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video game developer A video game developer is a broad term for a software developer specializing in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large ...
housed within the Japanese video game company
Sega is a Japanese multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, respectively. Its divisio ...
as part of its division. It is known for developing the games in the ''
Yakuza , also known as , are members of Transnational crime, transnational organized crime, organized crime syndicates originating in Japan. The Japanese police and media, by request of the police, call them , while the ''yakuza'' call themselves . ...
'' series, which the studio is named after, since ''
Yakuza 5 is an action-adventure video game developed by Ryu Ga Gotoku Studio and published by Sega for the PlayStation 3. The game is the fifth main entry in the ''Yakuza'' series. The game was released in December 2012 in Japan, and localized for North ...
''. The studio's origins can be traced back to Sega AM11 in 1998, which was renamed to R&D4 or AM4 in 1999. It was headed by Toshihiro Nagoshi who joined Sega AM2 in 1989 and been credited as the creator of the arcade titles ''
Daytona USA is an Arcade video game, arcade racing video game developed by Sega AM2 in 1993 and released by Sega in 1994. Players race stock car racing, stock cars on one of three courses. The first game released on the Sega Model 2 three-dimensional arc ...
'' and ''
Virtua Striker is a series of association football sports video games released by Sega for arcades. Originally developed by Sega AM2 from 1994 to 1999, the series moved to Amusement Vision with ''Virtua Striker 3'', but it later moved to Sega Sports Design R&D ...
.'' He requested his own development division during the development of ''
Shenmue is an action-adventure game series created, produced and directed by Yu Suzuki. '' Shenmue'' (1999) and ''Shenmue II'' (2001) were developed by Sega AM2 and published by Sega for Dreamcast. ''Shenmue III,'' developed by Suzuki's company Ys Ne ...
''. In 2000, AM4 was reestablished as Amusement Vision, where it was best known for '' Super Monkey Ball'' and ''
F-Zero GX ''F-Zero GX'' is a 2003 racing video game developed by Amusement Vision and published by Nintendo for the GameCube console. It runs on an enhanced version of the engine used in ''Super Monkey Ball''. ''F-Zero AX'', the arcade counterpart of ''GX ...
''. Several structural changes occurred in the years that followed. During a reorganization in 2003, the non-sports staff of
Smilebit or Sega Sports R&D is a defunct development division of the Japanese video game company Sega. It was previously known as Smilebit, one of nine semi-autonomous studios which Sega established in 2000. Smilebit was previously known as R&D6 or AM6 w ...
merged with Amusement Vision, and a year later Sega merged with Sammy to form
Sega Sammy Holdings (also known as the Sega Sammy Group and generally Sega Sammy, stylized as SᴇɢᴀSammy) is a Japanese holding company formed from the merger of Sega and Sammy Corporation in 2004. Both companies are involved in the amusement industry (Sega wi ...
. Amusement Vision became New Entertainment R&D Dept. and the first ''
Yakuza , also known as , are members of Transnational crime, transnational organized crime, organized crime syndicates originating in Japan. The Japanese police and media, by request of the police, call them , while the ''yakuza'' call themselves . ...
'' game was released. '' Ryu Ga Gotoku Kenzan'' was the last Yakuza game to be developed under the New Entertainment R&D name. Since ''
Yakuza 3 is the third main entry in the '' Yakuza series'', released for the PlayStation 3 in 2009. It was developed by Sega's CS1 Team and published by Sega. It was released in Japan and South East Asia on February 26, 2009, and in North America and ...
'', they were referred to as Sega's CS1 team, all the way up to '' Yakuza: Dead Souls''. The first game to use the RGG logo was '' Binary Domain'' in Japan, released in February 2012. Eventually, the RGG Studio's logo became used consistently and the way they brand themselves and give themselves an identity of their own. According to studio head Masayoshi Yokoyama, the studio is not a company organization but rather a "concept" or a "production team". Nevertheless, the studio's logo and name have become more recognizable internationally, and the logo has been used consistently.


