[Interview] "The World's Best Competitive Game = GENDA x SugorokuX" — GENDA Aims to Develop "Competitive Games" as a Major Weapon on the Path to Becoming the World's No. 1 Entertainment Company

Note: the original Japanese article can be found at:
https://www.4gamer.net/games/999/G999905/20250807053/

Editor-in-Chief: Kazuhisa Camera Operator: Wataru Nagayama | 2025/10/03 03:00 (UTC)

Daimon Corporation (headquarters: Minato Ward, Tokyo; President & CEO: Naoki Kataoka, hereinafter “the Company”) is pleased to announce the establishment of two new companies — Skorox Co., Ltd. (headquarters: Ota Ward, Tokyo; Representative Director: Yasuhiro Nishiyama) and Game Publisher Gellappa Inc. (headquarters: Ota Ward, Tokyo; Representative Director: Yasuhiro Nishiyama, hereinafter “Gellappa!”) — to be jointly operated.

Thumbnail image for Gallery No.002 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

……That press release was issued on June 12, 2025.

Yasuhiro Nishiyama of Skorox is known for creating hit titles centered around “competitive games” in arcades — such as Sangokushi Battle, CODE OF JOKER, Wonderland Wars, and Answer×Answer. Meanwhile, GENDA is well-known in the gaming industry primarily through its GiGO brand. Combined with ventures like Karaoke BanBan, it has cultivated a strong image as an “all-encompassing entertainment company” rooted in real-world experiences.

When these two companies joined forces to collaborate on something new, I initially assumed this might signal GENDA entering original arcade game development — but upon reviewing the press release, it seems far more complex than that simple narrative.

Our first title is scheduled for a spring 2026 release: an innovative competitive golf game.

Our goal is to create “a globally competitive game” originating from Japan.

While the platform remains unspecified, if we’re truly aiming to make a “world-competitive” game in earnest, PC can’t be excluded — and somehow it doesn’t quite feel like arcade. This suggests that GENDA, traditionally focused on platform business, might actually be venturing into “conventional PC/console games”…? Since I’m still uncertain about their intentions, I decided to ask Mr. Nishiyama directly — only for the interview to unexpectedly include President Kataoka of GENDA as well.

It was tough keeping Mr. Nishiyama from drifting off-topic (hence several deleted parts), making this conversation feel more like casual chat than structured discussion — yet, after all that, I began to grasp what these two individuals truly aim to achieve. What exactly is a comprehensive entertainment company like GENDA trying to accomplish by teaming up with an industry-renowned producer? Let’s explore their vision.

Naoki Kataoka, President & CEO of Daimon Corporation (left)
Yasuhiro Nishiyama, Representative Director of Skorox and Executive Producer of Game Publisher Gellappa Inc. (right) Thumbnail image for Gallery No.001 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

4Gamer:
Thank you very much for joining us today… though this unusual pairing has a certain strange vibe to it.

(All laugh.)

4Gamer:
How exactly did the two of you meet, anyway? Is there any common ground — like connections with Sega?

Kataoka:
We actually share a mutual friend.

Nishiyama:
It was about one and a half years ago, roughly.

4Gamer:
Oh, that’s fairly recent.

Nishiyama:
Yes. We connected just before Skorox officially launched, and had the chance to talk then.

4Gamer:
But GENDA is basically known for its platform business, right?

Kataoka:
That’s correct.

4Gamer:
So it was a bit surprising to see you stepping into this side of things.

Thumbnail image for Gallery No.007 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

Kataoka:
We’re seriously aiming to become the world’s #1 entertainment company by 2040. Currently, our business spans amusement, karaoke, tourism, food & beverages, character merchandise, content & promotion — but we don’t limit ourselves just to these areas. The scope of entertainment is boundless and will continue expanding.
Our true purpose is simply to increase people’s sense of joy. Mr. Nishiyama and I have often talked about wanting to create something exciting together.

4Gamer:
I see. But of all people, it had to be him.

Kataoka & Nishiyama:
Hahahaha!

Nishiyama:
In the industry, combining GENDA with Skorox is like a perfect multiplication effect. GENDA excels at creating real-world spaces; we specialize in designing digital excitement and fan enthusiasm. When these two worlds merge, an experience unlike anything before will absolutely emerge.

