As a Brazilian,I grew up knowing the gaming industry as luxury entertainment that was not accessible to everyone. Things got better, and more people can play now, but still, it’s a far cry from ideal.

One growing area is the hosting of game-focused events. In Brazil, we have BGS, the biggest gaming expo in Latin America, and Big Festival, which last year turned into Gamescom Latam.

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As these events gain more clout and relevance, some powerhouses in the gaming industry are starting to show up or return once again. This happened with Shuhei Yoshida, former President of SIE Worldwide Studios. He came to Big Festival three years ago and has now returned.

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We had the chance to sit down with Yoshida-san and talk about the indie scene, the struggles new developers face when building their first game, and also the fine Brazilian cuisine.

Talking Indie With Shuhei Yoshida

Q: First off, I’d like to thank you for tweeting two of our reviews,Bionic BayandClair Obscur: Expedition 33. Have you played or worked on them?

I played them while in development. I haven’t played the games after they were released.

The protagonist from Clair Obscur Expedition 33 overlooking the landscape of the game.

Q: Now, you are working with your own consulting firm. What do you think is the most common struggle a new developer has when starting to create a game?

For new creators, everything should be a challenge. Getting the game done is itself a challenge. A common mistake is trying to make a big game from the start. They should really focus on something small and learn how to get the game done. Do something small, release it on Steam, and get feedback. The whole process of a game being published.

legend of dragoon

Q: You worked at Sony for almost 30 years. What do you think is the most valuable lesson you learned there that everyone should know, but the industry doesn’t tell them?

That’s a big question. Hmm, always work on something you truly want to develop.

blue-prince-letter.jpg

Q: Every game is a product. Do you believe that if a developer makes a great game with passion, profit will follow, or do they have to consider these two characteristics separately?

You know, every developer has a different reason for developing games. Some are just happy making games for fun, while others need money to live, so it’s really up to the developer. But yeah, they think about it as a product.

Q: You said recently that Sony is producing remasters and remakes tofinance new games. If it were up to you, which game from Japan Studio would you like to see as a remake nowadays?

Oh, there are many people who are asking for remakes or remasters of Japan Studio games. I don’t have a particular game I’d like to see.

Q: Do you think a Legend of Dragoon remake could happen someday?

That’s one of the popular ones that lots of people ask about. But think of it as aFinal Fantasy VIIremake. GettingLegend of Dragoon remadewould be a big challenge and effort. A remaster would be easier, but still, consumers' expectations would be very high. I think it’s a very difficult one.

Q: What do you think triple AAA developers could learn from the indie industry?

Well, AAA developers are always looking at indie games for inspiration, so they are learning a lot because indie developers try new things and experiment with new ideas. They are looking at indie games all the time.

Q: What’s the latest indie game you’ve been playing that everyone should give a chance?

Two amazing games have already come out this year: Blue Prince and Expedition 33. I highly recommend everyone try these games.

Q: Yoshida-san, Shawn Layden said that AA games are dying and Sony should focus on AAA or indie games. Do you believe that AA games are dying, or are they returning?

Every publisher will have different strategies, so I don’t think every publisher should do something or not. In terms of AA, it’s kind of difficult to find funding for AA-sized budget games, but there are publishers who are willing to fund AA-sized games.

For these publishers, there are so many options nowadays because many developers want to work on AA-sized games, but funding is limited. That means these publishers would pick up only the best in concept. So, the chance of success of these games would be higher because of that.

Q: What’s your favorite game here at Gamescom Latam?

The game that got the best Brazilian game award.

Q: Mullet Madjack?

Yeah, yeah, that’s an amazing game. I just met with the developers and celebrated their success. It’s addictive.

Q: One more thing, and the most important one, what did you think ofBrazilian’s Dogão?

Oh yeah, I love it! I tried it twice this week. I love the mashed potatoes inside, and the cheese crunch is the best part.

Q: Something else that you want to add that I didn’t ask you?

I’m amazed at how much bigger the Big Festival has become. I was here three years ago, and there were good games then, but the games I’ve seen this year, both in numbers and quality, are larger and better. I’m very impressed.

And that’s a wrap. Thank you so much for your time, Yoshida-san. Brazil will always welcome you back with a Dogão in hand.

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