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FRI | 2026-06-26

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Stories from Game Producer Yoshiki Okamoto: Game Republic's "FolkSoul" Game for the PS3 Console

Writer: Michael B. Syson

Publication Date: 2026-06-25


Dear friends,

Today let me share with you Mr. Yoshiki Okamoto's lecture in 2022 about the PS3 game "FolkSoul" that is actually one of four or five games that his own studio, Game Republic, released and which he liked very much.


Last accessed: 20260624

【考察】隠れた名作と言われたPS3『FolksSoul −失われた伝承−』の開発についてお話します


However, this game couldn't sell well, at only 40,000 copies, and Okamoto-san explains the reason for this outcome.

First, he reveals that Sony Computer Entertainment (SCE) subcontracted him to create a game for the PS3 what would come out in 2006. Okamoto-san also found out that another studio more recently established by Mr. Koji Okada, the creator famous for the Megami Tensei series, was using the same name, "Monster Kingdom," that they were using. While Okada-san was developing a new PSP game, while Okamoto-san and his team were developing one for the PS3, Okamoto-san believed that it was definitely an opportunity to collaborate, along with SCE's blessing, of course.

However, Okamoto-san admits that they weren't able to carry out this project well, getting delayed by half a year of the PS3's release. Further, the game that was already called "FolkSoul" was hardly able to help SCE sell its new console.

At this point, Okamoto-san explains that, in one word, the game was too difficult to understand: the packaging's design didn't explain what the player could do in the game, although they had placed it in the fantasy-action-adventure genre. Also, while the game was very fun for Okamoto-san, viewers who were only curious to know it, couldn't understand very quickly its gameplay. In addition, the commercial that they produced couldn't communicate its gameplay to viewers well.

Finally, Okamoto-san concludes that any studio must launch a best-selling work or a "home run" that would help them get more opportunities to create more works. Unfortunately, while Game Republic tried to launch one, after four or five tries, it ultimately couldn't achieve success.

This is all.

Thanks very much.

Regards,

Mike

https://github.com/usbong... ; last accessed: 20260625 | LATEST


Cuentos del Productor de videojuegos Yoshiki Okamoto: El juego "FolkSoul" de Game Republic para la consola PS3

Redactor: Michael B. Syson

Fecha de publicación: El 24 de junio de 2026


Queridos amigos:

Esta noche yo querría compartiros un vídeo de Sr. Yoshiki Okamoto que apareció en mis vídeos de YouTube. La verdad es que se lanzó en el año 2022.


Last accessed: 20260624

【考察】隠れた名作と言われたPS3『FolksSoul −失われた伝承−』の開発についてお話します


Además, se trata de un juego "FolkSoul" para la consola PS3 que es de verdad uno de cuatro o cinco juegos que Game Republic, el propio estudio de Sr. Okamoto, lanzó y cual le gustó mucho. Sin embargo, este juego no pudo venderse bien a solamente 40 mil copias, y Sr. Okamoto explica la razón por este resultado.

Primero, desvela que Sony Computer Entertainment (SCE) le contrató para crear un juego para la PS3 que se saldría en 2006. También, Sr. Okamoto descubrió que otro estudio muy recién establecido por Sr. Koji Okada, el creador famoso por la serie Megami Tensei, utilizaba el mismo nombre, "Monster Kingdom", que ellos utilizaban. Aunque Sr. Okada estaba desarrollando un nuevo juego de PSP, mientras que Sr. Okamoto y su equipo estaban desarrollando uno de PS3, Sr. Okamoto creyó que seguramente fue una oportunidad para colaborar, junto con la bendición de SCE desde luego.

Sin embargo, Sr. Okamoto admite que ellos no pudieron llegar a cabo bien el proyecto, tardando por un medio año del lanzamiento de PS3. Es más, el juego que ya se llamó "FolkSoul" apenas pudo ayudar a SCE a vender su nueva consola.