Kataoka:
We’re quite close actually — we eat dinner together about once a month.

4Gamer:
Not in any strange way, but you do seem pretty intense, Mr. Nishiyama.

Kataoka:
Hehehe.

Nishiyama:
I always try to keep things simple and understandable for everyone… though I suppose I’m not sure how well that works.

4Gamer:
It’s surprising that you can actually get along so well with someone like Mr. Nishiyama, who is such a hardcore developer.

Kataoka:
We really do click (laughs).

Nishiyama:
Of course we do. You’d be surprised — Mr. Kataoka is quite core himself.

4Gamer:
Wait… really? What’s your gaming history like?

The original Apple II version of Wizardry #1 - Proving Grounds of the Mad Overlord package. Personal item of 4Gamer Editor-in-Chief Kazuhisa, with a signed note from Robert Woodhead inside Thumbnail image for Gallery No.003 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

Kataoka:
My gaming history… goes back quite far, really. Right from the beginning — even Wizardry’s first title (1st).

4Gamer:
Whoa… that’s impressive.

Kataoka:
Then there was Ultima II (The Revenge of the Enchantress) as well. I’ve been into games since way back then.

(Ultima II: The Revenge of the Enchantress)

4Gamer:
Actually, our generations are almost identical.

Kataoka:
I was born in 1972.

4Gamer:
Right — so we’re pretty much the same age. Back then, people who talked about Wizardry or Ultima were truly… well, you know what I mean.

An image of Ultima II: The Revenge of the Enchantress, a game considered quite “weird” in its era. While both first Wizardry and first Ultima came out in 1981, this sequel was released just one year later in 1982 — forming part of Ultima’s initial trilogy. Editor-in-Chief Kazuhisa remembers playing it while looking up words in a dictionary during middle school. Thumbnail image for Gallery No.004 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

Kataoka:
Exactly. I’ve loved games since way back.

Nishiyama:
You’re probably even more hardcore than me.

4Gamer:
After all, Wizardry — someone who actually played the first title in real time… such people are hard to find now even within the gaming industry.

Kataoka:
I could still recite the map from memory. I really got into it.

4Gamer:
You could navigate down to floor 9 with your eyes closed, right?

Kataoka:
Yes, absolutely (laughs).

4Gamer:
That’s surprising — you don’t really give off that kind of vibe at all.

Nishiyama:
One more thing: my strength lies in competitive games, which involve strategy and timing. And Mr. Kataoka is even stronger on that front than I am — it’s like a real “push-and-pull” dynamic (laughs).

Kataoka:
Hahahaha!

Aiming to create the world’s #1 competitive game by around 2030

4Gamer:
So now, you’ve established Gellappa and announced your first title will be this golf game. This is probably Steam, right?

Thumbnail image for Gallery No.006 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

Nishiyama:
Yes, that’s right. I’m involved with other projects involving smartphones and blockchain, but I really want to properly go global on Steam.

4Gamer:
So more like a standard game development company?

Nishiyama:
When we discussed strategy, we agreed speed was crucial — not building massive games over five years, but launching something original quickly. You can’t develop the “creation habit” or understand market dynamics without actually releasing a product first.

4Gamer:
You’ve got to step up to the plate before anything starts.

Nishiyama:
Exactly. Rather than talking about some huge blockbuster that will shock everyone, I’d prefer to create something meaningful — with genuine messaging — and launch it as fast as possible. We’re aiming for a release within around one year.

4Gamer:
That’s way faster than I expected.

Nishiyama:
We’ll be under pressure — driven by deadlines.

4Gamer:
You seem to handle that well.

(All laugh.)

Nishiyama:
I’m good at working under pressure (laughs). But that’s just the starting point. It’s actually a bit strange how things turned out. When I first launched Skorox, my intention was clear: “Since we’ve left Sega, let’s stand on our own two feet and create new games.” But now, thankfully, I’m still getting opportunities to work with Sega-related projects — even some that were initiated during the Sega era.

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4Gamer:
But wasn’t that expected?

Nishiyama:
Not really. There were also unexpected opportunities after I decided to go independent.

4Gamer:
I see.

