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Tokyo RPG Factory - Wikipedia
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From Wikipedia, the free encyclopedia
Japanese video game developer

Tokyo RPG Factory Co., Ltd.
Company typeSubsidiary
IndustryVideo games
Founded2014; 12 years ago (2014)
FoundersYosuke Matsuda
Defunct2024; 2 years ago (2024)
FateMerged with Square Enix
Headquarters6-27-30 Shinjuku, Shinjuku-ku, Tokyo
Key people
Yosuke Matsuda
Atsushi Hashimoto
Takashi Tokita
ProductsI am Setsuna
Lost Sphear
Oninaki
Net income
Increase ¥56 million (2022)
Number of employees
10 (2017)
ParentSquare Enix
Websitewww.tokyorpgfactory.com
Footnotes / references
[1][2][3]

Tokyo RPG Factory Co., Ltd. (Japanese: 株式会社Tokyo RPG Factory) was a Japanese video game developer and subsidiary of Square Enix, a company known for its work in the role-playing genre. The company was founded in August 2014 under the name "Tokyo Dream Factory" by Yosuke Matsuda, who became president of Square Enix in 2013. During its lifetime, three titles were developed to varying degrees of critical and commercial success: I am Setsuna (2016), Lost Sphear (2017) and Oninaki (2019), each themed after a component of the Japanese concept of setsugekka ("snow, moon and flowers").

Tokyo RPG Factory was founded to develop games inspired by titles from the "golden age" of RPGs. Its structure, which brings in freelancers and staff volunteering from other departments within Square Enix, is modelled on Western film and game studios. Recurring staff members for their projects are director Atsushi Hashimoto and scenario writer Hirotaka Inaba. Noted Square Enix staff member Takashi Tokita provided input on the first two titles before taking on a creative role in Oninaki. The studio was merged into Square Enix in January 2024.

History

[edit]

Origin and staff

[edit]

Beginning in March 2013, Square Enix—known for its work in the role-playing video game (RPG) genre—underwent structural and policy changes when Yoichi Wada stepped down as president and was replaced by Yosuke Matsuda. Matsuda wanted to steer the company towards a more "individual" identity for products amid rising production costs and changing consumer demands.[4][5] During this time, discussions were held internally about setting up a group within the company focused on creating new games inspired by the themes, art and game design of RPGs produced during the genre's golden age in the 1990s, such as Chrono Trigger and entries in the Final Fantasy series.[6][7] This move was partially made in response to the success of foreign homages to golden age titles.[7] Matsuda spearheaded this initiative.[2] Taking inspiration from the corporate structure of outsourcing and freelancing staff common with Western movies and video game development, Matsuda "bypassed" Square Enix's corporate structure to create a small-scale subsidiary studio which would feature freelance guest developers working alongside company staff.[7]

Matsuda invited a number of people from across Square Enix and from the freelance community to participate, and the studio was created around them.[7] The developer was founded in August 2014 under the name "Tokyo Dream Factory".[6][8] Their aim was to create original titles within small budgets, and they were given high creative freedom within their design goals.[2] The following year, the studio changed to its current title, representing its chosen genre and development goals, with the name being created collaboratively by the staff.[9][7] As part of his goals for the studio, Matsuda put in a policy of allowing staff members from other departments to volunteer rather than being assigned there.[6]

Acting as a wholly owned subsidiary of Square Enix, the developer was based in Tokyo, Japan.[1] In 2017, the developer had ten regular employees, with others joining in if they wished.[2] A recurring staff member was Atsushi Hashimoto, who acted as the three games' director.[7][10] Scenario writer Hirotaka Inaba also worked on all their games, collaborating on their first two with Makoto Goya.[11][12] Takashi Tokita, known for his work on Chrono Trigger, provided input for the battle systems of the first two games, then took a deeper creative role in the third.[10]

Game development

[edit]

For their three games, Tokyo RPG Factory drew thematic and visual inspiration from the Japanese concept of setsugekka ("snow, moon and flowers"), an artistic theme in which each component serves as a metonym for its associated season.[13] Work began on their first title, originally announced under the codename Project Setsuna, in 2014.[14][15] Matsuno had a plan for multiple related titles related to Tokyo RPG Factory's IP,[13][16] though this first game was created as a standalone project without plans for direct sequels.[17] The game, eventually titled I am Setsuna, drew mechanical inspiration for its Active Time Battle system from Chrono Trigger. The story was created around themes of sadness and sacrifice.[15][18][19] It used the visual theme of "snow".[13] Released worldwide in 2016, I am Setsuna saw positive responses from fans,[17] and despite initial losses turned a major profit for the company by the end of 2017.[20][21]

Following I am Setsuna, the team began work on another similar project, carrying over some terminology and elements from their first game but otherwise creating a standalone experience. This second project was Lost Sphear, which used the story and gameplay theme of "memory" in its design.[22][23] This game used the visual theme of "moon".[13] Released in 2017 in Japan and 2018 in the West,[24][25] Lost Sphear was again profitable though earnings fell compared to 2017.[26]