En este punto, Sr. Okamoto explica que, en una palabra, el juego fue demasiado difícil comprender: el diseño de embalaje no explicó lo que el jugador podría hacer en el juego, aunque ellos lo habían puesto en el género de fantasy-action-adventure. También, aunque el juego fue muy divertido para Sr. Okamoto, los espectadores quienes solo fueron curiosos saberlo, no pudieron comprender rápidamente la jugabilidad de ello. Además, el anuncio que ellos producieron no pudo comunicar bien a los espectadores esta jugabilidad.

Por último, Sr. Okamoto concluye que cualquier estudio debe lanzar una obra superventas o un "home run" que le ayudaría recibir más oportunidades de crear más obras. Desafortunadamente, aunque Game Republic trataba de lanzar una, después de cuatro o cinco veces, no pudo alcanzar el éxito al final.

Ya está. Muchísimas gracias como siempre.

¡Hasta pronto!

Saludo,

Mike

https://github.com/usbong... ; last accessed: 20260625 | LATEST


游戏制作者岡本吉起老师的故事:Game Republic公司制作的"FolkSoul"PS3游戏

记者:施能崙

发布日期:2026年6月24日


各位朋友们,

今晚,我想给你们分享岡本吉起老师的2022年视频我在YouTube平台被出现。


Last accessed: 20260624

【考察】隠れた名作と言われたPS3『FolksSoul −失われた伝承−』の開発についてお話します


是关于一款PS3游戏叫做"FolkSoul"。根据岡本老师说,其实,从他们在Game Republic公司发布的4,5款游戏中,这款是他最喜欢的。不过,它只能够售卖4万单位,所以老师想解释这个结果。

首先,老师透露,Sony Computer Entertainment (SCE)采用他们制作一款游戏可起动SCE的新游戏机PS3,打算于2006年开始发售。岡本老师也发现到,其他公司被岡田耕始(Koji Okada)先生Megami Tensei系统的有名设计师,刚建立也利用同样名字,"Monster Kingdom"给他们当时在开发的PSP游戏。从而,是一个机会合作跟SCE的认可。

但是,岡本老师披露,他们终于不能完成得好这个作品,半年迟到PS3的发布日期。此外,他们游戏,现在已称谓"FolkSoul",到底也不能帮助SCE售卖他们新游戏机。

对于这一点,岡本老师解释,是因为游戏非常难以理解。它包装设计不说明给玩家们他们在游戏里能做什么,尽管他们开发者表明是一种fantasy-action-adventure种类。并且,虽然对岡本老师来说,这款游戏非常有趣,但对观众想知道它是什么,它游戏性不清楚,不容易理解。另外,他们制作的广告不能解释给观众它的游戏性部分。

最后,岡本老师结束说,任何公司必须发售一个"home run",就是说,一个畅销产品能够给他们更多机会制作更多产品。很遗憾,虽然Game Republic公司尽量发布一款,但4,5次之后,他们终于不能成功。

以上。谢谢你们。

麦克

https://github.com/usbong... ; last accessed: 20260624


Stories from Game Producer Yoshiki Okamoto: Why Game Republic Went Bankrupt

Writer: Michael B. Syson

Publication Date: 2026-06-24


Dear friends,

Today let me share with you Mr. Yoshiki Okamoto's lecture almost six years ago and which he shared with us last night, among other videos of his.


Last accessed: 20260623

【特別企画】最大社員数320人「ゲームリパブリック」号が沈没してしまった原因を全てお話します。


This time around, Okamoto-san gives more details about the reason why his studio Game Republic went bankrupt.

First, Okamoto-san says that after working in studio C (or Capcom), he left to establish a new studio called Game Republic with a capital of almost 100 million yen as well as at most 320 employees.

Next, he recounts that in the beginning, they received work from SCE (Sony Computer Entertainment), though they were able to gradually get more from other studios as well. Furthermore, Game Republic had development houses located in several places such as Sapporo, Tokyo, Nagoya and Osaka. Okamoto-san also employed several talented people to develop its projects.

