Wall Street Journal Article

http://online.wsj.com/public/us

 DOA3 STRATEGY HOME


 
  “WSJ(3/26) Microsoft Must Woo Japan Game Mfrs For Xbox Titles
  By Robert A. Guth and Khanh T.L. Tran
  Staff Reporters of The Wall Street Journal
 
  TOKYO—Pat Ohura built a career at Microsoft Corp. in classic
Microsoft  fashion: by trouncing his opponents, first in Japanese word-processing  programs, then in Web-browsing software.


  So he had every reason to expect he’d cruise to victory in his current
  mission, persuading Japan’s video-game-software companies to create
games  for Microsoft’s Xbox machine. Then he met companies such as Tecmo Ltd., the  maker of “Dead or Alive,” a hand-to-hand fighting game renowned for its  scantily clad female characters.


  Tecmo’s president put Mr. Ohura through agonizing negotiations that were
  less about money than about gaining reassurance that Microsoft was
serious  about games. In the end, landing “Dead or Alive” for the Xbox came down to  an unusual demand: Mr. Ohura had to promise to “sacrifice his life” to make  Tecmo’s game a big seller on the Xbox.
  “Our Microsoft magic didn’t work with the game developers,” Mr. Ohura
says  now. “I’ve never worked so hard in my life.”


  As Microsoft enters the global video-game wars, the software giant
famous  for its pugnacious tactics is having to play a game of finesse in Japan.


 In  negotiations with PC makers, Microsoft often holds all the cards,
because it  controls the Windows operating system that runs 95% of all PCs. In video  games, the shoe is on the other foot. Microsoft is a novice, taking on
the  established Sony Corp. and Nintendo Co., which together control 98% of
the  market for TV-game consoles.


  For Microsoft, there’s more at stake here than video games. Today’s game
  machines sport PC-like features including Web connections and the
ability to  play DVD movies. Microsoft’s fear is that the boundaries are blurring
  between all the different machines out there, and game players could
  supplant PCs with their promise of delivering music and movies through
the  TV. So it views the Xbox as an important beachhead in this battle for
the  living room.


  To get in the game, Microsoft has put itself in the unfamiliar position
of  being a hardware maker—and it has had its share of problems making
the  machines. As in PCs, game-software writers have the hardware guys over a  barrel, because consumers will buy a player only if it has enticing
titles  formatted for the machine.


  Japanese game writers churn out many of the most innovative titles, so
 they  get to play kingmakers. At Capcom Co., Microsoft negotiated with a judo  expert who wears a purple suit, owns 450 pairs of sneakers and bears a
 head  scar from a beating with a steel pipe. Tecmo’s president speaks Burmese and  describes himself as the guru of his corporate “cult.” The last American  game console -- 3DO Co.’s Real, released in 1993 -- failed to wow the  Japanese game moguls. It died.


  “The most creative game developers in the world are here in Japan, andyou  have to win their hearts and minds, even for the U.S. or the European  markets,” says Microsoft Chairman Bill Gates. “You’ve got to get these guys  behind you.”


  Microsoft brings massive financial power to the game business. Its
annual  sales of $25 billion eclipse the revenues of the entire video-game industry.


  Two years ago, it bought Chicago-based Bungie Software Products Corp.for an  undisclosed sum to get its hands on “Halo: Combat Evolved,” a  science-fiction shooter game that has become one of the best-selling titles  on the Xbox. It also lent money to cash-strapped Interplay Entertainment
  Corp., the Irvine, Calif., maker of forthcoming games based on the Keanu  Reeves movie “The Matrix.”


  But in the Japanese game-writing industry, closer in style to Hollywood than  Silicon Valley, gut feeling and ego often drive million-dollar decisions.
  Most of the big Japanese game companies, wary of the risks of investing in  games for a new player and worried that mighty Microsoft may take too much  control of their industry, have yet to commit their most popular games to  the Xbox. Many of them simply dislike Microsoft, which they see as a bully.


