director, producer [25]
Virtua Fighter 3 Character modeling director, supervisor [25]
1998 Spikeout: Digital Battle Online Director, producer, chief designer [25]
Daytona USA 2: Battle on the Edge Producer [25]
1999 Spikeout: Final Edition Director, producer, chief designer [25]
Shenmue Supervisor, director, producer [25][17]
2000 Slashout Producer [25]
Planet Harriers Director, producer [25]
2001 Daytona USA 2001 Director, producer, design director [25]
Spikers Battle Producer [25]
Monkey Ball Director, producer [11]
Super Monkey Ball [25]
2002 Super Monkey Ball 2 [25]
Super Monkey Ball Jr. [25]
2003 F-Zero GX Producer [25][26]
2005 Spikeout: Battle Street [25]
Super Monkey Ball: Touch & Roll Director, producer [25]
Yakuza Producer, general supervisor [25]
2006 Super Monkey Ball: Banana Blitz Director, producer [25]
Yakuza 2 General director, original concept [25]
2008 Ryu ga Gotoku Kenzan! [27]
2009 Yakuza 3 [25]
2010 Kurohyō: Ryū ga Gotoku Shinshō General director [28]
Yakuza 4 General director, original concept [25]
2011 Yakuza: Dead Souls General director [25]
2012 Binary Domain [25]
Kurohyō 2: Ryū ga Gotoku Ashura hen
Yakuza 5 [25]
2014 Hero Bank Producer [18]
Ryu ga Gotoku: Ishin! General director [29][30]
2015 Yakuza 0 Executive director [25]
2016 Yakuza Kiwami [25]
Yakuza 6: The Song of Life [25]
2017 Yakuza Kiwami 2 [25]
2018 Fist of the North Star: Lost Paradise [25]
Judgment Based on a story by, executive director [25]
2020 Yakuza: Like a Dragon Executive director [25]
2021 Lost Judgment Based on a story by, executive director [25]

Select executive work Edit

Year Game Role(s) Ref(s)
2003 Sonic Heroes Development division [31]
Sonic Battle Executive management [31]
Billy Hatcher and the Giant Egg [31]
2004 Shining Force: Resurrection of the Dark Dragon Executive producer [31]
2006 Sonic Riders Development support [31]
2007 Nights: Journey of Dreams Chief producer [31]
2008 Sonic Unleashed [31]
Valkyria Chronicles
Thunder Force VI [31]
Phantasy Star Portable [31]
Phantasy Star 0 [31]
The House of the Dead 2 & 3 Return [31]
2009 Wacky World of Sports [31]
Sonic and the Black Knight [31]
Puyo Puyo 7 [31]
Phantasy Star Portable 2 [31]
Mario & Sonic at the Olympic Winter Games [31]
7th Dragon [31]
Bayonetta [31]
2010 Valkyria Chronicles II [31]
Vanquish [31]
Super Monkey Ball: Step & Roll [31]
Sonic the Hedgehog 4: Episode I [31]
Resonance of Fate [31]
Sonic Colors [31]
Sonic & Sega All-Stars Racing R&D creative officers [31]
Sonic Free Riders Chief producer [31]
2011 Super Monkey Ball 3D [31]
Sonic Generations [31]
Puyo Puyo!! 20th Anniversary [31]
Rise of Nightmares [31]
Mario & Sonic at the London 2012 Olympic Games Executive supervisor [31]
2012 The House of the Dead 4 Chief producer [31]
Hell Yeah! Wrath of the Dead Rabbit Executive producer [31]
Phantasy Star Online 2 Executive supervisor [31]
Sonic the Hedgehog 4: Episode II Chief producer [31]
Rhythm Thief & the Emperor's Treasure [31]
Hatsune Miku: Project DIVA F Executive producer [31]
2013 Mario & Sonic at the Sochi 2014 Olympic Winter Games Executive supervisor [31]
Sonic Lost World Chief producer [31]
2014 Puyo Puyo Tetris [31]
Hatsune Miku: Project DIVA F 2nd Executive producer [31]
2015 Tembo the Badass Elephant [31]
Hatsune Miku: Project Mirai DX Executive supervisor [31]
2016 Puyo Puyo Chronicle Chief producer [31]
Sonic Boom: Fire & Ice [31]
Mario & Sonic at the Rio 2016 Olympic Games Executive supervisor [31]
2017 Hatsune Miku: Project DIVA Future Tone Executive producer [31]
Valkyria Revolution [31]
Sonic Mania [31]
Sonic Forces [31]
2018 Puyo Puyo Champions [31]
Shining Resonance Refrain [31]
Valkyria Chronicles 4 [31]
2019 Mario & Sonic at the Olympic Games Tokyo 2020 [31]
Team Sonic Racing [31]
Super Monkey Ball: Banana Blitz HD Executive management [31]
Sakura Wars Executive producer [31]
2021 Virtua Fighter 5: Ultimate Showdown Creative director [32]
Super Monkey Ball Banana Mania Executive management [33]

References Edit

  1. ^ "The Man Who Won't Leave Sega: Toshihiro Nagoshi". Gamasutra. December 7, 2011. from the original on April 7, 2019. Retrieved October 19, 2014.