Okamoto-san wants to explain the reason why a studio that seemed to be doing well, in the end, ended up going bankrupt. He attributes it to the "Lehman Shock," although he also admits that within Game Republic, they were fighting among themselves to take hold of the position of authority. Okamoto-san also points out that his employees' DNA was clearly different. They came from big studios which included Sega, Capcom, Namco, Square Enix and Taito. In addition, while they tried to work together, everyone felt that, as a result, he couldn't do what he wanted. This means that the studio couldn't come together as one team. Of course, clients such as SCE had their own ideas about how to do things, so Okamoto-san felt that there were too many opinions coming to Game Republic.

Therefore, faced with this situation, Okamoto-san reveals that the studio couldn't launch any best-selling title at all, leading to their also not receiving more work that would give them income.

This is all.

Thanks very much.

Regards,

Mike

https://github.com/usbong... ; last accessed: 20260624


Cuentos del Productor de videojuegos Yoshiki Okamoto: ¿Por qué el estudio Game Republic quebró?

Redactor: Michael B. Syson

Fecha de publicación: El 23 de junio de 2026


Queridos amigos:

Esta noche yo querría compartiros el vídeo de Sr. Yoshiki Okamoto hace casi seis años y cual él nos compartió ayer por la noche, entre otros vídeos suyos.


Last accessed: 20260623

【特別企画】最大社員数320人「ゲームリパブリック」号が沈没してしまった原因を全てお話します。


En esta ocasión, Sr. Okamoto detalla más la razón por la que su estudio Game Republic quebró.

Primero, Sr. Okamoto dice que después de trabajar en el estudio C (o Capcom), salió para establecer un nuevo estudio llamado Game Republic con un capital de casi 100 millones yenes así como por máximo 320 empleados.

A continuación, Sr. Okamoto cuenta que al principio, ellos recibieron trabajos de SCE (Sony Computer Entertainment), pero gradualmente pudieron recibir más desde otros estudios también. Es más, Game Republic tuvo bases de desarrollo en algunos lugares tales como Sapporo, Tokyo, Nagoya y Osaka. También, Sr. Okamoto empleyaba a varios trabajadores talentados para desarrollar sus proyectos.

Entonces, Sr. Okamoto quiere explicar la razón por la que un estudio que pareció ir bien, al final, terminó de estar en quebra. Él lo atribuye al "Lehman Shock", aunque admite también que dentro de Game Republic, ellos se lucharon para asumir la posición de autoridad. Asimismo, Sr. Okamoto apunta que el ADN de sus empleados fue claramente diferente. Ellos vinieron de gran estudios incluso Sega, Capcom, Namco, Square Enix o Taito. Además, aunque ellos intentaban cooperar entre sí, toda la gente se sintió que, como resultado, no podría hacer lo que quería. Esto significa que el estudio no pudo unificarse como un único equipo. Desde luego, los clientes tales como SCE tuvieron sus propias ideas de hacer cosas así que Sr. Okamoto se sintía que hubo demasiadas opiniones viniendo a Game Republic.

Así que enfrentado a esta situación, Sr. Okamoto desvela que el estudio no podía lanzar ninguna obra superventas, causando que ellos tampoco pudieron recibir más trabajos que les darían ingresos.

Ya está. Muchísimas gracias como siempre.

¡Hasta pronto!

Saludo,

Mike

https://github.com/usbong... ; last accessed: 20260624


游戏制作者岡本吉起老师的故事:为何Game Republic公司最终必须破产

记者:施能崙

发布日期:2026年6月23日


各位朋友们,

今晚,我想给你们分享岡本吉起老师的几乎6年前的视频。他把这个视频等等昨天晚上再次发布过。


Last accessed: 20260623

【特別企画】最大社員数320人「ゲームリパブリック」号が沈没してしまった原因を全てお話します。


对于这个视频的内容,岡本老师详细说明为何他自己的Game Republic公司最终必须破产。

首先,岡本老师讲述,他辞职C(Capcom)公司之后,他建立一家新公司叫做Game Republic。他们有资本金额几乎1亿日元以及采用过最高320员工。

接下来,起初,他们得到从SCE(Sony Computer Entertainment)工作,但他们也逐渐能够取得从其他公司来的工作。另外,Game Republic有多数的开发基地包括札幌(Sapporo),東京(Tokyo),名古屋(Nagoya)及大阪(Osaka)。岡本老师也采用了多种天才员工来帮助发展Game Republic的企业。

