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	<title>Kotaku Australia &#187; masaya matsuura</title>
	<atom:link href="http://www.kotaku.com.au/tags/masaya-matsuura/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.kotaku.com.au</link>
	<description>the Gamer&#039;s Guide &#124; Computer and video game news and reviews</description>
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		<title>PaRappa Creator Exploring Platform Options</title>
		<link>http://www.kotaku.com.au/2009/07/parappa-creator-exploring-platform-options/</link>
		<comments>http://www.kotaku.com.au/2009/07/parappa-creator-exploring-platform-options/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 03:20:00 +0000</pubDate>
		<dc:creator>Brian Ashcraft</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[masaya matsuura]]></category>
		<category><![CDATA[parappa the rapper]]></category>
		<category><![CDATA[ps3]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=347308</guid>
		<description><![CDATA[ The DS has been a juggernaut in Japan, racking up amazing sales. But nothing lasts forever, not even strong platform sales. PaRappa The Rapper creator Masaya Matsuura is looking for a new option for platform development.
&#8220;I think many developers and publishers are just focusing on DS but everybody understands [DS' significance in the market] [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/07/thumb160x_797ae604f120e1ae13be966dfb4e7e4d.jpg" alt="" class="left" /> The DS has been a juggernaut in Japan, racking up amazing sales. But nothing lasts forever, not even strong platform sales. <i>PaRappa The Rapper</i> creator Masaya Matsuura is looking for a new option for platform development.<span id="more-347308"></span></p>
<p>&#8220;I think many developers and publishers are just focusing on DS but everybody understands [DS' significance in the market] will not go for a long time from now, so everybody trying to find another solution,&#8221; Matsuura told Edge Online. &#8220;But it&#8217;s very hard to be successful on another platform.&#8221;</p>
<p>Matsuura went on to say the platform he&#8217;d like to explore the most is the PS3, but worries that Sony might not be aggressive enough in the marketplace.</p>
<p>Later this year, Matsuura will be speaking at <a href="http://gamecity.org/blog/Matsuura">GameCity</a> and <a href="http://www.dicesummit.org/">DICE Asia</a>. Maybe he&#8217;ll be talking about this, maybe he won&#8217;t. Who knows. Matsuura does, that&#8217;s who.</p>
<p><a href="http://www.edge-online.com/features/interview-masaya-matsuura?page=0%2C1">Interview: Masaya Matsuura</a> [Edge Online]</p>
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		<title>PaRappa Creator: East And West Should Not Be &#8220;Too Separate&#8221;</title>
		<link>http://www.kotaku.com.au/2009/07/parappa-creator-east-and-west-should-not-be-too-separate/</link>
		<comments>http://www.kotaku.com.au/2009/07/parappa-creator-east-and-west-should-not-be-too-separate/#comments</comments>
		<pubDate>Fri, 17 Jul 2009 05:00:00 +0000</pubDate>
		<dc:creator>Brian Ashcraft</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[masaya matsuura]]></category>
		<category><![CDATA[parappa the rapper]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=345481</guid>
		<description><![CDATA[ PaRappa the Rapper creator Masaya Matsuura is an international dude. Heck, he worked with American artist Rodney Greenblat to bring PaRappa to life. He knows the benefits of international collaboration.
&#8220;Developers in the East and West should not be too separate,&#8221; said Matsuura at Develop Conference 2009 in Brighton, Uk. &#8220;It should be international, and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/07/itsasmallworld.jpg" alt="" class="left" /> <i>PaRappa the Rapper</i> creator Masaya Matsuura is an international dude. Heck, he worked with American artist Rodney Greenblat to bring <i>PaRappa</i> to life. He knows the benefits of international collaboration.<span id="more-345481"></span></p>
<p>&#8220;Developers in the East and West should not be too separate,&#8221; said Matsuura at Develop Conference 2009 in Brighton, Uk. &#8220;It should be international, and we need to work with more international artists.&#8221;</p>
<p>Matsuura stated that he hoped things changed &#8220;very soon&#8221;. The East-West division could actually hurt gaming, he continued. &#8220;I&#8217;m very concerned about this point, and perhaps it could be bad for the industry.&#8221;</p>
<p>Developers around the world, join hands!</p>
<p><a href="http://www.develop-online.net/news/32418/Masaya-Matsuura-East-and-west-must-not-be-divided">Matsuura: &#8216;East and West must not be divided&#8217;</a> [Develop]</p>
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		<title>Major Minor&#8217;s Majestic March Sold 600 Copies In First Two Days</title>
		<link>http://www.kotaku.com.au/2009/05/major-minors-majestic-march-sold-600-copies-in-first-two-days/</link>
		<comments>http://www.kotaku.com.au/2009/05/major-minors-majestic-march-sold-600-copies-in-first-two-days/#comments</comments>
		<pubDate>Fri, 01 May 2009 04:00:00 +0000</pubDate>
		<dc:creator>Brian Ashcraft</dc:creator>
				<category><![CDATA[Rumours]]></category>
		<category><![CDATA[japan]]></category>
		<category><![CDATA[major minor's majestic march]]></category>
		<category><![CDATA[masaya matsuura]]></category>
		<category><![CDATA[sales]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=335930</guid>
		<description><![CDATA[New Wii rhythm game seems to have all the ingredients for a music game hit: The reuniting of PaRappa The Rapper creator Masaya Matsuura and PaRappa artist Rodney Greenblat.
