is a Japanese
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
producer,
director and
designer
A designer is a person who plans the form or structure of something before it is made, by preparing drawings or plans. In practice, anyone who creates tangible or intangible objects, products, processes, laws, games, graphics, services, or exper ...
. He was the
chief creative officer for
Sega
is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
until 2021 when he became creative director. He went on to be the general director of
Ryu Ga Gotoku Studio, and later became a
member of the board of directors for
Atlus
is a Japanese video game developer, video game publisher, publisher, Arcade game, arcade manufacturer and distribution company based in Tokyo. A subsidiary of Sega, the company is known for the ''Megami Tensei'', ''Persona (series), Persona'' ...
. He joined Sega in 1989. After 30 years in the company, Nagoshi left Sega to join
NetEase
NetEase, Inc. () is a Chinese Internet technology company founded by Ding Lei in June 1997. It provides online services with content, community, communications, and commerce. The company develops and operates online PC and mobile games, adverti ...
in late 2021, where he founded the studio Nagoshi Studio.
Career
Working at Sega AM2
Nagoshi graduated from
Tokyo Zokei University with a degree in movie production and joined Sega shortly thereafter, working for the second arcade department (
AM2) under
Yu Suzuki
is a Japanese game designer, producer, programmer, and engineer, who headed Sega's AM2 team for 18 years. Considered one of the first auteurs of video games, he has been responsible for a number of Sega's arcade hits, including three-dimensi ...
as a CG designer. His first title as a designer was ''
Virtua Racing''. It was then when he found his niche at Sega due to his study of movies being useful at adjusting and implementing the right camera angles in early 3D games; this was a major turning point for him at Sega. Before that point, he stated, "It really didn't take long for me to feel like I had come to the wrong place. But when I said I was lucky before, it's because during the time I began working, 2D was on its way out, and the industry was switching to 3D." According to Nagoshi, despite the fact the change to 3D had occurred, "nobody had actually studied the techniques needed to work in a 3D space." He knew the basics and gave them advice; it was easier for him to apply his knowledge after the transition to 3D took place.
Afterwards, he worked on ''
Daytona USA'', where he was made director. He came into this role after managing to edit a preview movie of the game for an arcade show. ''Daytona USA'' was the first game to use the
Sega Model 2 arcade hardware which produced very advanced graphics and was developed jointly with
General Electrics, which was located in the US. When Nagoshi paid them a visit, he happened to see a
NASCAR
The National Association for Stock Car Auto Racing, LLC (NASCAR) is an American auto racing sanctioning and operating company that is best known for stock car racing. It is considered to be one of the top ranked motorsports organizations in ...
race, which inspired ''Daytona USA'' initially. Tom Petit, president of Sega's arcade division in America also was in favour of NASCAR. In Japan, only F1 racing games were popular, though Nagoshi decided to not develop one. He also says that he stayed persistent in creating a more difficult kind of game. The development of ''Daytona USA'' brought great responsibility for Nagoshi as he was promoted into leadership positions relatively fast. His next project, ''
Scud Race
''Scud Race'', known as ''Sega Super GT'' in North America, is an arcade game, arcade racing video game released by Sega in 1996. It is the first racing game to use the Sega Model 3 hardware. Despite being released well within the lifetime of th ...
'', became once again a very technologically advanced game, however due to expenses, made less money than ''Daytona USA'', though still made profit. Afterwards, he mentioned he did not want to make any racing games anymore, thinking that he graduated from the genre. Next, he worked on
''Spikeout'', a cooperative beat em 'up with up to four players. It was well received by players, although arcade operators complained that it didn't bring in much money, due to the players not needing many credits if they properly work together. ''
Shenmue'' was the last time he worked with AM2 and Yu Suzuki; he first was a supervisor on the project but was dissatisfied with how the game went and asked for his own development division, which later became
Amusement Vision
, doing business as , is a Japanese video game developer and a division of Sega. It is known for developing the games in the ''Yakuza (franchise), Like a Dragon'' series, which the studio is named after, since ''Yakuza 5'' and the Super Monkey B ...
. However, he was called in by the CEO at the time to get the game finished, and as a result, he had to serve as producer and director on the final months of development. The CEO knew that Nagoshi was the only person that Suzuki trusted.
Nagoshi has said that there is no developer that he learnt more from than Suzuki.