  2. ^ "特別インタビュー:龍が如くスタジオディレクター名越稔洋監督のゲーム作りとは". IGN Japan (in Japanese). September 10, 2016. from the original on June 28, 2020. Retrieved June 26, 2020.
  3. ^ "Who's in charge of Atlus now that Sega owns them?". Siliconera. October 31, 2013. from the original on April 22, 2019. Retrieved October 9, 2016.
  4. ^ "Profile: Toshihiro Nagoshi". Spong.com. Svend Joscelyne. May 12, 2010. from the original on April 7, 2019. Retrieved October 19, 2014.
  5. ^ "Yakuza creator Toshihiro Nagoshi confirms departure from Sega". Eurogamer.net. October 8, 2021. from the original on November 14, 2021. Retrieved November 14, 2021.
  6. ^ "Toshihiro Nagoshi Interview - Summer 2006". Engadget. Video Games Daily. June 22, 2006. from the original on August 12, 2018. Retrieved July 18, 2015.
  7. ^ "EXILE SEKAI Interviews Yakuza Creator TOSHIHIRO NAGOSHI (Part 1) - The Image of Yakuza – OTAQUEST". February 6, 2019. from the original on September 7, 2020. Retrieved June 26, 2020.
  8. ^ a b c d モゲ, 齋藤. "セガ・名越稔洋が語るクリエイター活動30年史。200億稼いだ『デイトナUSA』開発秘話と、初めて明かす師・鈴木裕への想い【特別企画 前編】". Famitsu.
  9. ^ a b c Brown, Nathan (2018). Collected Works - Toshihiro Nagoshi. pp. 83–93. {{cite book}}: |work= ignored (help)
  10. ^ IGN Presents the History of SEGA - IGN, April 21, 2009, from the original on August 24, 2012, retrieved June 26, 2020
  11. ^ a b c d 稔洋, 名越 (2010). 龍の宿命 『龍が如く』を作った男 名越稔洋. Japan: 角川学芸出版. ISBN 978-4046537065.
  12. ^ . September 5, 2010. Archived from the original on September 5, 2010. Retrieved July 2, 2021.
  13. ^ "The Man Who Won't Leave Sega: Toshihiro Nagoshi". www.gamasutra.com. December 7, 2011. from the original on June 27, 2020. Retrieved June 26, 2020.
  14. ^ . December 4, 2010. Archived from the original on December 4, 2010. Retrieved July 1, 2022.
  15. ^ (PDF). Sega Sammy Co., Ltd. February 29, 2012. Archived from the original (PDF) on May 25, 2012. Retrieved March 3, 2012.
  16. ^ "Atlus parent company Index Corporation being restructured within SEGA". SEGA Nerds. Lee Sparkes. November 1, 2013. from the original on July 27, 2015. Retrieved October 9, 2016.