The duo also worked on the groundbreaking PlayStation title UmJammer Lammy.
Their latest offering, marching title Major Minor&#8217;s Majestic March, was released April 24. The game did not [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/04/major_minor.jpg" alt="" class="left" />New Wii rhythm game seems to have all the ingredients for a music game hit: The reuniting of <i>PaRappa The Rapper</i> creator Masaya Matsuura and <i>PaRappa</i> artist Rodney Greenblat.<span id="more-335930"></span></p>
<p>The duo also worked on the groundbreaking PlayStation title <i>UmJammer Lammy</i>.</p>
<p>Their latest offering, marching title <i>Major Minor&#8217;s Majestic March</i>, was released April 24. The game did not make the Media Create weekly top fifty for the 4/20 &#8211; 4/26 sales week. According to Japanese site Do Blog, the game didn&#8217;t get anywhere near the top fifty.</p>
<p>It apparently sold only 600 copies in its first two days on sale. Matsuura has had low sales before &mdash; <i>PaRappa</i> sold only 35,000 in its first month. Word of mouth caused that game to ultimately become a smash hit. Three hundred copies of the game were given out to <i>V-Jump</i> readers; however, those numbers should not factor into weekly sales.</p>
<p>We&#8217;ve compared the Do Blog sales tallies with the Media Create ones, and there is a discrepancy between the numbers: Some are lower, some are higher.</p>
<p><a href="http://thedrill.no-blog.jp/dblog/2009/04/200904200426_ae.html">ゲームソフトランキング2009年04月20日～04月26日</a> [ドぶろぐ via <a href="http://blog.livedoor.jp/maxell011/archives/845732.html">チラシの裏でゲーム鈍報</a>]</p>
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		<title>Fun and the Future: Masaya Matsuura on Gaming Today</title>
		<link>http://www.kotaku.com.au/2008/10/fun_and_the_future_masaya_matsuura_on_gaming_today-2/</link>
		<comments>http://www.kotaku.com.au/2008/10/fun_and_the_future_masaya_matsuura_on_gaming_today-2/#comments</comments>
		<pubDate>Sun, 12 Oct 2008 20:30:00 +0000</pubDate>
		<dc:creator>Maggie Greene</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[masaya matsuura]]></category>
		<category><![CDATA[parappa]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/10/fun_and_the_future_masaya_matsuura_on_gaming_today-2.html</guid>
		<description><![CDATA[ Masaya Matsuura of NanaOn-Sha (PaRappa et al.) has a wonderful opinion piece over at Gamasutra on the future of gaming. You may not agree with all of his assertions, but it&#8217;s nice to read something so passionate on the subject of where gaming is today and where it&#8217;s headed. Based in part on his [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2008/10/PaRappathumb.jpg" class="postimg left"/> Masaya Matsuura of NanaOn-Sha (<i>PaRappa</i> et al.) has a wonderful opinion piece over at Gamasutra on the future of gaming. You may not agree with all of his assertions, but it&#8217;s nice to read something so passionate on the subject of where gaming is today and where it&#8217;s headed. Based in part on his <a href="http://www.gamespot.com/ps/puzzle/parappatherapper/video/6186010">DICE 2008 presentation</a>, Matsuura has an obvious fondness for the Wii and the implication for future games:</p>
<p><span id="more-310139"></span><br />
<blockquote>
<p>Video games are a very simple way to enjoy virtual experience. All you need is a TV, a console, a controller, and the software. This is an easy system for everyone compared with other forms of entertainment.</p>
<p>But like Hollywood, in order to keep the customers paying, the industry is using increasingly exaggerated content. Pressing buttons, moving sticks-these are small actions with grand effects. However, I think it is a slight error of judgment in our industry to believe that actions that in reality would carry great responsibility can be carried out in video games without thought for responsibility.</p>
<p>The Wii has come and put a cat amongst the pigeons of this unbalance. The harder you swing the remote, the faster the baseball bat moves. This more organic relation between imagination and reality is easily absorbed.</p>