CEO of Amusement Vision
In 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top designers. Nagoshi became president of the studio Amusement Vision, and he was not sure on how to approach his new role at first. He thought that consistently making profit would be for the best. His approach worked, as he was promoted to officer alongside
Yuji Naka
, credited in some games as YU2, is a Japanese video game designer and programmer. He is the co-creator of the ''Sonic the Hedgehog'' series and was the president of Sonic Team at Sega until his departure in 2006.
Naka joined Sega in 1984 and w ...
and
Hisao Oguchi, who also ran profitable studios in the form of Naka's
Sonic Team
, doing business as , is a Japanese video game developer owned by Sega. Sonic Team is best known for its ''Sonic the Hedgehog'' series and games such as '' Nights into Dreams'' and '' Phantasy Star Online''.
The initial team, formed in 1990, c ...
and Oguchi's
Hitmaker.
Nagoshi became interested in console development as a result of Sega leaving the hardware business. Specifically, he was interested in developing for
Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles.
The history of Nintendo began when craftsman Fusajiro Yamauchi ...
and acquired information about the
GameCube
The is a PowerPC-based home video game console developed and marketed by Nintendo. It was released in Japan on September 14, 2001, in North America on November 18, 2001, in Europe on May 3, 2002, and in Australia on May 17, 2002. It is the suc ...
at an early stage. The CEO of Sega at the time complained that games became too expensive to make, and Nagoshi told him that they couldn't do it any cheaper. As a type of protest, he developed a very simple and inexpensive game that just needed a lever to control with no buttons, just to prove that it was possible. That game was ''
Super Monkey Ball
''Super Monkey Ball'' is a series of Platformer, platform video games initially developed by Amusement Vision (now Ryu Ga Gotoku Studio) and published by Sega. The series debuted in 2001 with the arcade game ''Monkey Ball'', which was ported to ...
'', which initially launched as just ''Monkey Ball'' in the arcades. It didn't sell well in Japan, but became a hit overseas. The CEO was impressed, assuming that Nagoshi had the western market in mind, which Nagoshi didn't at all. As a game developer, Nagoshi wanted to know how Nintendo worked, and wanted to be a sub-contractor for them. After some thought in regards to which Nintendo franchise he wanted to work on, Nagoshi ended up developing an entry for the ''
F-Zero
is a series of racing games published by Nintendo, developed by Nintendo EAD and other third-party companies. The first game was released for the Super Famicom in Japan in 1990. Its success prompted Nintendo to create sequels on subsequent co ...
'' franchise, which was ''
F-Zero GX''. While Nagoshi could not convince Nintendo on several things, Nintendo was considerably impressed by the final product and asked for the source code of the game, as the game achieved a much higher quality than they anticipated. The game also sold really well, which gave the team confidence in being a third party developer. When asked about the differences in how Nintendo and Sega developed games, he would sum it up with Sega being more flashy and having a more light-hearted attitude when it comes to new ideas. Nagoshi says that if he started working at Nintendo instead of Sega, he would have already quit the videogame industry.
Development of Yakuza and company promotions
Nagoshi decided not to compete with big western companies such
EA,
Activision
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
and
Rockstar and decided to double down on the Japanese market instead. With the game ''
Ryu Ga Gotoku'', which then was localized as ''
Yakuza
, also known as , are members of transnational organized crime syndicates originating in Japan. The Japanese police and media (by request of the police) call them , while the yakuza call themselves . The English equivalent for the term ''yak ...
'' in western markets, the only market left was the Japanese adult male. After a reorganization, Nagoshi's team became bigger after the non-sports staff of
Smilebit moved to Amusement Vision, thereby falling under Nagoshi's responsibility. Amusement Vision and Smilebit had different cultures and strengths, so Nagoshi thought it'd be best for the staff morale to start from scratch and to develop a new IP in the form of ''Yakuza''. By 2005, Amusement Vision was called New Entertainment R&D, which Nagoshi managed. The game had a difficult development cycle, as the first pitch was rejected by the higher-ups, due to expecting something different out of Nagoshi. At the time, Sega and
Sammy merged to form
Sega Sammy Holdings
(also known as the Sega Sammy Group or simply as Sega Sammy) is a Japanese global holding company and Conglomerate (company), conglomerate formed from the Mergers and acquisitions, merger of Sega and Sammy Corporation in 2004. Both companies ...