  17. ^ a b c December 2018, Nathan Brown 28 (December 28, 2018). "From Shenmue to Yakuza, Toshihiro Nagoshi looks back on an illustrious career of Japanese game development". Edge Magazine. from the original on January 7, 2019. Retrieved June 26, 2020.
  18. ^ a b Comments: 0, rawmeatcowboy | (June 19, 2013). "Hero Bank - more details, interview with producer Toshihiro Nagoshi". GoNintendo. from the original on June 28, 2020. Retrieved June 26, 2020.
  19. ^ "Yakuza director Toshihiro Nagoshi is Sega's next creative director". January 31, 2021. from the original on May 8, 2021. Retrieved May 8, 2021.
  20. ^ Plunkett, Luke (October 8, 2021). "Yakuza Creator Confirms He's Leaving Sega, Former Series Producer Joins Him". Kotaku. from the original on October 8, 2021. Retrieved October 8, 2021.
  21. ^ "Nagoshi Studio". from the original on February 28, 2022. Retrieved January 24, 2022.
  22. ^ Johnston, Lachlan (February 6, 2019). "EXILE SEKAI Interviews Yakuza Creator TOSHIHIRO NAGOSHI (Part 1) - The Image of Yakuza". OTAQUEST. from the original on September 7, 2020. Retrieved June 26, 2020.
  23. ^ How Tech Limitations Shaped the Yakuza Series - IGN, September 17, 2016, from the original on June 28, 2020, retrieved June 26, 2020
  24. ^ "メガドラ迷作『レンタヒーロー』がまさかの舞台化!…ていうかナゼこれを舞台化しようと? 重度のセガマニアな劇団主宰が語る作品への"偏った愛"【舞台化希望タイトル募集!】". 電ファミニコゲーマー – ゲームの面白い記事読んでみない? (in Japanese). January 18, 2018. from the original on August 24, 2020. Retrieved June 26, 2020.
  25. ^ a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag "Toshihiro Nagoshi Video Game Credits and Biography". MobyGames. from the original on May 15, 2021. Retrieved June 26, 2020.
  26. ^ "Producer Nagoshi shows off F-Zero - News". Nintendo World Report. from the original on June 26, 2020. Retrieved June 26, 2020.
  27. ^ "龍が如く 見参!". GameStaff@wiki (in Japanese). from the original on June 30, 2020. Retrieved June 26, 2020.
  28. ^ "『クロヒョウ龍が如く新章(3)』(SEGA,名越 稔洋,浅田 有皆) 製品詳細 講談社コミックプラス". 講談社コミックプラス (in Japanese). from the original on June 28, 2020. Retrieved June 26, 2020.
  29. ^ "世界に誇る二人のトップクリエイターがこだわる"ゴージャスな演出"とは?". ダ・ヴィンチニュース (in Japanese). from the original on June 28, 2020. Retrieved June 26, 2020.
  30. ^ kevingifford (August 21, 2013). "Yakuza's producer and director discuss the new Ishin side-story game". Polygon. from the original on June 27, 2020. Retrieved June 26, 2020.
  31. ^ a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak al am an ao ap aq ar as at au av aw ax ay az ba bb bc bd be "Toshihiro Nagoshi Video Game Credits and Biography". MobyGames. from the original on May 15, 2021. Retrieved June 26, 2020.
  32. ^ "Virtua Fighter 5 Ultimate Showdown Dural and End Credits". YouTube. Archived from the original on December 21, 2021.
  33. ^ "Super Monkey Ball Banana Mania (Credits) (Windows)". YouTube. Archived from the original on December 21, 2021.