History


Amusement Vision

Toshihiro Nagoshi joined Sega in 1989 as a designer. As Sega began developing 3D games such as ''
Virtua Racing ''Virtua Racing'', or ''V.R.'' for short, is a Formula One racing video game developed by Sega AM2 and released for arcades in 1992. ''Virtua Racing'' was initially a proof-of-concept application for exercising a new 3D graphics platform und ...
,'' he was able to apply his knowledge of film in choosing the right camera angles in three dimensional spaces, something that the other team members had no experience with. Nagoshi became producer, director and chief designer of ''
Daytona USA is an Arcade video game, arcade racing video game developed by Sega AM2 in 1993 and released by Sega in 1994. Players race stock car racing, stock cars on one of three courses. The first game released on the Sega Model 2 three-dimensional arc ...
'', which became one of the most successful arcade games of all time. Next he worked on another racing game, ''
Scud Race ''Scud Race'' is an 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 the Sega Saturn, no Saturn port was ever released. A Dreamca ...
'', which, while successful, did not make as much money as ''Daytona USA''. Nagoshi felt pressure to constantly deliver racing games as he became known for the genre in the company. He developed ''
SpikeOut ''Spikeout: Digital Battle Online'' is a 3D beat 'em up video game developed by Toshihiro Nagoshi, and released by Sega for their Model 3 Step 2.1 arcade system board in 1998. An update, ''Spikeout: Final Edition'', was released in 19 ...
'', which he described as a "personal rebellion" as it was a character based action game where players could play for a long time with just one credit, though profits for arcade operators suffered. Nagoshi requested his own development division during the development of ''Shenmue''. In what has been called "a brief moment of remarkable creativity", in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by the company's top creators. In 2000,
Toshihiro Nagoshi is a Japanese video game producer, director and designer. He was the chief creative officer for Sega 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 th ...
was the president of AV ( Amusement Vision). Nagoshi chose the name because he was fond of the term 'vision', and amusement was the core market of the studio. AV refers to Adult Video in Japan, however Nagoshi thinks with all adult videos being streamed in the future, people will instead think of amusement video when they see AV. Speaking about initial plans for AV, Nagoshi wanted to make original titles in addition to sequels. He also was not fond of doing ports of arcade titles, believing console and arcade titles should be developed separately and in mind for their target market. Of the nine studios that Sega established, AV was the smallest, with about 50 employees. Nagoshi devised the concept of rolling spheres through
maze A maze is a path or collection of paths, typically from an entrance to a goal. The word is used to refer both to branching tour puzzles through which the solver must find a route, and to simpler non-branching ("unicursal") patterns that lea ...
s based on his desire to create a game that was instantly possible to understand and play, as a contrast to increasingly complex games at Japanese arcades at the time. Another desire for developing the game was to prove that games can be successful without a huge budget, which was a particular complaint from Sega's CEO at the time. AV developed it initially as an arcade title, ''Monkey Ball''. ''Monkey Ball'' was first released in Japanese arcades in June 2001, and then received an upgraded version — '' Super Monkey Ball'' — as a GameCube launch title in all regions. After the success of the first ''Super Monkey Ball'', it spawned a direct sequel on the GameCube. Following that, a collaboration with
Nintendo is a Japanese multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produced handmade playing cards. ...
happened. AV would develop ''
F-Zero GX ''F-Zero GX'' is a 2003 racing video game developed by Amusement Vision and published by Nintendo for the GameCube console. It runs on an enhanced version of the engine used in ''Super Monkey Ball''. ''F-Zero AX'', the arcade counterpart of ''GX ...
'' in a contracted development, while Nintendo would be responsible for the supervision, production and publishing of their IP. In the end, Nintendo was impressed with the product, considering it a step forward for the ''
F-Zero is a series of futuristic racing video games originally created by Nintendo Entertainment Analysis & Development, Nintendo EAD with multiple games developed by outside companies. The F-Zero (video game), first game was released for the Super Fa ...
'' franchise. Amusement Vision consistently produced high selling titles and was profitable in its second year of operation. Nagoshi was promoted within Sega along with Yuji Naka and Hisao Oguchi who also ran profitable studios in the form of Naka's
Sonic Team is a video game developer owned by the Japanese video game company Sega as part of its Sega CS Research and Development No. 2 division. Sonic Team is best known for the long-running ''Sonic the Hedgehog'' series and games such as '' Nights int ...
and Oguchi's Hitmaker. When Oguchi became company president in 2003, he announced his intention to consolidate Sega's studios into "four or five core operations". As part of the consolidation, the non-sports staff of
Smilebit or Sega Sports R&D is a defunct development division of the Japanese video game company Sega. It was previously known as Smilebit, one of nine semi-autonomous studios which Sega established in 2000. Smilebit was previously known as R&D6 or AM6 w ...
, developers of games like ''
Jet Set Radio Future is a 2002 action game developed by Smilebit and published by Sega for the Xbox; it is a sequel to the Dreamcast game '' Jet Set Radio'' (2000). As a re-imagining of the original game, it features improved gameplay mechanics, updated graphics, lar ...
'' and ''
Panzer Dragoon Orta is a rail shooter developed by Smilebit and published by Sega for the Xbox. The fourth entry in the ''Panzer Dragoon'' series, it was released in Japan in 2002 and in North America and Europe in 2003. The story follows a girl, Orta, who is free ...
'' on
Xbox Xbox is a video gaming brand created and owned by Microsoft. The brand consists of five video game consoles, as well as applications (games), streaming services, an online service by the name of Xbox network, and the development arm by the ...
, were absorbed by Amusement Vision. Smilebit was considered to be less commercially successful than AV and also focused more on the console market, but had high technical skills. Nagoshi had to think about how to use everyone's skill to the best of their ability. When the idea of a game portraying the Japanese underworld came about from Nagoshi, Masayoshi Kikuchi who previously worked on the ''Jet Set Radio'' series at Smilebit, agreed to the concept. Coincidentally both were watching yakuza type movies and had a desire to turn that type of atmosphere into a game. By 2004, AV had about 124 employees.