  “They’re the newcomer and have to approach each software maker humbly,” says  Kazumi Kitaue, who oversees development of console-game software for Konami  Corp. Konami is known for such recent hits as “Silent Hill 2,” whichsets  players against a headless four-legged monster, and classics such as
  “Frogger,” which pits a frog against oncoming traffic. “We’re the
elders,”  he says. “We know this business.”
  Japan’s dominance in video games traces back to 1983, when Nintendo
 launched  the Famicom, a game machine that quickly sold millions of units and spawned  a generation of game-savvy kids. Some became top game writers out of high  school, and they created a culture to match: boozing all night and dropping  big money on fast cars.
  In 1996, Square Co. decided to put its “Final Fantasy” game on Sony’s
  fledgling PlayStation, abandoning long-time partner Nintendo. The deal
  helped vault Sony past Nintendo as the world’s leading game-console
maker.
  It remains No. 1 with some 70% of the market for consoles hooked up to
 TVs.
  An energetic 41-year-old, Mr. Ohura joined Microsoft Japan in 1986 and
 rose  by jumping into new businesses. When Microsoft set out to conquer
Japan’s  PC-software market in the mid-1990s, Mr. Ohura quickly overcame a chief  rival and spread Microsoft Word across Japan. When Microsoft announcedthe  Xbox project in early 2000, friends warned him the Xbox job was toorisky.


  He acknowledges that he “didn’t know much about the game industry.”
  But he learned quickly from people he poached from Sony, Square,
Nintendo  and other top game makers, building a team of 180 in 18 months. Then he set  out to meet experts such as Yoshiki Okamoto, chief operating officer of  Capcom, maker of “Onimusha,” in which players control a samurai who battles  ninja and gains strength by capturing undead souls in a glove.


  Mr. Okamoto, the sneaker collector and black-belt in judo, has seen his
 own  adventures. A long scar runs down his forehead where he was hit with a
 steel  pipe in a fight as a kid. Mr. Ohura schmoozed him and other executives
in  drinking sessions after work and rounds of golf on the weekends. At a
  game-industry conference in Los Angeles, Mr. Ohura rented out a
  Japanese-style bar, where the drinks are served by women who flirt with
 the  men. He plied top Japanese game makers with so much wine that he says he had  to escort them back to their hotels in a stretch limousine.
  He soon realized the Japanese were skeptical of Microsoft’s plans.
Several  star creators were cool to the Xbox. Some thought the machine—which  includes a hard drive and runs on an Intel Corp. processor—was too
much  like a PC and thus not much fun. One game maker told Mr. Ohura that even if  Microsoft offered financial terms as attractive as Sony’s, he would
refuse  to create an Xbox game, because Microsoft isn’t Japanese
.


  To show Microsoft’s commitment, Mr. Ohura introduced executives from
 Japan’s  leading game makers to Mr. Gates in May 2000 at a Tokyo hotel. Mr. Gates  answered questions about the Xbox technology, but the game moguls felt he  didn’t seem to have a feel for games. “We saw him as a layman when it comes  to the game business,” remembers Capcom’s Mr. Okamoto, who was at the  meeting.


  Gradually, Microsoft started cracking the fortress. A key was Seamus
  Blackley, one of the chief architects of the Xbox. A fan of classic
 Japanese  video games, Mr. Blackley started travelling to Tokyo every month,
meeting  designers and throwing himself into the culture, often bonding with
 creators  deep into the night at strip clubs with names like “Trap” and “Coco
 Bongo.”


  Early on, he scored points with Tomonobu Itagaki, the pony-tailed
producer  of Tecmo’s “Dead or Alive,” by beating him at his own game. “From then on I  could trust him,” Mr. Itagaki says.