Nishiyama:
Originally, I wanted to make original content — but now I’m doing quite a bit of work on Sega-related projects. Of course, being able to stand at the batter’s box is very valuable and appreciated — yet, I still really want to create something truly original. That’s why I thought: maybe this would be the way.

4Gamer:
Two people aiming for “world #1”?

Kataoka:
Exactly — two world-class entertainment companies.

By uniting professional forces, GENDA boldly states on its official site that it aims to stand at the top of the world Thumbnail image for Gallery No.008 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

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[July 3, 2025, 13:07]

Nishiyama:
So, I want to create the world’s #1 competitive game. The shared keyword is “world #1,” but our specialties differ — so maybe we can do something together?
When thinking about creating an original title, I started considering which team composition would work best — and then naturally thought: why not consult Mr. Kataoka?

4Gamer:
But why suddenly bring in President Kataoka?

Nishiyama:
We’ve been talking about doing something together for a while, and I’d already consulted him on other GENDA initiatives. So when I went to discuss my plans — gathering funds, building structure — it hit me: wouldn’t it be better to just team up with Mr. Kataoka from the start?

Kataoka:
Haha, yes, exactly (laughs).

4Gamer:
That’s pretty bold (laughs).

Nishiyama:
Mr. Kataoka reacted incredibly fast.

Kataoka:
Hahaha.

Nishiyama:
He made a decision with astonishing speed. We agreed to collaborate — but then I started thinking, “Whoa… this is moving way too fast. Am I really the only one here?” (laughs)

4Gamer:
That’s what struck me too. After all, Skorox wasn’t originally a development studio.

Nishiyama:
No, Skorox is actually a production company. So right now, I’m gathering team members and reporting progress to Mr. Kataoka — that kind of thing.

4Gamer:
When I first saw the release, I thought GENDA and Skorox might not really mesh culturally — but now it seems that’s not quite true.

Nishiyama:
We’re aiming for the same goal. When I approached Mr. Kataoka, my trigger was the “world #1” keyword — though he sees 2040 as still having 15 years left, while I personally aim to create a world-class competitive game by around 2030.

Thumbnail image for Gallery No.009 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

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Double Jump.tokyo is releasing its card battle game “Kai Sangokushi Battle -Battle of Three Kingdoms-” on April 30, 2025 — a “pioneer release.” In this article, producer Yasuhiro Nishiyama and development lead Koichiro Sakamoto discuss the game’s design philosophy, their passion for competitive games, and the intent behind its pioneer launch.

[April 25, 2025, 12:00]

4Gamer:
That’s faster than I expected.

Nishiyama:
Yes, it is. (To Kataoka) Isn’t quicker better?

Kataoka:
Hehehe.

4Gamer:
You’re smiling (laughs).

Nishiyama:
Well, obviously quicker is better (laughs).
And Mr. Kataoka’s “world #1 entertainment” — I can’t even imagine the scale in my mind. In competitive games, opponents are clear: companies like Riot Games. But who would be Mr. Kataoka’s rival? Maybe Disney or Netflix?

Kataoka:
Exactly — we have to surpass both Walt Disney and Netflix (laughs).

Nishiyama:
Right! So with the “world #1” keyword in mind, I feel we’re both under pressure to move fast.

4Gamer:
So you’re a digital expert. Mr. Kataoka excels at real-world spaces — game centers, karaoke bars, etc. Personally, I don’t think you can reach world #1 with just digital content alone.

4Gamer:
This is getting interesting.

Nishiyama:
For instance, if we take Netflix as a reference: Japan has countless IPs. But even if we gather them all and try to compete, I doubt we’d ever beat Netflix.

4Gamer:
Starting late like that puts you at a huge disadvantage already.

Nishiyama:
Exactly — competing digitally against the U.S. and China seems nearly impossible in practice. My strength lies in creating excitement, building communities, gathering people together… then layering additional experiences on top of that.

4Gamer:
Yes.

Nishiyama:
To strengthen bonds even further, I believe you must use live events — leverage real-world “ground-level” spaces where people can meet. That’s when it hit me: Mr. Kataoka is a genius at creating such experiences.

4Gamer:
A “ground-level” genius (laughs).

Kataoka:
That’s the first time I’ve ever heard that (laughs).

Nishiyama:
I mean, he’s a true master of crafting real-world experiences.