toshihiro, nagoshi, neutrality, this, article, disputed, relevant, discussion, found, talk, page, please, remove, this, message, until, conditions, october, 2022, learn, when, remove, this, template, message, japanese, 名越, 稔洋, hepburn, nagoshi, toshihiro, born. The neutrality of this article is disputed Relevant discussion may be found on the talk page Please do not remove this message until conditions to do so are met October 2022 Learn how and when to remove this template message Toshihiro Nagoshi Japanese 名越 稔洋 Hepburn Nagoshi Toshihiro born June 17 1965 is a Japanese video game producer director and designer He was the chief creative officer 1 for Sega until 2021 when he became creative director He went on to be the general director of Ryu Ga Gotoku Studio 2 and later became a member of the board of directors for Atlus 3 He joined Sega in 1989 4 After 30 years in the company Nagoshi left Sega to join NetEase in late 2021 where he founded the studio Nagoshi Studio 5 Toshihiro Nagoshi名越 稔洋Nagoshi in 2014Born 1965 06 17 June 17 1965 age 58 Shimonoseki Yamaguchi JapanAlma materTokyo Zokei UniversityOccupation s Game producer designer directorYears active1989 presentEmployer s Sega 1989 2021 Nagoshi Studio 2021 present Notable workSuper Monkey BallLike a DragonDaytona USAF Zero GXBinary DomainSignature Contents 1 Career 1 1 Working at Sega AM2 1 2 CEO of Amusement Vision 1 3 Development of Yakuza and company promotions 1 4 Establishment of Nagoshi Studio 2 Personal life 3 Games 4 Select executive work 5 ReferencesCareer EditWorking at Sega AM2 Edit Nagoshi graduated from Tokyo Zokei University with a degree in movie production and joined Sega shortly thereafter working for the second arcade department AM2 under Yu Suzuki as a CG designer 6 His first title as a designer was Virtua Racing It was then when he found his niche at Sega due to his study of movies being useful at adjusting and implementing the right camera angles in early 3D games this was a major turning point for him at Sega Before that point he stated It really didn t take long for me to feel like I had come to the wrong place But when I said I was lucky before it s because during the time I began working 2D was on its way out and the industry was switching to 3D According to Nagoshi despite the fact the change to 3D had occurred nobody had actually studied the techniques needed to work in a 3D space He knew the basics and gave them advice it was easier for him to apply his knowledge after the transition to 3D took place 7 8 Afterwards he worked on Daytona USA where he was made director Daytona USA was the first game to use the Sega Model 2 arcade hardware which produced very advanced graphics and was developed jointly with General Electrics which was located in the US When Nagoshi paid them a visit he happened to see a NASCAR race which inspired Daytona USA initially In Japan only F1 racing games were popular though Nagoshi decided to not develop one He also says that he stayed persistent in creating a more difficult kind of game The development of Daytona USA brought great responsibility for Nagoshi as he was promoted into leadership positions relatively fast His next project Scud Race became once again a very technologically advanced game however due to expenses made less money than Daytona USA though still made profit Afterwards he mentioned he did not want to make any racing games anymore thinking that he graduated from the genre Next he worked on Spikeout a cooperative beat em up with up to four players It was well received by players although arcade operators complained that it didn t bring in much money due to the players not needing many credits if they properly work together Shenmue was the last time he worked with AM2 and Yu Suzuki he first was a supervisor on the project but was dissatisfied with how the game went and asked for his own development division which later became Amusement Vision However he was called in by the CEO at the time to get the game finished and as a result he had to serve as producer and director on the final months of development The CEO knew that Nagoshi was the