<p>At the same time we understand that game designs that, for example, require the player to shake the Wii controller strongly to rotate a Tetris block, are unsuitable for input methods like this. The Wii requires a tighter connection between actual and virtual actions. But think! How can we improve on these kinds of obvious connections? That is the hint to make more advanced games.</p>
</blockquote>
<p>It&#8217;s a bit all over the place, but it&#8217;s hard to fault Matsuura for that &mdash; it&#8217;s a really interesting piece and wonderfully engaging, and certainly worth reading. Sure, it&#8217;s only one take on the state of games today and he says many things that I&#8217;m sure many gamers would vehemently disagree with, but it&#8217;s one (very passionate) side of the debate on where we are and where we&#8217;re going.</p>
<p><a href="http://www.gamasutra.com/view/feature/3806/a_sense_of_fun_anybody_could_be_.php">A Sense of Fun: Anybody Could Be Your Player 1</a> [Gamasutra]</p>
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		<title>Major Minor&#8217;s Majestic March E3 Trailer</title>
		<link>http://www.kotaku.com.au/2008/07/major_minors_majestic_march_e3_trailer-2/</link>
		<comments>http://www.kotaku.com.au/2008/07/major_minors_majestic_march_e3_trailer-2/#comments</comments>
		<pubDate>Thu, 17 Jul 2008 13:00:00 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[e308]]></category>
		<category><![CDATA[majesco]]></category>
		<category><![CDATA[major minor's majestic march]]></category>
		<category><![CDATA[masaya matsuura]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/07/major_minors_majestic_march_e3_trailer-2.html</guid>
		<description><![CDATA[

 You&#8217;ll probably need a refresher on this one. Major Minor&#8217;s Majestic March is a Wii game currently in development at Majesco. It&#8217;s being designed by Masaya Matsuura, with art duties being handled by his old Parappa buddy, artist Rodney Alan Greenblat. It plays a little like Space Channel, except you&#8217;re conducting an animal marching [...]]]></description>
			<content:encoded><![CDATA[<p><embed src='http://videomedia.ign.com/ev/ev.swf' flashvars='object_ID=14223258&#038;downloadURL=http://wiimovies.ign.com/wii/video/article/888/888782/MMMM4IGN_flvlow.flv&#038;allownetworking="all%"' type='application/x-shockwave-flash' width='433' height='360' align="left" hspace="4" vspace="2" ></embed>
<div style="clear:both"><br/></div>
<p> You&#8217;ll probably need a refresher on this one. Major Minor&#8217;s Majestic March is a <a href="http://www.kotaku.com.au/games/2008/02/parappa_team_creates_major_minors_majestic_march-2.html">Wii game currently in development at Majesco</a>. It&#8217;s being designed by Masaya Matsuura, with art duties being handled by his old Parappa buddy, artist Rodney Alan Greenblat. It plays a little like Space Channel, except you&#8217;re conducting an animal marching band. Read those last two sentences over again, let them sink in for a second, and you&#8217;ll see why this might be one of the quietest, yet most pleasant unveilings of the show.</p>
<p><span id="more-297954"></span></p>
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		<title>It&#8217;s &#8220;Getting Difficult&#8221; For Non-Game DS Games</title>
		<link>http://www.kotaku.com.au/2008/02/its_getting_difficult_for_nongame_ds_games-2/</link>
		<comments>http://www.kotaku.com.au/2008/02/its_getting_difficult_for_nongame_ds_games-2/#comments</comments>
		<pubDate>Fri, 15 Feb 2008 04:51:00 +0000</pubDate>
		<dc:creator>Brian Ashcraft</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[japan]]></category>
		<category><![CDATA[masaya matsuura]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/02/its_getting_difficult_for_nongame_ds_games-2.html</guid>
		<description><![CDATA[ A while back, Parappa The Rapper creator Masaya Matsuura got a little heat for saying the DS bubble had burst. Now, he&#8217;s back to clarify! 