During the later development of Lost Sphear, the studio's third game was being planned out, with Tokita taking on the role of creative producer and having input on the narrative.[10] This game used the visual theme of "flower".[13] At Tokita's urging, Inaba wrote a more mature narrative than previous titles from the developer, focusing on death-related themes and examining the concept of reincarnation.[10][27] While it saw strong positive responses from players,[28] Tokyo RPG Factory suffered a financial loss during that period due to low sales.[29] Following the release of Oninaki, the studio staff began discussion concepts for a fourth game.[28] During its final three years, Tokyo RPG Factory showed consistent sales profits. The studio was merged back into Square Enix in January 2024.[3]

Titles

[edit]
Year Title Platform(s) Reference
2016 I am Setsuna[a] PlayStation 4, PlayStation Vita, Nintendo Switch, Microsoft Windows [30][31]
2017 Lost Sphear PlayStation 4, Nintendo Switch, Microsoft Windows [24][25]
2019 Oninaki[b] [32]

References

[edit]
  1. ^ a b "About". Tokyo RPG Factory. Archived from the original on February 24, 2021. Retrieved July 14, 2021.
  2. ^ a b c d Dwan, Hannah (November 30, 2017). "Interview with Yosuke Matsuda, The President of Square Enix on Tokyo RPG Factory, the Nintendo Switch, and the future of Square Enix". The Telegraph. Archived from the original on November 30, 2017. Retrieved June 2, 2020.
  3. ^ a b スクエニ、Tokyo RPG Factoryを吸収合併 Tokyo RPG Factoryは解散 『いけにえと雪のセツナ』『鬼ノ哭ク邦』『LOST SPHEAR』を開発. GameBiz.jp (in Japanese). January 31, 2024. Archived from the original on January 31, 2024. Retrieved January 31, 2024.
  4. ^ Handrahan, Matthew (March 26, 2013). "Yoichi Wada steps down as Square Enix CEO". GamesIndustry.biz. Gamer Network. Archived from the original on October 31, 2020. Retrieved July 14, 2021.
  5. ^ Nunneley, Stephany (October 5, 2013). "Square Enix president Yosuke Matsuda feels the company must "reform with urgency"". VG247. Archived from the original on January 2, 2019. Retrieved July 14, 2021.
  6. ^ a b c "Square Enix President & CEO Yosuke Matsuda interview – 'it's better to be a leader than a follower'". Metro. January 15, 2018. Archived from the original on January 15, 2018. Retrieved June 2, 2020.
  7. ^ a b c d e f 『いけにえと雪のセツナ』の魅力に迫る連載企画! スクウェア・エニックス社長の松田氏をはじめ、開発のキーマンへのインタビューも掲載【特集第1回/電撃PS】. PlayStation Blog (in Japanese). Sony Computer Entertainment. January 29, 2016. Archived from the original on July 11, 2021. Retrieved July 14, 2021.
  8. ^ スクウェア・エニックス・グループについて (in Japanese). Square Enix. Archived from the original on October 1, 2023. Retrieved February 3, 2024.
  9. ^ McCarthy, Caty (June 27, 2019). "Tokyo RPG Factory on How the Studio's Classic RPG Inspiration Fuels the Action-RPG Oninaki". US Gamer. Gamer Network. Archived from the original on July 2, 2019. Retrieved April 21, 2020.
  10. ^ a b c d [E3 2019]“命の物語”を描くRPG「鬼ノ哭ク邦」のインタビューをお届け。気になる世界観やアクションバトルについて制作メンバーに聞いた. 4Gamer.net (in Japanese). Aetas Inc. June 15, 2019. Archived from the original on June 29, 2019. Retrieved September 7, 2019.
  11. ^ LOST SPHEAR 完全攻略ガイド+ビジュアルアート集 ~記憶が紡ぐ神話の書~ (in Japanese). Square Enix. October 26, 2017. ISBN 978-4757555174.
  12. ^ Romano, Sal (February 20, 2019). "Oninaki creative producer is Chrono Trigger director Takashi Tokita". Gematsu. Archived from the original on February 20, 2019. Retrieved September 7, 2019.
  13. ^ a b c d e "Tokyo RPG Factory Shares a Closer Look at Oninaki". PlayStation Blog. Sony Computer Entertainment. April 24, 2019. Archived from the original on April 30, 2019. Retrieved September 7, 2019.
  14. ^ Karmali, Luke (June 16, 2015). "E3 2015: Square Enix Announces New Studio and RPG Project Setsuna". IGN. Ziff Davis. Archived from the original on September 26, 2015. Retrieved September 16, 2015.