only person that Suzuki trusted 9 Nagoshi has said that there is no developer that he learnt more from than Suzuki 8 CEO of Amusement Vision Edit In 2000 Sega restructured its arcade and console development teams into nine semi autonomous studios headed by the company s top designers 10 Nagoshi became president of the studio Amusement Vision and he was not sure on how to approach his new role at first He thought that consistently making profit would be for the best His approach worked as he was promoted to officer alongside Yuji Naka and Hisao Oguchi who also ran profitable studios in the form of Naka s Sonic Team and Oguchi s Hitmaker Nagoshi became interested in console development as a result of Sega leaving the hardware business Specifically he was interested in developing for Nintendo and acquired information about the GameCube at an early stage The CEO of Sega at the time complained that games became too expensive to make and Nagoshi told him that they couldn t do it any cheaper As a type of protest he developed a very simple and inexpensive game that just needed a lever to control with no buttons just to prove that it was possible That game was Super Monkey Ball which initially launched as just Monkey Ball in the arcades It didn t sell well in Japan but became a hit overseas The CEO was impressed assuming that Nagoshi had the western market in mind which Nagoshi didn t at all As a game developer Nagoshi wanted to know how Nintendo worked and wanted to be a sub contractor for them After some thought in regards to which Nintendo franchise he wanted to work on Nagoshi ended up developing an entry for the F Zero franchise which was F Zero GX While Nagoshi could not convince Nintendo on several things Nintendo was considerably impressed by the final product and asked for the source code of the game as the game achieved a much higher quality than they anticipated The game also sold really well which gave the team confidence in being a third party developer When asked about the differences in how Nintendo and Sega developed games he would sum it up with Sega being more flashy and having a more light hearted attitude when it comes to new ideas Nagoshi says that if he started working at Nintendo instead of Sega he would have already quit the videogame industry 8 Development of Yakuza and company promotions Edit Nagoshi decided not to compete with big western companies such EA Activision and Rockstar and decided to double down on the Japanese market instead With the game Ryu Ga Gotoku which then was localized as Yakuza in western markets the only market left was the Japanese adult male After a reorganization the non sports staff of Smilebit moved to Amusement Vision thereby falling under Nagoshi s responsibility Amusement Vision and Smilebit had different cultures and strengths so Nagoshi thought it d be best for the staff morale to start from scratch and to develop a new IP in the form of Yakuza The game had a difficult development cycle as the first pitch was rejected by the higher ups due to expecting something different out of Nagoshi At the time Sega and Sammy merged to form Sega Sammy Holdings The new owner and CEO of Sega Sammy Hajime Satomi saw footage of Yakuza that was forcibly sneaked in a preview of upcoming Sega games despite that it wasn t officially a project yet Satomi took an interest in it although the Sega executives were unhappy about this move Through perseverance however Nagoshi managed to get the project started It was his most personal project as the people in the game are often named after people that Nagoshi knew personally The main character Kazuma Kiryu is named after someone very dear to him 11 The stories are also based on his real life experiences in dating partying and overall just having fun 9 When developing the Yakuza franchise Nagoshi learned the difference between nurturing one IP and making many types of genres during his time at Sega AM2 and Amusement Vision He thought it was very valuable to see both sides 8 As of 2009 Nagoshi supervised all research and development of consumer game development at Sega 12 In 2010 Nagoshi s project