. The new owner and CEO of Sega Sammy,
Hajime Satomi
is a Japanese businessman. Satomi is known as the founder of Sammy Corporation, which merged with the Japan-based video game and arcade game producer Sega to form the holding company Sega Sammy Holdings. He is among the 50 richest people in J ...
saw footage of ''Yakuza'' that was forcibly sneaked in a preview of upcoming Sega games, despite that it wasn't officially a project yet. Despite Sega executives viewing the game as an unprofitable risk due to its lack of broader appeal, Satomi took an interest in it. Through perseverance and Satomi's backing, Nagoshi managed to get the project started. It was his most personal project, as the people in the game are often named after people that Nagoshi knew personally. The main character
Kazuma Kiryu is named after someone very dear to him.
The stories are also based on his real life experiences in dating, partying and overall just having fun.
When developing the ''Yakuza'' franchise, Nagoshi learned the difference between nurturing one IP and making many types of genres during his time at Sega AM2 and Amusement Vision. He thought it was very valuable to see both sides.
As of 2009, Nagoshi supervised all research and development of consumer game development at Sega. In 2010, Nagoshi's project ''
Binary Domain'' was revealed, which was his desire to tell a science fiction story, while also developing a game that actively competed against popular western games at the time.
In February 2012 it was announced that Nagoshi would be promoted to the role of
chief creative officer at Sega of Japan, as well as being appointed to the company's board of directors. He took up these positions on April 1, 2012. In October 2013, once
Sega Sammy purchased the bankrupt
Index Corporation
, formerly known as , is a Japanese corporate information and communications technology company owned by Sawada Holdings.
"Index Corporation" was a corporate name used by three different Japanese companies, between 1997 and 2016, the last one b ...
under the shell corporation, Sega Dream Corporation, Nagoshi was appointed as a member of the board of directors for the reformed Atlus. As CCO, Nagoshi keeps being close to the games that his studio at Sega develops and stays up to date on the newest systems and technologies, although that is getting harder for him as he gets older. For the scripts of the ''Yakuza'' games, he still stays very involved, writing and adjusting whenever he feels like it.
In 2014, Nagoshi was involved in the multimedia kids franchise, ''
Hero Bank'', a superhero game that has money as a very important theme despite being aimed at kids.
With the 2016 game ''
Yakuza 6: The Song of Life'' the story of Kazuma Kiryu ended. Nagoshi wants to continue to explore different types of drama and expand the overall playerbase further.
In January 2021, it was announced by Sega that Nagoshi would not be chief creative officer anymore but instead would take
creative director
A creative director is a person who makes high-level creative decisions; oversees the creation of creative assets such as advertisements, products, events, or logos; and directs and translates the creative people who produce the end results. Creat ...
as a position.
Establishment of Nagoshi Studio
In October 2021, it was announced that Nagoshi would be leaving both Sega and Ryu Ga Gotoku Studio along with series director Daisuke Sato. The series producer and writer
Masayoshi Yokoyama would become the new studio head in place of Nagoshi who was in the position since the beginning.
Nagoshi, Daisuke Sato, along with several other former SEGA employees established a new studio called Nagoshi Studio, which will be a subsidiary under NetEase Games.
Personal life
Nagoshi grew up in Shimonoseki, Yamaguchi, in a small port town. He had a close relationship with his grandmother more than anyone else. His father was known to be in perpetual debt, something for which Nagoshi was frequently ostracized by other children. As an adult, he elected to leave his hometown for Tokyo and enroll into Tokyo Zokei University. Nagoshi has said that his interest in video games and game development was sparked when his girlfriend at the time gave him a Famicom with a copy of ''
Super Mario Bros.''. After gradually working his way up at Sega, he decided to return to his hometown in an effort to repay all of his father's numerous debts. In a tragic turn of events, a fire burned down his childhood home and claimed the life of his grandmother. His parents were physically unscathed, though his mother was left mentally scarred to such an extreme extent that she allegedly could not even recognize her own family. As a result of this, Nagoshi's relationship with his father deepened. Nagoshi has said that these events served as the primary source of inspiration for ''Yakuzas narrative.
Asked about his personal appearance, fashion style and how it changed over time, Nagoshi says he adapts to what his current girlfriend is into.
Games
References
{{DEFAULTSORT:Nagoshi, Toshihiro
1965 births
Japanese video game designers
Living people
People from Shimonoseki
Sega people
Japanese video game producers
Tokyo Zokei University alumni