Space Invaders creator says devs are "increasingly expected to listen to the sales team," but game creation "needs to be creatively led first"
Tomohiro Nishikado thinks today's games need to be made differently
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
The creator of Space Invaders, the arcade game classic about shooting down invading UFOs, thinks game development "needs to be creatively led first" in an era where teams are pressured more than ever to "listen to the sales team."
Speaking to Time Extension, Space Invaders' Tomohiro Nishikado recalled a time in the games industry where most of his work "was moved into mass production once it was completed," and there was much less overhead than there is now.
"I feel very lucky about that," he added. "My style of working was to think of a game on my own and make it on my own. There were no managers making changes or any top-down interference. So I think it's very important for creative people and developers to try and make something on their own, and then see if it's fun or not."
That way of working changed quickly as games boomed and studios enlarged, though. "The game development process in Taito eventually changed, and we, the game creators, were increasingly expected to listen to the sales team, which came up with new title concepts they thought it would sell," he continued. "Then we started game development based on that. Personally, I don't think that is the correct approach. Creators should try to make a game on their own first, and then it should expand into a larger project. This is what I've felt throughout my whole career."
For now, check out the best arcade games that never got ported to consoles.
Weekly digests, tales from the communities you love, and more
Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.
You must confirm your public display name before commenting
Please logout and then login again, you will then be prompted to enter your display name.


