Project Happiness Brings Some Much-Needed Warmth to E3

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f you judged E3 by the non-Nintendo conferences alone, it wouldn’t be hard to imagine the show floor as an increasingly violent gauntlet of simulated murder and brutality, with each successive publisher promising the latest in accurately rendered exit wound technology. But, as we attendees quickly learned, games with a far different approach existed within the halls of the Los Angeles Convention Center — you just had to track them down. And, lucky for me, the most atypical E3 showing could be found adjacent to a giant, inflatable cow towering over Natsume’s booth; this monument to all things Harvest Moon served as a fitting tribute to the series’ 15th anniversary, even if this occasion brings with it a change in management.

Harvest Moon creator Yasuhiro Wada has recently decided to take a hands-off approach to his famed farming series, but on his own terms. Not much Is known about his new IP, Project Wonderful, but Wada’s focus is clear; much like how the original SNES Harvest Moon defied the expectations of gamers in the 16-bit era, Project Happiness (the game’s working title) stands in direct opposition to the gritty, dark, and ultraviolent titles receiving the most mainstream attention this generation. Admittedly, it’s tough to ask developers their opinion on the industry in general without tacitly implying that they should criticize their competition, but, without naming names, Wada told me that selling a game based on graphics alone makes for the easiest way to impress players, then gave me a single quote that spoke volumes about the rowdy, chest-thumping bro culture spreading like a virus throughout the industry: “Violence is boring.”

Like Harvest Moon, Project Happiness won’t be for everyone; Wada’s games have always featured a gentle, friendly approach, usually involving adorable animals and themes of sharing, friendship, and togetherness — not the easiest sell for gamers looking for escapist power fantasies. Again, as with Harvest Moon, Natsume recognizes the potential for a non-violent game in the marketplace, which may explain why some major creative talent is currently attached to Wada’s new IP. Legendary Final Fantasy composer Nobuo Uematsu (as if I had to tell you who that is) will be providing Project Happiness‘ music, while original Pokemon artist and Pikachu creator Atsuko Nishida will be supply the game’s adorable character designs. And as a collaboration between Natsume, Wada’s new studio Toybox, and Rising Star Games, Project Happiness certainly has a good amount of faith behind it.

Wada wouldn’t reveal too many details about Project Happiness, but he made it clear that his new game will take on the premise of shopkeeping in the same way Harvest Moon approached farming. Much like in Wada’s first series, Happiness will involve in ins and outs of running a small business, and building relationships with people in the community; and though he could easily turn this premise into a predatory social game like FarmVille, the remarkably humble Wada has chosen to make Project Happiness a purely single player experience, with some limited online functionality.

It’s understandable if you take one look at the game’s cutesy, colorful trailer and decide that Project Happiness is not for you. But I will tell you this: I am a thirty year-old semi adult man who regularly spends his post-work hours tending to digital duckies, chickens, and cows while lounder and angrier game languish on my DVD rack, and I have absolutely no shame about this. If Project Happiness can provide the same soothing, addictive game play, I’ll be glad to see Wada’s new series have the same longevity as his former one.

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Bob Mackey

Bob Mackey has survived E3, and is currently looking forward to a weekend free of early wake-up calls, Los Angeles heat, and constant schlepping. You can follow his further exploits via the powers of Twitter.

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Harvest Moon Creator Yasuhiro Wada on His Game’s Cross-Gender Appeal

 Harvest Moon Creator Yasuhiro Wada on His Games Cross Gender Appeal

Take a look at the list of retro game post-mortems at GDC 2012, and Harvest Moon may seem out-of-place; after all, there’s no question that Gauntlet and Fallout changed the industry, but a niche farming sim? On the surface, at least, Harvest Moon doesn’t seem as relevant as the other old games being dissected this year, but this late Super NES release actually laid the groundwork for outrageously popular titles like The Sims and Animal Crossing by showing the world that day-to-day drudgery could make for a highly addictive experience. Original developer Yasuhiro Wada (now of Toybox) and Natsume Vice President of Operations Graham Markay sat down with me after the panel to discuss how such an atypical concept has been able to thrive over these past 16 years.

Harvest Moon owes a great deal of its success to cross-gender appeal; women make up nearly a third of the game’s Japanese audience, a percentage doubled by its American user base. But, initially, Wada never intended for Harvest Moon to strictly appeal to women; later in the series’ history, the “for girls” releases would feature the same essential experience as the games with male protagonists. And further down the line, male and female protagonists could be selected from the very start, allowing players to decide on their gender of choice without having to buy an entirely different game.

Wada explains the inclusive approach that makes his series so appealing: “[Harvest Moon] doesn’t dumb anything down for either gender. If you play as a guy it’s not like all of a sudden you’re this big, buff guy, and you get all the best equipment… And if you play as a female you’re [not] this [busty]-looking [character].” He added that his team didn’t always show such sensitivity; in the original “for girls” version of the PlayStation Harvest Moon, the game outright ends when your female protagonist gets married — sending an implicit message that made many fans uncomfortable. This problem was remedied in future versions of Harvest Moon, giving Wada a window into the importance of listening to fan feedback.

“Girls were playing the boys’ version to begin with,” says Natsume’s Markay, “They liked what they were playing, even though the protagonist was a male.” Wada added, “If there was a difference, the fan base would complain, and we wanted to avoid that.”

Little is known about Wada’s new venture, Toybox — named after the original Harvest Moon development team — aside from its mission statement of “We are gaming for Love, Peace and Earth.” Though this may sound a bit touchy-feely, Toybox has already won over the hearts of gamers worldwide with the announcement of a Deadly Premonition special edition, due at some point in the future for the PS3. At this point, it’s uncertain if Toybox will bring us the same gleefully creative Wada creations as the recent Little King’s Story, but anyone interested in his idiosyncratic, heartwarming touch should look forward to this year’s E3, where Toybox’s newest creations may be unveiled.


GDC 2012: How Can Games be Friendlier to Women?
1UP features editor Bob Mackey will spend this year’s Game Developers Conference investigating why games have a habit of turning off 50 percent of the world’s population. Is there hope for this industry, or we continue to wallow in regressive stereotypes until the end of time?