所以岡本老师想解释为何一家公司似乎做得好,最终破产了。他将其归因于"Lehman Shock",不过他也承认,Game Republic公司内,他们挣扎谁有权力。岡本老师指出,他员工们的DNA到底是不同样的。他们来自Sega公司,Capcom公司,Namco公司,Square Enix公司或者Taito公司。虽然他们想在一起合作,但结果是大家觉得他不能做他个人要的。这意味着,Game Republic公司没办法统一。当然,他们客户如SCE也有它自己想法如何做什么东西,所以岡本老师觉得有太多意见来到Game Republic公司.

由于这个情况,岡本老师披露,Game Republic公司不能发售任何畅销游戏,导致他们并不能得到更多工作会给他们收入。

以上。谢谢你们。

麦克

https://github.com/usbong... ; last accessed: 20260623 EN


Stories from I.T. Pro: Why Former Producers from Big Studios Fail

Writer: Michael B. Syson

Publication Date: 2026-06-23


I.T. x Startup


Last accessed: 20260623

I.T. Pro shares why former producers from big studios fail💡🇵🇭 #startup #raw


I.T. Pro begins by admitting that he had wanted to try out Nintendo's Pikmin game, only he didn't have a console like the GameCube at the time, or when he did have the console he was undergoing a period of time in his life spanning about 10 years when he had stopped playing video games.


Last accessed: 20260622

ピクミン3 Direct 2013.6.26


Meanwhile, back in university, he met students who enrolled in his class and who, he found, were very interested in learning about what he knew about the video game industry. While it would take a much longer time for them to be able to actually make video games, what they were able to build were interactive storybooks, which, in fact, began as a thesis project related to pediatric care that helped health workers diagnose childhood illnesses using feature phones. But because there were also other people who were working on a similar idea using the newer Android smartphones at places like the University of Washington and were getting more funding besides to do tests in Africa, he thought of other ways he could make use of the technology.

As with other R&D laboratories, he eventually wondered how he could make money from the project. Starting with family and friends, who helped out by buying his apps on the Google Play Store and unlocking available features inside the apps, he was led to the discovery that he could get the proceeds directly to his credit card, unlike in the Apple App Store or the Steam Store where the developer has to first accumulate at least 100 USD per month in order to receive the payments.

Yet because the amounts that were coming in to his account were really only small, he concludes that sub-contractual or outsourcing work is really how developers could make money; however, as we can learn from new studios established by veteran Japanese producers like Mr. Yoshiki Okamoto and Mr. Shinji Mikami who had left a big studio like Capcom to do just that, being able to hire the right people and managing them effectively are key in ensuring success in our ventures.


Last accessed: 20260622

【対談】“自分もゲームを作りたい!”カプコン独立後に設立した会社『Tango Gam...


## Points for Reflection:

1) What is your metric for hiring the right people?

2) How would you manage people who've worked at other studios and who bring along their own preconceived notions of how things should be done?

3) Why would you not hire your own family member or relative if he hasn't worked at a reputable and well-established company yet?

Audio recorded on June 21, 2026.

For Educational Purposes Only

## Reference:

1) https://philnits.org/

2) https://clipchamp.com/en/

3) ピクミン3 Direct 2013.6.26

4) https://github.com/usbong/e-imci/

5) https://ictd.cs.washington.edu/docs/talks/2017/wrb_mobisys_2017.pdf

6) 【対談】“自分もゲームを作りたい!”カプコン独立後に設立した会社『Tango Gam...

## Acknowledgment:

Pan de Manila: Whole Wheat Bread (No Sugar Added)