Binary Domain was revealed which was his desire to tell a science fiction story while also developing a game that actively competed against popular western games at the time 13 14 In February 2012 it was announced that Nagoshi would be promoted to the role of chief creative officer at Sega of Japan as well as being appointed to the company s board of directors He took up these positions on April 1 2012 15 In October 2013 once Sega Sammy purchased the bankrupt Index Corporation under the shell corporation Sega Dream Corporation Nagoshi was appointed as a member of the board of directors for the reformed Atlus 16 As CCO Nagoshi keeps being close to the games that his studio at Sega develops and stays up to date on the newest systems and technologies although that is getting harder for him as he gets older For the scripts of the Yakuza games he still stays very involved writing and adjusting whenever he feels like it 17 In 2014 Nagoshi was involved in the multimedia kids franchise Hero Bank a superhero game that has money as a very important theme despite being aimed at kids 18 With the 2016 game Yakuza 6 The Song of Life the story of Kazuma Kiryu ended Nagoshi wants to continue to explore different types of drama and expand the overall playerbase further In January 2021 it was announced by Sega that Nagoshi would not be chief creative officer anymore but instead would take creative director as a position 19 Establishment of Nagoshi Studio Edit In October 2021 it was announced that Nagoshi would be leaving both Sega and Ryu Ga Gotoku Studio along with series director Daisuke Sato The series producer and writer Masayoshi Yokoyama would become the new studio head in place of Nagoshi who was in the position since the beginning 20 Nagoshi Daisuke Sato along with several other former SEGA employees established a new studio called Nagoshi Studio which will be a subsidiary under NetEase Games 21 Personal life EditNagoshi grew up in Shimonoseki Yamaguchi in a small port town He had a close relationship with his grandmother more than anyone else His father was known to be in perpetual debt something for which Nagoshi was frequently ostracized by other children As an adult he elected to leave his hometown for Tokyo and enroll into Tokyo Zokei University Nagoshi has said that his interest in video games and game development was sparked when his girlfriend at the time gave him a Famicom with a copy of Super Mario Bros After gradually working his way up at Sega he decided to return to his hometown in an effort to repay all of his father s numerous debts In a tragic turn of events a fire burned down his childhood home and claimed the life of his grandmother His parents were physically unscathed though his mother was left mentally scarred to such an extreme extent that she allegedly could not even recognize her own family As a result of this Nagoshi s relationship with his father deepened Nagoshi has said that these events served as the primary source of inspiration for Yakuza s narrative 11 Asked about his personal appearance fashion style and how it changed over time Nagoshi says he adapts to what his current girlfriend is into 22 Games EditYear Game Role s Ref s 1990 G LOC Air Battle Designer 23 1991 Rent A Hero 24 1992 Virtua Racing Chief designer 17 1993 Virtua Fighter CG designer 11 Daytona USA Director producer chief designer 9 1994 Virtua Fighter 2 Stage designer 25 1996 Scud Race Director producer 25 Virtua Fighter 3 Character modeling director supervisor 25 1998 Spikeout Digital Battle Online Director producer chief designer 25 Daytona USA 2 Battle on the Edge Producer 25 1999 Spikeout Final Edition Director producer chief designer 25 Shenmue Supervisor director producer 25 17 2000 Slashout Producer 25 Planet Harriers Director producer 25 2001 Daytona USA 2001 Director producer design director 25 Spikers Battle Producer 25 Monkey Ball Director producer 11 Super Monkey Ball 25 2002 Super Monkey Ball 2 25 Super Monkey Ball Jr 25 2003 F Zero GX Producer 25 26 2005 Spikeout Battle Street 25 Super Monkey Ball Touch amp Roll Director producer 25 Yakuza Producer general