{"id":49831,"date":"2025-07-09T02:00:00","date_gmt":"2025-07-08T17:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=49831"},"modified":"2025-07-08T16:16:32","modified_gmt":"2025-07-08T07:16:32","slug":"japanese-fps-dev-shares-theory-on-why-aaa-developers-in-japan-fail-at-making-fps-games-they-all-try-to-copy-cod-and-set-themselves-up-for-failure","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/japanese-fps-dev-shares-theory-on-why-aaa-developers-in-japan-fail-at-making-fps-games-they-all-try-to-copy-cod-and-set-themselves-up-for-failure\/","title":{"rendered":"Japanese FPS dev shares theory on why AAA developers in Japan fail at making FPS games. \u201cThey all try to copy CoD and set themselves up for failure\u201d"},"content":{"rendered":"\n<p>What comes to mind when you think of a \u201cJapanese first-person shooting game?\u201d Maybe something along the lines of Resident Evil 7: Biohazard or Resident Evil Village? While some other titles may pop up \u2013 most of them just aren\u2019t comparable to hit games in genres such as (the obvious) JRPGs or action games, per se. There are, in fact, many Japanese FPS games, even by AAA companies, that feel like the developers just couldn\u2019t find the sweet spot that could launch them to success.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1015\" height=\"571\" sizes=\"auto, (max-width: 1015px) 100vw, 1015px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310004.jpg\" alt=\"Beyond Citadel.\" class=\"wp-image-49835\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310004.jpg 1015w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310004-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310004-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>However, interestingly enough, one of the only, if not the only successful first-person shooters in Japan \u2013 <strong>Beyond Citadel<\/strong> \u2013 was actually created by an indie developer. That developer, who goes under the name Doekuramori, posted a thread on their X account, proposing a theory on why AAA developers in Japan haven\u2019t been able to create a successful FPS game. They say that, in the past years, many major developers focused on trying to replicate other Western hit shooters such as Call of Duty \u2013 and failed. Rather than riding on Western trends, the indie developer says that the key to making a successful Japanese FPS is to focus on making gameplay Japanese devs actually excel at. <\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">AAA\u56fd\u7523FPS\u304c\u30d1\u30c3\u3068\u3057\u306a\u304b\u3063\u305f\u7406\u7531\u3001\u30e9\u30f3\u30c9\u30de\u30fc\u30af\u3068\u3057\u3066\u3044\u305f\u3082\u306e\u304c\u5f53\u6642\u30a4\u30b1\u30a4\u30b1\u3060\u3063\u305fCoD\u3060\u3063\u305f\u308f\u3051\u3067\u3059\u304c\u3001CoD\u30e9\u30a4\u30af\u3092\u4f5c\u308b\u306b\u306f\u65e5\u672c\u4eba\u306b\u306f\u5727\u5012\u7684\u306b\u30df\u30ea\u30bf\u30ea\u306e\u77e5\u8b58\u304c\u6b20\u3051\u3066\u3044\u305f\u3002\u306f\u3063\u304d\u308a\u8a00\u3063\u3066\u65e5\u672c\u4eba\u306bCoD\u3092\u4f5c\u308b\u624d\u80fd\u306f\u306a\u304b\u3063\u305f\u3057\u3001\u65e5\u672c\u4eba\u306e\u4e0d\u5f97\u610f\u3068\u3059\u308b\u571f\u4ff5\u3067\u6226\u304a\u3046\u3068\u3057\u3066\u5931\u6557\u3057\u305f\u3002<\/p>&mdash; doekuramori_citadeldev (@citadeldev) <a href=\"https:\/\/twitter.com\/citadeldev\/status\/1940209632263512171?ref_src=twsrc%5Etfw\">July 2, 2025<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<p>Doekuramori starts their thread explaining that the reason why most Japanese CoD-like first person shooters failed is because Japanese people do not have the needed knowledge of military [history] to be able to create a CoD-like game. \u201cJapanese developers tried playing in a field that they were inherently not great at, and they failed.\u201d<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"760\" height=\"570\" sizes=\"auto, (max-width: 760px) 100vw, 760px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310002.jpg\" alt=\"Call of Duty.\" class=\"wp-image-49834\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310002.jpg 760w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310002-380x285.jpg 380w\" \/><\/figure>\n\n\n\n<p>They note that even Western developers themselves had a hard time trying to mimic the game that Call of Duty is, with Medal of Honor: Warfighter as one of the most evident examples \u2013 especially because Call of Duty itself was created by the original Medal of Honor development team. With even Western developers struggling to make a successful CoD-like game, there was no hope for the Japanese developers to succeed.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"760\" height=\"570\" sizes=\"auto, (max-width: 760px) 100vw, 760px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310001.jpg\" alt=\"Call of Duty.\" class=\"wp-image-49832\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310001.jpg 760w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310001-380x285.jpg 380w\" \/><\/figure>\n\n\n\n<p>\u201cThe most entertaining thing about CoD,\u201d they continue, \u201cis how effortlessly cool it was.\u201d However, Japanese CoD-like games could not replicate this. They say that, while CoD\u2019s gameplay wasn\u2019t perfect, the cool production made it barely noticeable, which resulted in a great overall experience. However, as they explain, \u201cgameplay is Japanese developers\u2019 strongest suit,\u201d and by giving up on it in favor of making a game similar to CoD, they ultimately set themselves up for failure.