Kenji Kaido

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We have to be satisfied with our result, but it has to meet the users' satisfaction, as well.
My plans for the future are undecided as of now, but for the time being I'm going to continue my summer vacation.

Kenji Kaido (海道 賢仁) is a Japanese game producer.

Quotes[edit]

  • This August, I left Sony Computer Entertainment. My plans for the future are undecided as of now, but for the time being I'm going to continue my summer vacation. I'm also excited about whatever I'm going to be doing next.

Interview with Kikizo (2005)[edit]

Shadow of the Colossus: Exclusive New Interview, All-New Trailer & Screens (March 21, 2005)

  • The content is perceived as artsy rather than typical action-oriented. Most genres that sell overseas are more action-oriented - it wasn't really a mass-market appealing title. The product also varied from territory to territory, which was something that really depended on the order of the release.
  • Yes, we do think so. We have to be satisfied with our result, but it has to meet the users' satisfaction, as well.
  • The feature that we talked about before, "organic collision deformation", means that while you are fighting, the field you are on is actually the colossus itself. Because it is a sort of living being, it's constantly moving and changing. You can't stand still on the field, you have to keep moving.
  • We want the users to involve their own emotion with the game. We want to make it feel as if the game world is real. Using too much music would ruin this mood.
  • At the moment, we don't have any plans like that [within the studio]. The decision will be up to each territory's marketing team.
  • There isn't really one particular influence. It's more like a little bit of everything we feel and experience in our lives.
  • At the moment, we're focused on the PS2. We always wish we had a bit more power... more memory, faster CPU... we ALL wish for that sort of thing. We're looking forward to working on a higher-spec machine. On the other hand, the PS2 is a platform with wide appeal and has a strong development environment. We're used to working with the hardware. It's a two-sided coin ... I always wonder, though, if these games would be appropriate for a portable machine like the PSP.

Quotes about Kaido[edit]

External links[edit]

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