Development of Yakuza and building a franchise

By July 2005, Amusement Vision was renamed to New Entertainment R&D Dept., and the development of ''
Yakuza , also known as , are members of Transnational crime, transnational organized crime, organized crime syndicates originating in Japan. The Japanese police and media, by request of the police, call them , while the ''yakuza'' call themselves . ...
'' was progressing. The first ''Yakuza'' 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 Sammy is a nickname, frequently for people named Samuel, and also an English spelling of the Arabic name Sami. People Music * Sammy Adams (born 1987), American rapper and songwriter *Sammy Cahn (1913-1993), American songwriter *Sammy Davis Jr. ( ...
merged to form
Sega Sammy Holdings (also known as the Sega Sammy Group and generally Sega Sammy, stylized as SᴇɢᴀSammy) is a Japanese holding company formed from the merger of Sega and Sammy Corporation in 2004. Both companies are involved in the amusement industry (Sega wi ...
. The new owner and CEO of Sega Sammy,
Hajime Satomi is a Japanese business magnate. 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. History Hajime Satomi withdrew fro ...
saw footage of ''Yakuza'' that was forcibly sneaked in a preview of upcoming Sega games, in spite of that it wasn't officially a project yet. Satomi took an interest in it, though the Sega executives were unhappy about this move. Through perseverance however, Nagoshi managed to get the project started. The project was risky as there was no estimate on how the market would accept a game aimed at only adult Japanese males, based in the Japanese underworld. The highest estimate was only 70,000 copies in Japan. However, over time, the game sold over 1 million copies. Nagoshi said that it gave the team confidence to press on and continue to evolve it into a series. The staff from Amusement Vision and Smilebit worked on many different console and arcade games, and they had confidence in their genres and careers. However, ''Yakuza'' did not match any of their past experiences, which Nagoshi saw as them all playing on a level playing field. Every element of the game had to go through Nagoshi first, because only he had a concrete idea of how the game was supposed to end up. However some staff did not like the uncertain nature and overall pressure of the project, and ended up quitting. When the game grew into a franchise, the staff gained more freedom and independence in regards to which elements to put into the game, due to established rules by Nagoshi. Therefore, the games become more varied as the series went on. The initial target audience was adult Japanese males but overtime, the series audience expanded into females and also overseas players. Nagoshi says that the development team of the ''Yakuza'' series always needs to have a sense of challenge. For ''Yakuza 2'', they first thought about having a two-year development cycle, but after discussion, it was thought that releasing and developing the game just one year later would be better to keep audiences attention, though it meant more work for them. For the first spin-off '' Ryu Ga Gotoku Kenzan'', the team initially made fun of their goal of making the game for the new PlayStation 3 while also moving to a different setting. However, they managed to make it in just a year and a bit, and the staff felt refreshed. The team held seminars in Japan explaining how to develop an HD game in 10 months. While certain things have become routine, each game is still hard work for the team, but the fanbase keeps Nagoshi motivated. Nagoshi explains that the fast release schedule of one game per year with a massive amount of content is based on the team's desire to constantly keep delivering the fans with not just what they want, but also to surprise them. ''
Yakuza 0 ''Yakuza 0'' is an action-adventure game developed by Ryu Ga Gotoku Studio and published by Sega. It is the sixth main entry in the '' Yakuza series'' and a prequel to the original game. It was released for PlayStation 3 and PlayStation 4 in Ja ...
'' increased the fanbase internationally. Previous localized installments did not always meet expectations in terms of sales. ''Yakuza 0 '', being a prequel, made it an easy jumping-in point for new fans as well as the expertise of recently merged Atlus USA, were factors in its success. This also led to the previous games getting remasters and remakes in the form of the two remakes ''
Yakuza Kiwami ''Yakuza Kiwami'' is an action-adventure video game developed by Ryu Ga Gotoku Studio and published by Sega. It is a remake of ''Yakuza'', the first game in the '' Yakuza series'', originally released on Sony's PlayStation 2. ''Yakuza Kiwami'' w ...
'' and ''
Yakuza Kiwami 2 ''Yakuza Kiwami 2'' is an action-adventure video game developed by Ryu Ga Gotoku Studio and published by Sega. It is a remake of the 2006 video game '' Yakuza 2'' for the PlayStation 2, and is the ''Yakuza'' series' second remake title following ...
'' and remasters of ''
Yakuza 3 is the third main entry in the '' Yakuza series'', released for the PlayStation 3 in 2009. It was developed by Sega's CS1 Team and published by Sega. It was released in Japan and South East Asia on February 26, 2009, and in North America and ...
'', ''
Yakuza 4 is an action-adventure game developed and released by Sega for the PlayStation 3. The game was introduced on July 24, 2009. A promotional video was presented at the 2009 Tokyo Game Show, The sequel to ''Yakuza 3'', it was released on March 18, ...
'' and ''
Yakuza 5 is an action-adventure video game developed by Ryu Ga Gotoku Studio and published by Sega for the PlayStation 3. The game is the fifth main entry in the ''Yakuza'' series. The game was released in December 2012 in Japan, and localized for North ...
''. Producer Daisuke Sato wants to continue to do titles that are well accepted globally, not only limited to Japan and niche consumers. In October 2021, Sega announced that Nagoshi and Daisuke Sato were leaving the company after decades working in it. Due to this, series producer and writer Masayoshi Yokoyama would become the new studio head in place of Nagoshi who was in the position since the beginning. With the shift in leadership, the studio confirmed they were working on a sequel to ''Yakuza: Like a Dragon''.