It is not a simple bubble. The DS successfully launched in many territories simultaneously, but maybe at the end of 2006 to 2007 many titles &#8212; sequels &#8212; lost [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://kotaku.com/assets/resources/2008/02/cedec3.gif" class="postimg left" /> A while back, <i>Parappa The Rapper</i> creator Masaya Matsuura got a little heat for saying the DS bubble had burst. Now, he&#8217;s back to clarify!<br /> <br />
<blockquote>It is not a simple bubble. The DS successfully launched in many territories simultaneously, but maybe at the end of 2006 to 2007 many titles &mdash; sequels &mdash; lost [money]. Very few titles are getting much better.</p>
<p>This means, especially for the <i>Brain Training</i> titles or non-gaming content, it is getting difficult right now.</p></blockquote>
<p> But the Wii&#8217;s doing okay, right? Not necessarily says Matsuura! That, after the jump. </p>
<p><span id="more-277666"></span><br />
<blockquote> Wii&#8217;s case is much more difficult. It currently looks as if no third-party title is successful in Japan. So, this means to make a good Wii game requires longer time to make the interaction better. </p></blockquote>
<p> In a nutshell: Casual doesn&#8217;t have legs, and people only want Nintendo games. A lesson to be learned, but not by us!
<p><a href="http://www.gamesindustry.biz/content_page.php?aid=33091">Matsuura Interview</a> [Games Industry via <a href="http://gonintendo.com/?p=35672">Go Nintendo</a>]</p>
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		<title>Mizuguchi, Matsuura and Music</title>
		<link>http://www.kotaku.com.au/2008/02/mizuguchi_matsuura_and_music/</link>
		<comments>http://www.kotaku.com.au/2008/02/mizuguchi_matsuura_and_music/#comments</comments>
		<pubDate>Wed, 13 Feb 2008 06:10:00 +0000</pubDate>
		<dc:creator>Brian Ashcraft</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[masaya matsuura]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[tetsuya mizuguchi]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/02/mizuguchi_matsuura_and_music.html</guid>
		<description><![CDATA[ Rez creator Tetsuya Mizuguchi and PaRappa the Rapper mastermind Masaya Matsuura are smart guys. They say smart things. This time, they&#8217;re chatting up music &#8212; so essential to their games. Dig this exchange: 
Mizuguchi: &#8230;What is music? Music has many elements, so how can we cut and separate and remake the parts in the [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://kotaku.com/assets/resources/2008/02/mm_box.jpg" class="postimg center" /> <i>Rez</i> creator Tetsuya Mizuguchi and <i>PaRappa the Rapper</i> mastermind Masaya Matsuura are smart guys. They say smart things. This time, they&#8217;re chatting up music &mdash; so essential to their games. Dig this exchange:<br /> <br />
<blockquote><b>Mizuguchi</b>: &#8230;What is music? Music has many elements, so how can we cut and separate and remake the parts in the process of game design? So then, game designers have to know what is fun, what is the essence of music?</p>
<p><b>Matsuura</b>: Essence of music, I don&#8217;t know. I really don&#8217;t understand the essence of music. I&#8217;ve been composing music for thirty years, and I still don&#8217;t understand what music is. But I&#8217;m still looking for the certain shape of my music. Anybody who can define the existence of music, I really respect.</p>
<p><b>Mizuguchi</b>: Yeah, I agree with you. Music is like a universe &#8212; many, many elements. Lyrics, chords, rhythm, beats, playing, listening. Emotionally, you feel something. When I was 11 years old, I listened to my first Beatles music. I couldn&#8217;t understand English, but I felt emotion or something, sort of&#8230; I want to love somebody! It&#8217;s the power of music, of chords&#8230; very physical things, very emotional things. Not logic &#8212; I don&#8217;t know, maybe logic. If I understand the lyrics, and it&#8217;s a new chemistry. Music, we have a long history with music, but new music is coming still. I don&#8217;t know why. It&#8217;s a universe. Amazing.</p></blockquote>
<p>Great stuff. The rest of the dialogue over at Game|Life is worth checking out as well. Do it, you won&#8217;t be sorry.<br /> <a href="http://blog.wired.com/games/2008/02/interview-miz-1.html">Interview with Miz and Matsuura</a> [Game|Life]</p>
<p> <span id="more-277338"></span></p>
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		<title>PaRappa and UmJammer: Real Guitar Heroes</title>
		<link>http://www.kotaku.com.au/2008/02/parappa_and_umjammer_real_guitar_heroes-2/</link>
		<comments>http://www.kotaku.com.au/2008/02/parappa_and_umjammer_real_guitar_heroes-2/#comments</comments>