<\/p>\n\n\n\n<p>Their suggestion for Japanese developers who want to succeed in making a triple-A first person shooter is to \u201cstop trying to make CoD\u201d and compete in the market with games that they are naturally good at making. As examples of Japanese games that succeeded in this, they list Resident Evil 7: Biohazard and Resident Evil Village.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"960\" height=\"540\" sizes=\"auto, (max-width: 960px) 100vw, 960px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310003.jpg\" alt=\"Resident Evil 7: Biohazard.\" class=\"wp-image-49833\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310003.jpg 960w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310003-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310003-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>Japanese game direction generally ends up looking redundant when they\u2019re trying to make it resemble Western movies or TV series, they explain. Even Kojima Productions, that is currently the closest studio to nailing that vibe, can\u2019t avoid that. \u201cJapanese developers don\u2019t have enough knowledge to create such military-themed works, and their audience lacks the knowledge as well.\u201d<\/p>\n\n\n\n<p>\u201cThe people who developed Call of Duty had quite a lot of knowledge on the topic \u2013 and the same goes for the audience,\u201d Doekuramori explains. The developers trust the audience to know all these things, so they can just casually drop niche information without any explanation, not worrying that the audience won\u2019t be able to understand it \u2013 and that\u2019s what makes the game cool. \u201cKojima Productions does have the knowledge, but it does not trust its audience. This is why they start explaining each and every detail, and that\u2019s how their games end up feeling redundant.\u201d<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"960\" height=\"540\" sizes=\"auto, (max-width: 960px) 100vw, 960px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310006.jpg\" alt=\"Resident Evil Village. \" class=\"wp-image-49837\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310006.jpg 960w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310006-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310006-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>Capcom also often does the Western-movie-like production, but that is not what their games are praised for \u2013 \u201cEver since the original Resident Evil, Capcom\u2019s western-like direction looked tacky. However, they also didn\u2019t forget to prepare gameplay that would actually leave the players satisfied. That is why their games are highly praised.\u201d<\/p>\n\n\n\n<p>Ultimately, Call of Duty is a game that is entertaining to play because of its production \u2013 and when that is the case, \u201ctrying to spell out everything to the player would just be redundant,\u201d Doekuramori says. If the cool vibe is what makes CoD work as a game, then you shouldn\u2019t explain every little detail.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1015\" height=\"571\" sizes=\"auto, (max-width: 1015px) 100vw, 1015px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310005.jpg\" alt=\"Beyond Citadel.\" class=\"wp-image-49836\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310005.jpg 1015w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310005-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250708-498310005-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>\u201cHowever, if you\u2019re going entertain the player through actual gameplay, then you need to properly explain the rules. Entertaining the player with production, as CoD-like games should do, means that you have to sacrifice the gameplay. It\u2019s one or another.\u201d<\/p>\n\n\n\n<p>Doekuramori believes that Japanese studios are overwhelmingly strong when it comes to gameplay, which is why they would easily be able to create a AAA shooting game if they just capitalized on that strength. \u201cWithout its production, Call of Duty would just feel empty. Just because something was popular, doesn\u2019t mean it needs to be copied.\u201d<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Developer of indie FPS game Beyond Citadel shares their theory on why the Japanese game industry never made a successful FPS. <\/p>\n","protected":false},"author":79,"featured_media":49838,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[11,3],"tags":[17],"class_list":["post-49831","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-column","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Japanese FPS dev shares theory on why AAA developers in Japan fail at making FPS games. \u201cThey all try to copy CoD and set themselves up for failure\u201d - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Developer of indie FPS game Beyond Citadel shares their theory on why the Japanese game industry never made a successful FPS.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/news\/japanese-fps-dev-shares-theory-on-why-aaa-developers-in-japan-fail-at-making-fps-games-they-all-try-to-copy-cod-and-set-themselves-up-for-failure\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Japanese FPS dev shares theory on why AAA developers in Japan fail at making FPS games. \u201cThey all try to copy CoD and set themselves up for failure\u201d - 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