  15. ^ a b Takasue, Kaori (June 3, 2016). "15 Things to Know About I Am Setsuna, Out July 19 on PS4". PlayStation Blog. Sony Computer Entertainment. Archived from the original on June 3, 2016. Retrieved June 3, 2016.
  16. ^ Te, Zorine (July 21, 2015). "New Square Enix RPG Project Setsuna Will Be Themed Around Sadness". GameSpot. Archived from the original on July 25, 2015. Retrieved February 19, 2022.
  17. ^ a b Romano, Sal (December 22, 2016). "I am Setsuna staff discuss concept, CGI, internal reception, and what's next in fan interview video". Gematsu. Archived from the original on December 24, 2016. Retrieved July 14, 2021.
  18. ^ とりもどそう、ぼくたちのRPG。スクエニ×TRFが『いけにえと雪のセツナ』を作った理由. Dengeki Online (in Japanese). ASCII Media Works. September 28, 2015. Archived from the original on September 29, 2015. Retrieved November 17, 2015. Translation Archived 2015-11-18 at the Wayback Machine
  19. ^ Farokhmanesh, Megan (March 15, 2016). "I Am Setsuna dev ditched Vita version in the US to focus on 'big screen' immersion". Polygon. Vox Media. Archived from the original on March 15, 2016. Retrieved March 16, 2016.
  20. ^ Frye, Brendan (August 3, 2016). "Tokyo RPG Factory Ends Year in $2.4 Million Deficit". CG Magazine. Archived from the original on August 6, 2016. Retrieved July 14, 2021.
  21. ^ スクエニHD子会社のTokyo RPG Factory、17年3月期の最終利益は2億3600万円と黒字転換に成功…『いけにえと雪のセツナ』で知られる. GameBiz.jp (in Japanese). July 24, 2017. Archived from the original on September 24, 2017. Retrieved July 14, 2021.
  22. ^ Webster, Andrew (July 25, 2017). "How Lost Sphear continues the surprise revival of classic Japanese RPGs". The Verge. Vox Media. Archived from the original on February 3, 2018. Retrieved July 14, 2021.
  23. ^ Hertzog, Clara (November 9, 2017). "Lost Sphear Q&A: Looking to the Past to Create a Modern RPG". PlayStation Blog. Sony Computer Entertainment. Archived from the original on May 31, 2020. Retrieved July 14, 2021.
  24. ^ a b スクウェア・エニックスの新作RPG「LOST SPHEAR」,発売日が2017年10月12日に決定。価格は5800円+税。特典情報の公開も. 4Gamer.net (in Japanese). Aetas Inc. July 25, 2017. Archived from the original on September 29, 2020. Retrieved July 14, 2021.
  25. ^ a b Gilyadov, Alex (July 25, 2017). "Lost Sphear Release Date Announced". IGN. Ziff Davis. Archived from the original on August 9, 2017. Retrieved July 25, 2017.
  26. ^ スクエニHD子会社のTokyo RPG Factory、2018年3月期の最終利益は65%減の8300万円…第2弾タイトル『LOST SPHEAR』を発売. GameBiz.jp (in Japanese). July 30, 2018. Archived from the original on July 31, 2018. Retrieved July 14, 2021.
  27. ^ 開発者インタビュー. Famitsu (in Japanese). No. 1578. Enterbrain. February 21, 2019. pp. 50–51.
  28. ^ a b 『鬼ノ哭ク邦』ネタバレありインタビュー。企画初期ではリンネが母親だった!?. Dengeki Online (in Japanese). ASCII Media Works. November 7, 2019. Archived from the original on February 26, 2020. Retrieved July 9, 2021.
  29. ^ Sato, Ike (August 4, 2020). "Square Enix Reports Big Losses From Subsidiaries Tokyo RPG Factory and Studio Istolia". Siliconera. Crave Online. Archived from the original on February 16, 2021. Retrieved July 9, 2021.
  30. ^ "Ikenie to Yuki no Setsuna RPG Ships in Japan on February 18". Anime News Network. November 17, 2015. Archived from the original on November 17, 2015. Retrieved November 17, 2015.
  31. ^ McWhertor, Michael (April 22, 2016). "Square Enix's Chrono Trigger-inspired I Am Setsuna coming to PS4 and PC in July". Polygon. Vox Media. Archived from the original on April 22, 2016. Retrieved April 22, 2016.
  32. ^ Romano, Sal (May 21, 2019). "Oninaki launches for PS4 and Switch on August 22 in Japan, 'Daemon' trailer". Gematsu. Archived from the original on June 9, 2019. Retrieved September 7, 2019.

Notes

[edit]
  1. ^ Known as Ikenie to Yuki no Setsuna (いけにえと雪のセツナ; lit. "Setsuna of Sacrifice and Snow") in Japan
  2. ^ Known as Oni no Naku Kuni (鬼ノ哭ク邦; lit. "Country Where the Ogre Cries", translated in-game as "The Wailing Land") in Japan

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