Writing

The main writer behind the stories and scenarios of most of the ''Yakuza'' series has been Masayoshi Yokoyama, who previously was a senior planner for ''
Jet Set Radio (originally released in North America as ''Jet Grind Radio'') is a 2000 action game developed by Smilebit and published by Sega for the Dreamcast. The player controls a member of a youth gang, the GGs, as they use inline skates to traverse To ...
'' and director of ''
Ollie King is an arcade skateboard racing game developed by Amusement Vision and published by Sega for Sega Chihiro hardware in March 2004 following limited location tests in late 2003. The game was revealed at Tokyo's JAMMA Arcade Show in 2003. A spiritu ...
''. When developing the first game, the tagline was "The maddog Yakuza and the 10 billion yen girl" and various members of the team were able to pitch a story. Yokoyama's proposal stood out where instead of focusing on a big plot twist that concerned the girl and the 10 billion yen, he drew up a character correlation chart, and explained how the various characters were related to each other. As a whole, Yokoyama focuses on entertaining characters and scenes, and only decides the culprit at the very end in the writing process, with a focus on who would be the most interesting to fight as a final boss. Yokoyama himself doesn't read novels and has no training in script writing, and is mostly inspired by visual mediums like film and TV shows. For the first two ''Yakuza'' games, crime novelist Hase Seishu was an editor of Yokoyama's scripts. He heavily critiqued the first draft, suggesting that it lacks realism, so Yokoyama did further research and adjusted the script in his own way. For the second game, Yokoyama only needed one round of editing from Seishu. Nagoshi is very involved in the creation of the scripts, and advocated for the various elements found in ''Yakuza 3'', such as the more heartwarming atmosphere with the kids at the orphanage, the return of Joji Kazama, as well as suggesting the keywords "base" and "defense" for the story. For ''Yakuza 2'', the golden
Osaka Castle is a Japanese castle in Chūō-ku, Osaka, Japan. The castle is one of Japan's most famous landmarks and it played a major role in the unification of Japan during the sixteenth century of the Azuchi-Momoyama period. Layout The main tower ...
, was also Nagoshi's idea.