		<pubDate>Sat, 02 Feb 2008 06:00:30 +0000</pubDate>
		<dc:creator>Brian Ashcraft</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[japan]]></category>
		<category><![CDATA[masaya matsuura]]></category>
		<category><![CDATA[parappa the rapper]]></category>
		<category><![CDATA[umjammer lammy]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/02/parappa_and_umjammer_real_guitar_heroes-2.html</guid>
		<description><![CDATA[ Developer NanaOn-Sha has churned out some pretty great music games like PaRappa The Rapper and UmJammer Lammy. Games so great they deserve to be immortalised in musical instruments. Over the holidays, reader Landon found these Parappa guitar picks in Osaka. He writes: 
  I play drums, not guitar, but I had to PICK [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="Image446.jpg" src="http://kotaku.com/assets/resources/2008/02/Image446.jpg" width="478" height="359" class="postimg center" /> Developer <a href="http://www.nanaon-sha.com/">NanaOn-Sha</a> has churned out some pretty great music games like <i>PaRappa The Rapper</i> and <i>UmJammer Lammy</i>. Games so great they deserve to be immortalised in musical instruments. Over the holidays, reader Landon found these <i>Parappa</i> guitar picks in Osaka. He writes:<br /> <br />
<blockquote>  I play drums, not guitar, but I had to PICK (get it?) them up. </p></blockquote>
<p> Yes, yes. We get it. He even found an <i>UmJammer Lammy</i> guitar for about a hundred bucks. That, after the jump. </p>
<p><span id="more-275985"></span>
<p><img alt="Image437.jpg" src="http://kotaku.com/assets/resources/2008/02/Image437.jpg" width="478" height="637" class="postimg center" /></p>
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		<title>Parappa Team Creates Major Minor&#8217;s Majestic March</title>
		<link>http://www.kotaku.com.au/2008/02/parappa_team_creates_major_minors_majestic_march-2/</link>
		<comments>http://www.kotaku.com.au/2008/02/parappa_team_creates_major_minors_majestic_march-2/#comments</comments>
		<pubDate>Thu, 31 Jan 2008 16:20:42 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[galleries]]></category>
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		<title>Matsuura: DS Innovation For New Gamers, Not Old Ones</title>
		<link>http://www.kotaku.com.au/2008/01/matsuura_ds_innovation_for_new_gamers_not_old_ones-2/</link>
		<comments>http://www.kotaku.com.au/2008/01/matsuura_ds_innovation_for_new_gamers_not_old_ones-2/#comments</comments>
		<pubDate>Tue, 29 Jan 2008 10:30:00 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
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		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/01/matsuura_ds_innovation_for_new_gamers_not_old_ones-2.html</guid>
		<description><![CDATA[ The DS is, arguably, the posterchild for expanding the demographics of gamers. Yet for all its success in baiting old folks and lady folks into playing games, is the system&#8217;s innovation innovating for some and not others? That&#8217;s what PaRappa creator Masaya Matsuura is thinking, telling Gamasutra:
We have to keep increasing the chance to [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="matsuura.jpg" src="http://kotaku.com/assets/resources/2008/01/matsuura.jpg" width="463" height="224" class="postimg center" /> The DS is, arguably, the posterchild for expanding the demographics of gamers. Yet for all its success in baiting old folks and lady folks into playing games, is the system&#8217;s innovation innovating for some and not others? That&#8217;s what PaRappa creator Masaya Matsuura is thinking, telling Gamasutra:<br />
<blockquote>We have to keep increasing the chance to make more unique titles, but for us it&#8217;s getting much more difficult because the game market &#8212; especially in Japan &#8212; is still very conservative.</p>
<p>Many people know that the DS has very unique titles, like Brain Training, or something like that, but it&#8217;s not for younger-aged market. It&#8217;s kind of older people, like me. </p></blockquote>
<p> Hmm. Might be onto something. Ace Attorney, Phantom Hourglass, Mario, Advance Wars&#8230;most of the DS&#8217;s best games for &#8220;regular&#8221; gamers have been additions and upgrades to existing franchises, not out and out <em>new </em>experiences. Flip side: having shown we&#8217;ll buy the same Nintendo games over and over for 10-15 years, why would developers bother?<br />
<a href="http://www.gamasutra.com/view/feature/3521/matsuura_got_rhythm_the_state_of_.php"> Matsuura Got Rhythm: The State Of NanaOn-Sha&#8217;s Founder</a> [Gamasutra] [<a href="http://www.defunktion.net/?p=179">Image</a>]</p>
<p> <span id="more-275367"></span></p>
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