Thumbnail image for Gallery No.010 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

4Gamer:
True — you really don’t see that kind of person often in the computer game industry.

Nishiyama:
Exactly. I can create opportunities to gather people, but making them truly experience something? That takes operational expertise — and that’s where Mr. Kataoka excels.

So when real-world and digital merge, maybe we could actually compete with China or U.S. content…? That’s one of the solutions I’ve been considering.

4Gamer:
Lately it feels like we’re circling back to valuing physical experiences — but overall, that shift hasn’t fully taken hold yet.

Nishiyama:
Exactly. So I told Mr. Kataoka: “I’ll go digital.” I’ll work hard to create global opportunities — but to become world #1, those meeting points and touchpoints are essential. By building them together with Mr. Kataoka’s team, we might just have a real shot at becoming the best.

There is still no existing example of a game that perfectly blends real-world and online experiences

4Gamer:
So this has been your line of thought?

Nishiyama:
A bit rough (laughs).

Kataoka:
Yes, exactly — completely correct (laughs).
But I think there are many different contexts for blending the physical and digital. Yet, to date, I don’t believe there’s a game that has successfully unified them in such a way that it’s definitely a huge success.

4Gamer:
So nothing out there quite hits that mark yet?

Kataoka:
Of course there are many attempts — but if we can do this together, it would be truly wonderful. We’ve talked about it over drinks quite often.

4Gamer:
When Mr. Nishiyama called you a “ground-level genius,” I suddenly remembered something: when GENDA acquired Sega’s arcade business, many people were wondering what would happen next.

Kataoka:
Hehehe.

4Gamer:
And then — within a year, it turned profitable.

Kataoka:
Hahaha. Well, Sega Entertainment was already an excellent company with solid profits before the pandemic. The crisis hit hard, and of course they went into red — but after joining our group, we simply returned them to their original state as “a good company.”

Thumbnail image for Gallery No.011 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company Thumbnail image for Gallery No.012 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

4Gamer:
That said, in general terms, the gaming industry seems to have settled on the idea that “arcades are dead.” Few new products appear; events and expos no longer carry the same energy they once did.

Kataoka:
Yes.

4Gamer:
But of course, introducing fresh blood could still spark a big transformation.

Nishiyama:
I believe only this particular duo can move forward fast enough to achieve world #1 within our timeline.

4Gamer:
By the way, I understand “world #1” in games — but what exactly does “world’s #1 entertainment company” mean? It’s hard for me to even picture. Is that kind of goal even reachable?

Kataoka:
I believe we’ll definitely reach it by 2040.

4Gamer:
Really…? From a numbers perspective, where are you now?

Kataoka:
Our current revenue — but before that: the definition of “world #1” for us is exceeding global rankings in three areas: revenue, EBITDA (earnings before interest, taxes, depreciation, and amortization), and market capitalization.

From GENDA Q1 FY2026 Financial Results Presentation (PDF) Thumbnail image for Gallery No.013 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

4Gamer:
That’s clear.

Kataoka:
We consider ourselves successful only if we surpass the world leaders in all three areas simultaneously.

4Gamer:
All three?

Kataoka:
Yes — all three.

4Gamer:
Can’t it just be one?

Kataoka:
No. In terms of market cap, I’d guess around ¥7 trillion or so (laughs).

4Gamer:
¥7 trillion… huh.

Kataoka:
We need to surpass that figure clearly by 2040.

Recent market capitalization levels (source: MarketCap) Thumbnail image for Gallery No.014 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

4Gamer:
This is purely out of curiosity — it’s hard to find the right words. I personally don’t really have what’s typically called “ambition.” Not in a negative sense — for example, wanting to go higher, become #1, advance in career, or get rich — these thoughts rarely cross my mind.

So this is just genuine curiosity: why aim for such an impossible goal? As someone involved in management, I feel that ¥40 trillion is already beyond the realm of “a difficult path” — it’s more like a myth.

Kataoka:
I see. This might sound paradoxical…

4Gamer:
Yes.

Kataoka:
The lofty goal we set isn’t an end in itself — but rather, a means to achieve something else.

4Gamer:
Ah… I see now.

Kataoka:
So what’s the real purpose? It’s not about reaching that target. The true joy lies in working every day on how to get there — treating this journey as an adventure itself. That is our goal.