Other projects

One detour for the team was the game '' Binary Domain'', which unlike the Yakuza series, was an attempt to make something for the worldwide audience. However, it was not very successful, and it made the team reflect on preferring to keep making authentic Japanese games rather than pretending to be something else. The new Dragon Engine developed for '' Yakuza 6'' and used in subsequent games used technology from ''Binary Domain'' and was evolved further. The Dragon Engine was also lent to ''Virtua Fighter 5: Ultimate Showdown'', which was co-developed with Sega AM2. Talks of bringing back the ''Super Monkey Ball'' IP with a remaster were happening, but nothing came into fruition, due to struggling to get the right team of people. Masao Shirosaki was pondering what to work on next after finishing development on ''
Judgment Judgement (or US spelling judgment) is also known as ''adjudication'', which means the evaluation of evidence to make a decision. Judgement is also the ability to make considered decisions. The term has at least five distinct uses. Aristotle s ...
,'' and as Shirosaki and some staff became available, the project officially began. Shirosaki revealed that ''Banana Blitz'' specifically was chosen for a remaster, because with the limited time and budget they had, it was the most reasonable choice. However, if successful, remakes of 1 and 2 and also a new game are possible. While there was no official word from Sega on how ''Banana Blitz HD'' performed, a remake of the first 3 ''Super Monkey Ball'' games, '' Super Monkey Ball: Banana Mania'' that takes the series back to its origins, had ultimately come into fruition. CS1 moved on to mobile games with ''Ryu Ga Gotoku Mobile'' released for
GREE GREE (derived from an abbreviation of the "Six degrees of separation" concept) is a Japanese social networking service founded by Yoshikazu Tanaka and operated by GREE, Inc. GREE focuses primarily on mobile games and over ninety percent of its ...
and '' Kingdom Conquest'' for iOS. The team that handled these mobile games formed a new team and left CS1 to establish a new division exclusively dedicated to these mobile games, due to the growth of mobile games and the release of internet enabled
PlayStation Vita The PlayStation Vita (PS Vita, or Vita) is a handheld video game console developed and marketed by Sony Interactive Entertainment. It was first released in Japan on December 17, 2011, and in North America, Europe, and other international territ ...
. It is headed by Yakuza producer Masayoshi Kikuchi, thus effectively leaving the studio with his last credit being ''Yakuza 5''.


Games developed


Marketing

The RGG Studio logo was established in late August 2011, and was first used to promote '' Binary Domain'' in Japan back in February 2012.


See also

*
Sega development studios This is a list of development studios owned by Sega, a Japanese video game developer and publisher based in Tokyo, Japan. Accompanied with the list is their history of game development. Also included are the companies that Sega has acquired over ...
*
Sega AM1 is a development department within Japanese video game developer Sega that also previously existed as Wow Entertainment and AM1 spent most of its early existence under the leadership of Rikiya Nakagawa and developed a number of arcade games f ...
*
Sega AM2 previously known as is a video game development team within the Japanese multinational video game developer Sega. Yu Suzuki, who had previously developed arcade games for Sega including '' Hang-On'' and ''Out Run'', was the first manager of ...
*
Sega AM3 , known as from 2000 to 2004, is a defunct division of Sega, a Japanese video game company. Established by 1993, AM3 was managed by Hisao Oguchi and developed a number of arcade games for Sega. Series introduced by AM3 include '' Virtual On'', ...
*
Smilebit or Sega Sports R&D is a defunct development division of the Japanese video game company Sega. It was previously known as Smilebit, one of nine semi-autonomous studios which Sega established in 2000. Smilebit was previously known as R&D6 or AM6 w ...
*
Sonic Team is a video game developer owned by the Japanese video game company Sega as part of its Sega CS Research and Development No. 2 division. Sonic Team is best known for the long-running ''Sonic the Hedgehog'' series and games such as '' Nights int ...
*
United Game Artists (UGA) was a subsidiary of Sega headquartered in Shibuya, Tokyo, Japan. It was founded by Tetsuya Mizuguchi, a video game developer who had experience with Sega's AM3 division. After separating with Kenji Sasaki to form AM Annex, Mizuguc ...


Notes


References

{{Sega Sammy Holdings Video game companies of Japan Video game companies established in 2011 Japanese companies established in 2011 Sega divisions and subsidiaries Video game development companies