supervisor 25 2006 Super Monkey Ball Banana Blitz Director producer 25 Yakuza 2 General director original concept 25 2008 Ryu ga Gotoku Kenzan 27 2009 Yakuza 3 25 2010 Kurohyō Ryu ga Gotoku Shinshō General director 28 Yakuza 4 General director original concept 25 2011 Yakuza Dead Souls General director 25 2012 Binary Domain 25 Kurohyō 2 Ryu ga Gotoku Ashura henYakuza 5 25 2014 Hero Bank Producer 18 Ryu ga Gotoku Ishin General director 29 30 2015 Yakuza 0 Executive director 25 2016 Yakuza Kiwami 25 Yakuza 6 The Song of Life 25 2017 Yakuza Kiwami 2 25 2018 Fist of the North Star Lost Paradise 25 Judgment Based on a story by executive director 25 2020 Yakuza Like a Dragon Executive director 25 2021 Lost Judgment Based on a story by executive director 25 Select executive work EditYear Game Role s Ref s 2003 Sonic Heroes Development division 31 Sonic Battle Executive management 31 Billy Hatcher and the Giant Egg 31 2004 Shining Force Resurrection of the Dark Dragon Executive producer 31 2006 Sonic Riders Development support 31 2007 Nights Journey of Dreams Chief producer 31 2008 Sonic Unleashed 31 Valkyria ChroniclesThunder Force VI 31 Phantasy Star Portable 31 Phantasy Star 0 31 The House of the Dead 2 amp 3 Return 31 2009 Wacky World of Sports 31 Sonic and the Black Knight 31 Puyo Puyo 7 31 Phantasy Star Portable 2 31 Mario amp Sonic at the Olympic Winter Games 31 7th Dragon 31 Bayonetta 31 2010 Valkyria Chronicles II 31 Vanquish 31 Super Monkey Ball Step amp Roll 31 Sonic the Hedgehog 4 Episode I 31 Resonance of Fate 31 Sonic Colors 31 Sonic amp Sega All Stars Racing R amp D creative officers 31 Sonic Free Riders Chief producer 31 2011 Super Monkey Ball 3D 31 Sonic Generations 31 Puyo Puyo 20th Anniversary 31 Rise of Nightmares 31 Mario amp Sonic at the London 2012 Olympic Games Executive supervisor 31 2012 The House of the Dead 4 Chief producer 31 Hell Yeah Wrath of the Dead Rabbit Executive producer 31 Phantasy Star Online 2 Executive supervisor 31 Sonic the Hedgehog 4 Episode II Chief producer 31 Rhythm Thief amp the Emperor s Treasure 31 Hatsune Miku Project DIVA F Executive producer 31 2013 Mario amp Sonic at the Sochi 2014 Olympic Winter Games Executive supervisor 31 Sonic Lost World Chief producer 31 2014 Puyo Puyo Tetris 31 Hatsune Miku Project DIVA F 2nd Executive producer 31 2015 Tembo the Badass Elephant 31 Hatsune Miku Project Mirai DX Executive supervisor 31 2016 Puyo Puyo Chronicle Chief producer 31 Sonic Boom Fire amp Ice 31 Mario amp Sonic at the Rio 2016 Olympic Games Executive supervisor 31 2017 Hatsune Miku Project DIVA Future Tone Executive producer 31 Valkyria Revolution 31 Sonic Mania 31 Sonic Forces 31 2018 Puyo Puyo Champions 31 Shining Resonance Refrain 31 Valkyria Chronicles 4 31 2019 Mario amp Sonic at the Olympic Games Tokyo 2020 31 Team Sonic Racing 31 Super Monkey Ball Banana Blitz HD Executive management 31 Sakura Wars Executive producer 31 2021 Virtua Fighter 5 Ultimate Showdown Creative director 32 Super Monkey Ball Banana Mania Executive management 33 References Edit The Man Who Won t Leave Sega Toshihiro Nagoshi Gamasutra December 7 2011 Archived from the original on April 7 2019 Retrieved October 19 2014 特別インタビュー 龍が如くスタジオディレクター名越稔洋監督のゲーム作りとは IGN Japan in Japanese September 10 2016 Archived from the original on June 28 2020 Retrieved June 26 2020 Who s in charge of Atlus now that Sega owns them Siliconera October 31 2013 Archived from the original on April 22 2019 Retrieved October 9 2016 Profile Toshihiro Nagoshi Spong com Svend Joscelyne May 12 2010 Archived from the original on April 7 2019 Retrieved October 19 2014 Yakuza creator Toshihiro Nagoshi confirms departure from Sega Eurogamer net October 8 2021 Archived from the original on November 14 2021 Retrieved November 14 2021 Toshihiro Nagoshi Interview Summer 2006 Engadget Video Games Daily June 22 2006 Archived from the original on August 12 2018 Retrieved July 18 2015 EXILE SEKAI Interviews Yakuza Creator TOSHIHIRO NAGOSHI Part 1 The Image of Yakuza OTAQUEST February 6 2019 Archived from the original on September 7 2020 Retrieved June 26 2020 a b c d モゲ 齋藤 セガ 名越稔洋が語るクリエイター活動30年史 