Thumbnail image for Gallery No.015 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

4Gamer:
So defeating the dragon isn’t the goal — it’s the process that’s fun.

Kataoka:
Exactly, exactly. Just like an RPG.

4Gamer:
I suddenly get it!

Kataoka:
Great (laughs).

4Gamer:
I don’t care about slaying dragons, but the journey itself sounds incredibly exciting.
Still, if you achieve all three — revenue, EBITDA, and market cap — then there’s no doubt: you’ll be truly #1.

Kataoka:
We’re absolutely going to make it — so please support us!

4Gamer:
Mr. Nishiyama, that’s a huge responsibility.

Nishiyama:
He never wavers at all — not even once in the past year and a half since we met. We’ve been talking about this from day one. I was just drifting along at Sega, doing okay.

4Gamer:
I know what you mean (laughs).

Nishiyama:
But then I felt something wasn’t right — it lacked fulfillment… so I said: “I’ll stay active for life!” and went independent.

4Gamer:
Yes.

Nishiyama:
I made independence on the premise of creating things forever. But Mr. Kataoka is far more disciplined — he has clear targets: what to achieve by when.

4Gamer:
When did you start setting these milestones?

Kataoka:
Hmm… “milestones” might be too precise (laughs).
But I’ve always thought about where we’ll be in the next 20 years — even back when I was a fresh graduate.

4Gamer:
Thinking back to those days makes me feel sad…

Nishiyama:
I know exactly what I want to create — but with “Gellappa,” establishing business milestones and KPIs is something Mr. Kataoka and his team handle professionally from the start.

4Gamer:
That’s right.

Thumbnail image for Gallery No.016 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

Nishiyama:
So when Mr. Kataoka’s GENDA becomes the world’s #1, “Gellappa” must be a major weapon — otherwise it has no meaning. From Skorox’s standpoint, creating a world-class title through Gellappa is essential.

Now that Mr. Kataoka is setting clear milestones across operations and business strategy, my role right now focuses on R&D and marketing-related tasks.
I need to define R&D milestones: for example, building a team capable of operating a server system serving 1 million users — or creating optimization systems for servers — all by this stage.

4Gamer:
And the marketing side?

Nishiyama:
For marketing, we might set KPIs like “in this Asian region, if we host offline events with these partners, we can attract a target audience of X size.” These targets must be measurable and tied to actual outcomes — whether revenue, sales, or profits. I’m not particularly passionate about the business side myself; I just go by gut feelings: “Oh, it seems to be selling well.”

Kataoka:
That’s actually quite impressive.

(All laugh.)

I believe that excitement from Asia will eventually spark global popularity

4Gamer:
Impressive or not aside — you’re clearly someone who creates things.

Nishiyama:
If we create something more fun than anything else, faster than anyone else, and it becomes a new experience — it’ll sell almost automatically.

4Gamer:
By the way, isn’t Skorox actually a production company?

Nishiyama:
Yes, that’s correct.

4Gamer:
What about Gellappa?

Nishiyama:
That one is a publisher — specifically a game publishing company.

4Gamer:
Where do the developers come from? How are they sourced?

Nishiyama:
The core development team usually comes from Skorox; other parts are outsourced, mostly.

4Gamer:
Is the development pipeline secure?

Nishiyama:
Yes, it looks stable. Honestly — right now is a great time. There’s an abundance of talented people.

4Gamer:
Yeah… I keep hearing that too.

Nishiyama:
There are actually many valuable creators out there — excellent developers who left their jobs because they were fed up with companies just holding positions without real creativity.

4Gamer:
How far can I go writing this?

Google’s status as a game company aside (source: Newzoo “Top public games companies by revenues”) Thumbnail image for Gallery No.018 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

Nishiyama:
No, none of that is okay. Losing to Korean and Chinese game companies in market cap — losing to the U.S., yet only making products like those “○○○”… it’s a disaster. Then we flee to “○○○,” and eventually lose all global competitiveness.

4Gamer:
Are you talking about “○○○”?

Nishiyama:
Let me repeat — don’t write any of this down (laughs).

4Gamer:
I’ll be careful not to make it obvious.