  In late 2000, Capcom’s Mr. Okamoto and several colleagues dropped by
  Microsoft’s headquarters in Redmond, Wash., for a day of meetings and a
  night on the town with Xbox managers. After hours of swilling a
concoction  of vodka and lemon juice, the group tied napkins on their heads
  bandana-style, and passed pieces of chocolate cake around the table --
 from  mouth to mouth. The rollicking party helped cement Microsoft’s ties with  Capcom. “Seattle was a good time,” chuckles Capcom’s Mr. Okamoto. In
time,  he agreed to put “Onimusha” on the Xbox.


  Back in Tokyo, Mr. Ohura was having a tough time with Sega Corp., the
No. 3  console maker and creator of classic game characters such as Sonic the
  Hedgehog. He reasoned that if a major player such as Sega backed the
Xbox,  other Japanese might follow.


  But by late 1999, Sega was deep in the red and struggling for survival.
 Its  largest shareholder, septuagenarian Isao Okawa, a billionaire
  computer-industry pioneer, discussed an alliance with Mr. Gates in which
  Sega would manufacture the Xbox and create new games for it, but the
talks  broke down.
 
 
  A year later, Mr. Okawa was battling cancer and handed the reins at Sega
 to  a protege, Tetsu Kayama. In late January 2001, Microsoft executives
 visited  Sega headquarters in Tokyo, where Robbie Bach, the head of Microsoft’s Xbox  unit, sketched out a proposal on a white board: Microsoft would invest in  ailing Sega, in exchange for Sega’s creating exclusive Xbox games.


  Mr. Kayama says he was secretly planning to get Sega out of the
 game-player  business, but wanted to remain free to write games for Sony and Nintendo.


 He  flatly rejected the Microsoft pitch, baffling the Microsoft team.
  But Mr. Ohura sensed Sega still might bite. In February, he asked Mr.
 Kayama  to dinner, and they started meeting regularly. Mr. Okawa, by now
bedridden  and unable to speak, advised Mr. Kayama by scribbling notes on paper.


Mr.  Ohura was getting desperate. Mr. Gates was set to deliver a keynote
speech  at the March Tokyo Game Show. Microsoft wanted some big news to show the  progress of the Xbox, but it had none. “We needed something for Bill to  present,” Mr. Ohura says.


  Two weeks before the show, Mr. Okawa died, throwing Sega’s future deeper
  into question. But a day before the game show, Mr. Kayama met Mr. Gates
at a  Tokyo hotel. He agreed to bring Sega games to the Xbox. And he had a
final  demand: Mr. Gates must rework his show speech to include comments
 eulogizing  Mr. Okawa as an industry giant. Mr. Gates made the changes.


  Meanwhile, Mr. Ohura had stepped up his attempts to get Tecmo to release
 an  Xbox version of “Dead or Alive,” the racy fighting game. The title is
  Tecmo’s best-selling PlayStation 2 title, so committing to an unproven
  player was a financial risk. Tecmo’s voluble president, Arihiro
Nakamura,  says he needed to “feel” that Microsoft “loves” the game. So he
subjected  Mr. Ohura to repeated lectures on the game business. In one climactic  meeting, he shouted at Mr. Ohura: “Are you willing to sacrifice your
life  for our game?” Mr. Ohura nodded.


  Mr. Ohura says he understands the tough tactics. “It was a big risk, and
  they needed to make sure that it was the right gamble.” In March 2001,
 Tecmo  agreed to make a version of “Dead or Alive” exclusively for the Xbox.
  Other challenges mounted. Konami had said it would release an Xbox
version  of “Metal Gear Solid,” a blockbuster title in which gamers guide a spy
 named  Snake on antiterrorist missions. But in May 2001, at a game-industry
  conference in Los Angeles, Microsoft’s Mr. Bach and Mr. Ohura were
 surprised  to see Konami’s Mr. Kitaue arrive at their booth.