200億稼いだ デイトナUSA 開発秘話と 初めて明かす師 鈴木裕への想い 特別企画 前編 Famitsu a b c Brown Nathan 2018 Collected Works Toshihiro Nagoshi pp 83 93 a href Template Cite book html title Template Cite book cite book a work ignored help IGN Presents the History of SEGA IGN April 21 2009 archived from the original on August 24 2012 retrieved June 26 2020 a b c d 稔洋 名越 2010 龍の宿命 龍が如く を作った男 名越稔洋 Japan 角川学芸出版 ISBN 978 4046537065 SEGA Europe Blog You Gotta Roll With It Super Monkey Ball Step amp Roll developer diary 1 September 5 2010 Archived from the original on September 5 2010 Retrieved July 2 2021 The Man Who Won t Leave Sega Toshihiro Nagoshi www gamasutra com December 7 2011 Archived from the original on June 27 2020 Retrieved June 26 2020 SEGA s Binary Domain Revealed Xbox 360 News at IGN December 4 2010 Archived from the original on December 4 2010 Retrieved July 1 2022 Notice of Personnel Changes at SEGA SAMMY HOLDINGS INC and its Subsidiaries SEGA CORPORATION Sammy Corporation and Sammy NetWorks Co Ltd PDF Sega Sammy Co Ltd February 29 2012 Archived from the original PDF on May 25 2012 Retrieved March 3 2012 Atlus parent company Index Corporation being restructured within SEGA SEGA Nerds Lee Sparkes November 1 2013 Archived from the original on July 27 2015 Retrieved October 9 2016 a b c December 2018 Nathan Brown 28 December 28 2018 From Shenmue to Yakuza Toshihiro Nagoshi looks back on an illustrious career of Japanese game development Edge Magazine Archived from the original on January 7 2019 Retrieved June 26 2020 a b Comments 0 rawmeatcowboy June 19 2013 Hero Bank more details interview with producer Toshihiro Nagoshi GoNintendo Archived from the original on June 28 2020 Retrieved June 26 2020 Yakuza director Toshihiro Nagoshi is Sega s next creative director January 31 2021 Archived from the original on May 8 2021 Retrieved May 8 2021 Plunkett Luke October 8 2021 Yakuza Creator Confirms He s Leaving Sega Former Series Producer Joins Him Kotaku Archived from the original on October 8 2021 Retrieved October 8 2021 Nagoshi Studio Archived from the original on February 28 2022 Retrieved January 24 2022 Johnston Lachlan February 6 2019 EXILE SEKAI Interviews Yakuza Creator TOSHIHIRO NAGOSHI Part 1 The Image of Yakuza OTAQUEST Archived from the original on September 7 2020 Retrieved June 26 2020 How Tech Limitations Shaped the Yakuza Series IGN September 17 2016 archived from the original on June 28 2020 retrieved June 26 2020 メガドラ迷作 レンタヒーロー がまさかの舞台化 ていうかナゼこれを舞台化しようと 重度のセガマニアな劇団主宰が語る作品への 偏った愛 舞台化希望タイトル募集 電ファミニコゲーマー ゲームの面白い記事読んでみない in Japanese January 18 2018 Archived from the original on August 24 2020 Retrieved June 26 2020 a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag Toshihiro Nagoshi Video Game Credits and Biography MobyGames Archived from the original on May 15 2021 Retrieved June 26 2020 Producer Nagoshi shows off F Zero News Nintendo World Report Archived from the original on June 26 2020 Retrieved June 26 2020 龍が如く 見参 GameStaff wiki in Japanese Archived from the original on June 30 2020 Retrieved June 26 2020 クロヒョウ龍が如く新章 3 SEGA 名越 稔洋 浅田 有皆 製品詳細 講談社コミックプラス 講談社コミックプラス in Japanese Archived from the original on June 28 2020 Retrieved June 26 2020 世界に誇る二人のトップクリエイターがこだわる ゴージャスな演出 とは ダ ヴィンチニュース in Japanese Archived from the original on June 28 2020 Retrieved June 26 2020 kevingifford August 21 2013 Yakuza s producer and director discuss the new Ishin side story game Polygon Archived from the original on June 27 2020 Retrieved June 26 2020 a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak al am an ao ap aq ar as at au av aw ax ay az ba bb bc bd be Toshihiro Nagoshi Video Game Credits and Biography MobyGames Archived from the original on May 15 2021 Retrieved June 26 2020 Virtua Fighter 5 Ultimate Showdown Dural and End Credits YouTube Archived from the original on December 21 2021 Super Monkey Ball Banana Mania Credits Windows YouTube Archived from the original on December 21 2021 Retrieved from https en wikipedia org w index php title Toshihiro Nagoshi amp oldid 1176795017, wikipedia, wiki, book, books, library,

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