Nishiyama:
Still, I’m currently consulting with companies from Thailand and Taiwan — Asian developers are clearly getting stronger in my experience.
With “○○○,” there’s a growing number of people who talk about nothing but “○○○” — but that’s also something I can’t write about…

Kataoka:
No, that would be especially bad (laughs).

Thumbnail image for Gallery No.020 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

4Gamer:
Well, it does feel like there are more people lately who just speak in polished business jargon — even within the media world.

Nishiyama:
Exactly. Regardless of whether that’s good or bad, companies we’re currently working with all seem to be sleepless until they fulfill their promises. Asian teams especially bring intense energy — checking things at midnight, etc.

4Gamer:
In Japan recently it seems noisy — but when you say “Asia,” are you referring to Thailand and Taiwan?

Nishiyama:
Yes — South Korea and China are more complicated, so we’re being cautious in building relationships. But the teams just below that level…

4Gamer:
Maimai has been a major hit in China — what’s your take on Asia as a whole?

Nishiyama:
I want to capture all of Asia. Dominate it with intense passion. Then, once Asian fans are truly excited, I believe Western markets will follow naturally. That’s my approach.

GENDA acquired Player One Amusement Group in North America, gaining 104 arcade locations and about 2,000 mini-locations (related announcement: https://genda.jp/2025/04/09/genda-announcement-of-acquisition-of-player-one/) Thumbnail image for Gallery No.019 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

4Gamer:
But now that you mention it, this strategy does make sense.

Nishiyama:
Rather than targeting the West directly — I just want to build strong mutual bonds and share similar sensibilities. I aim to spread the excitement I create.
Maybe some regions have low in-game spending — but then they tend to have more accounts. More users mean more connections can be built.

4Gamer:
Yeah, that makes sense. You might compensate elsewhere.

Nishiyama:
Exactly — we’ll just handle it naturally and practically.

4Gamer:
I see. But going back a bit: I was actually wondering if there are really so many developers out there?

Nishiyama:
Looking at Skorox, yes — that’s true (laughs).
But when you say “developers,” it includes people who worked on competitive games, others who made titles like Chain Chronicle, and some who created rhythm games. They’re all different.

So our focus is on how to best leverage each person’s strengths — observing new team members closely, like a stalker, then using their unique advantages effectively.

Creating the world’s #1 competitive game that lasts for years and continues supporting players — that’s my mission

4Gamer:
So your first “one-shot” project using everyone’s strengths is… why golf?

Thumbnail image for Gallery No.021 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

Nishiyama:
Actually… no, wait — let me just say: please stay tuned.

Kataoka:
Dangerous (laughs). You were about to spill it.

Nishiyama:
He’s got a way of drawing out secrets. I end up blurting things out unintentionally.

4Gamer:
So there’s definitely something planned — if this was just a regular golf game, that would be surprising… but in reverse.

Nishiyama:
There absolutely is (laughs).
To explain it carefully: even when making an original product, it won’t be completely brand-new. To put it bluntly — all games are some kind of derivative.

4Gamer:
So basically, every computer RPG is just a descendant of Wizardry and Ultima, right?

Nishiyama:
Exactly. So I want to find an IP that can spark new experiences — one with good potential for collaboration. Also, we’re gradually negotiating individual deals to expand into themes like “this kind of topic.”

4Gamer:
What about creating your own IP?

Kataoka:
In the end, it might go that way too. Right now, we’re borrowing IPs — but starting from scratch is also possible.

4Gamer:
If GENDA’s business includes original IPs, that would be a major strength.

Kataoka:
Exactly — I believe this will happen someday. And if it comes out of Gellappa? That’s very plausible indeed.

4Gamer:
Could it really work?

Nishiyama:
Well… we just need to define the right benchmarks, then break them down. How many components do we need? One might not be enough — but two could be sufficient. You can figure this out by analyzing data.

For example: Nintendo’s market cap is about ¥1.5 trillion now; Activision was bought for ¥800 billion by Microsoft. By studying such benchmarks, you can estimate how much portfolio it would take to reach #1.

4Gamer:
I guess that makes sense.

Nishiyama:
But Mr. Kataoka’s “¥7 trillion” is truly impressive — I doubt I could manage more than ¥100–200 billion myself. But if we can hit ¥4 or 5 trillion, then the question becomes: what volume and structure do we need? How should we proceed?