  The chain-smoking executive began bombarding the Microsoft men with
  complaints, some specific—such as Microsoft game-writing software
tools  that didn’t work—and all stemming from what he saw as Microsoft
pushing  risk on Konami. “Konami is spending its own money” on developing Xbox games,  Mr. Kitaue says. “We’re taking risks. Microsoft isn’t taking risks.”
  Tempers flared, but Mr. Bach ended the meeting by promising, “We’ll make
  sure we accommodate you,” according to people there. That night, Mr.
Ohura  caught up with Mr. Kitaue at a party to try to patch things up, but
hopes  dimmed for getting “Metal Gear Solid” on the Xbox. “There was a
 disconnect,”


  Mr. Ohura says. Mr. Bach says Microsoft continues to work on building
its  relationship with Konami and other Japanese game makers.
  It was the start of a rough summer. Mr. Ohura sacrificed weekends with
his  daughters to play more golf with game executives. The long hours caused
 him  to gain 15 pounds. To inspire his troops, he had a friend make 200 rings
  imprinted with the Xbox logo. He started wearing his every day. For
extra  confidence during crucial meetings, he also wore a pair of yellow boxer
  shorts one of his daughters gave him for Father’s Day.
  Back in the U.S., Microsoft was having trouble ramping up production of
 the  Xbox because of problems making a key chip. For that and other reasons,
  Microsoft decided to push back the Japan launch by three months to
 February  2002, meaning game creators would miss the crucial year-end shopping season.


  In August, Mr. Ohura, wearing his lucky yellow boxers, broke the news of
 the  delay to a room of hundreds of game developers. When he called Konami,Mr.  Kitaue was livid. “You stupid idiot!” Mr. Kitaue recalls yelling into
the  phone.


  Mr. Ohura says he was shaken but didn’t have time to dwell on it.
Another  prospect was slipping away. Microsoft had spent countless hours wooing  Square Co., maker of “Final Fantasy,” a hit game that plunges players
into a  futuristic world that can take 40 hours or more to explore. Square had
 spent  $130 million to make a movie version of “Final Fantasy.” After the film
  flopped last summer, Square needed cash and seemed open to an alliance.
 But  Microsoft was caught off guard when Sony announced in October that it
 would  invest $124 million to become Square’s second-largest shareholder. Mr. Ohura  says he felt the door to Square “narrow.” Indeed, Square hasn’t
committed  any games to the Xbox.


  Gradually, Mr. Ohura lined up a respectable list of titles. Konami
shipped  “Air Force Delta,” a fighter-plane title, and Capcom shipped “Onimusha,” the  samurai game. Mr. Ohura remains confident of landing bestsellers such as  “Metal Gear Solid” and Square’s “Final Fantasy.”


  Microsoft has already faced some glitches in Japan. Earlier this month,
it  said it would repair or replace defective versions of the Xbox following
  complaints that the machine can damage game disks.
  Many game makers say Mr. Ohura has at last won their trust, but they’re
  still keeping him on his toes. He recently stopped by Tecmo to report
that  the Xbox was flying off U.S. store shelves. Mr. Nakamura, the Tecmo
head,  says he snapped back: “Your ship just set sail. There’s still a vast
ocean  ahead.”
  (END) Dow Jones Newswires”
 
 
 
  --Note on europe sales: Dissapointing sales for Europe
  http://www.theregister.co.uk/content/54/24592.html
  “Xbox may not be playing too well in Europe, according to a report at
 Heise  News. Quoting figures from Markt für Computer- und Videospiele, the
report  suggests that only small quantities of the machines were actually sold
in  the immediate post-launch period in FRance and Germany.
 
  In the first three days in Germany MCV says only 10,000 Xboxes got into
 the  hands of consumers, and this position was mirrored in France. In the UK
it  chalked up a healthier 48,000 in the first three days. MCV speculates
  however that large quantities of machines will have been bought by
 dealers;  so although they might show up in any sales claims Microsoft makes (it
  hasn’t, yet), they’re only real say when (or if) they go out of the shop
  door.
 
  MCV compares the Xbox European rollout to the Playstation 2 launch. In
  November 2000, around 140,000 units were sold in Germany and the UK.
  Meanwhile, recent Japanese sales figures have shown Xbox sales
flattening  fairly swiftly after a post-launch spike."