4Gamer:
At that scale, you really can’t talk about it without IP.

Nishiyama:
Yes — at minimum, we definitely want to create our own IP.
To build an IP, look at recent examples: how did Yo-kai Watch get adapted? What worked? You could analyze the success rate of different approaches — but frankly, AI can already answer those questions.

4Gamer:
Maybe so.

Nishiyama:
AI might generate answers to basic discussions — but when we collaborate with GENDA, I believe we can come up with ideas that truly benefit customers. That’s where my strength lies — and I’ll make it happen somehow.

4Gamer:
I see. So Mr. Kataoka, are you planning any other IP initiatives outside this?

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Kataoka:
For example, our group includes GAGA — which is actively challenging original content creation. Several such initiatives are already underway. (Note: this marks the first time gaming has been a focus for them.)

Map of Directions, scheduled to open nationwide on January 1, 2026 (New Year’s Day), at TOHO Cinemas Shibuya and other locations — © Map of Directions Production Committee Thumbnail image for Gallery No.032 / Interview: “The World’s #1 Competitive Game = GENDA x Skorox” – Pursuing the “Competitive Game,” a major weapon in GENDA’s journey toward becoming the world’s top entertainment company

4Gamer:
If you develop an IP elsewhere, you could bring it here — a fully integrated approach. That sounds fun too. A game center with its own exclusive IP.

By the way, what’s your investment ratio?

Kataoka:
Was that public? I think we did announce it… 14.9%.

4Gamer:
That’s smaller than I thought.

Kataoka:
Well, there are various reasons (laughs).

4Gamer:
Other investments seem to be majority stakes — or even 100%. Why is this one only 15%?

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Kataoka:
The fact that Skorox is highly specialized plays a big role. So in discussions, this percentage felt just right from the start. But whether it stays like this — we’ll figure it out as we go.

4Gamer:
Ah, “comfortable” — important for investors too.

Nishiyama:
Speaking of comfort… I think that’s why our collaboration works: because our strengths differ. If they were too close, we might not get along well at all.

Kataoka:
Exactly (laughs).

Nishiyama:
Our areas of expertise are different — so naturally, you’d need Mr. Kataoka’s approval to move forward on anything. That means the pace becomes “Mr. Kataoka’s speed.”

4Gamer:
Ah… that does make sense.

Nishiyama:
Eventually, it might be fine — after all, Mr. Kataoka has a bigger vision.

Kataoka:
Please don’t compliment me like that (laughs).

Nishiyama:
Even if we end up matching his pace, for now the fact that I can move fast is key — and he’s understood this, which led to our current ratio.

4Gamer:
I see.

Nishiyama:
Ultimately, we’re taking on significant responsibility. But unless I can bring something Mr. Kataoka doesn’t have, it wouldn’t be interesting at all.

4Gamer:
True — if it were 100%, you’d just follow his strategy blindly.

Nishiyama:
Exactly. A 100% stake would mean decisions are driven purely by parent company strategy. Maybe that’s why our goals differ right now.

4Gamer:
I see.

Nishiyama:
Still, we’re fundamentally different in roles — so fusion is possible. And I’m not saying “I want to create the world’s #1 competitive game alone at my own company.” I never said that.

4Gamer:
Now you mention it… I’ve never actually asked.

Nishiyama:
No, I didn’t say it (laughs). Honestly — where we make it doesn’t matter. As long as I’m the producer and create a world-class competitive game, that’s enough.

4Gamer:
A “creator,” indeed.

Nishiyama:
My mission is to create a world-class competitive game — one that could become an Olympic event. A title that lasts 10 or 15 years, with systems in place to keep supporting its players long-term. I want to see it through completely.

4Gamer:
Then the “14.9%” is just right — you have influence without being controlled.

Kataoka:
Actually, we’ve made small equity investments in other companies too.

4Gamer:
Wait… really? I didn’t know that. They’re not listed?

Kataoka:
No, they aren’t on the public list.

4Gamer:
GENDA keeps releasing press releases like crazy — “Did I miss this one?” I’m always surprised by how different each new announcement is.

Kataoka:
It’s great to hear that (laughs). (The PR officer beside him nods.)

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I’ve overemphasized “only possible in arcades” — that was my mistake

4Gamer:
But thanks to this, the big picture is finally becoming clear.
The combination seems a bit off at first glance — why would GENDA invest in a development studio? Without broad context, it makes no sense.

Nishiyama:
You might’ve forgotten — but we actually made arcade games before?

4Gamer:
Of course I didn’t forget (laughs).

Nishiyama:
It really happened!

4Gamer:
So that’s why I thought: “Are they making an arcade game?” After all, you’re the arcade guy! Am I the only one thinking this?

Nishiyama:
Ah…

4Gamer:
Now you’re investing in a development studio just to make an arcade game? If not, then from Mr. Kataoka’s perspective, why pick Skorox — or Mr. Nishiyama specifically — when there are so many freelance developers?

Nishiyama:
Hmm… I see what you mean.
When creating games for arcades before, I overemphasized “experiences only possible in game centers.” It was an idea that wasn’t wrong — I kept proposing new ways to play only available at arcade venues, and users followed along.

But I went too far: there was little appeal beyond the arcades themselves.

4Gamer:
That’s actually true. Arcade games feel like they’re trapped in a closed world — even for us, it can be hard to access.

Nishiyama:
So ultimately, I think my own mindset started shrinking the arcade business model. Maybe I’m overthinking — but yes, that was my feeling.

Therefore, users should expand globally: reach console players, mobile gamers, Steam users too. Game centers are places where people meet and create unique experiences — and Mr. Kataoka is the one who provides these “spaces.” So I must first create global selling opportunities.

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4Gamer:
Regarding arcades — how are things going in other Asian countries?

Kataoka:
They’re quite similar to Japan.
While video games have slightly shrunk, prize-based games are booming. In the context of game centers, this is a very vibrant market — exactly like Japan.

4Gamer:
Which country in Asia has seen the biggest breakthroughs?

Kataoka:
In terms of prize games, China has exploded — truly “explosively.” That’s probably the best way to describe it.

4Gamer:
Everyone loves maimai so much there… How about Thailand?

Kataoka:
I previously worked with Ion Group’s Ion Fantasy, where I opened stores in China, Malaysia, Thailand, Vietnam, Indonesia, the Philippines, and Cambodia.

4Gamer:
Yes.

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Kataoka:
After observing each country, one thing struck me: while cultures and economies differ, people across Asia tend to find the same things fun. What Japanese players enjoy, Asians elsewhere do too — that’s a strong commonality.

4Gamer:
That’s often overlooked.
And if you ask whether kids in Indonesia would think the same as those in Japan — most wouldn’t really believe it.

Kataoka:
Hehehe.

Nishiyama:
One of the biggest challenges for creators is differing hardware specs — which is extremely tough.

4Gamer:
Ah, smartphones and such?

Nishiyama:
Compared to Japan, devices are often weaker, networks less stable — unavoidable realities.

4Gamer:
That’s true.

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Nishiyama:
Also, “monetization pressure” can’t be ignored. Acceptance of spending varies greatly by country — if it’s too strong, backlash occurs, sometimes at massive scale.

4Gamer:
Backlash?

Nishiyama:
In Taiwan and Japan, people tend to accept: “Well, that’s business.” But elsewhere in Asia? Reactions can be like: “You’re charging money right now?”

4Gamer:
Oh…

Nishiyama:
Some say: “Let me play 90% of the game for free — then I’ll pay.” But really, that’s quite extreme (laughs).

4Gamer:
That’s almost like giving alms.
Still, if something created in Japan is enjoyed and valued by people overseas — doesn’t that work both ways? Maybe we could bring Asian content here via Gellappa for publishing. That would be exciting — not just a one-way flow.

Kataoka:
Exactly. Discovering great things worldwide and bringing them to other regions — that’s something fun to do.

Nishiyama:
Gellappa is a startup with a small, agile team — we can manage risk while quickly adapting to regional standards and cultures. That flexibility allows for reverse imports too — entirely feasible.

4Gamer:
That’s great. It’s hard not to want to go global all the time.
By the way, after this first golf game — how many titles are planned?

Nishiyama:
Four.

4Gamer:
(Mr. Kataoka) Have you heard about the content of games 2, 3, and 4?

Nishiyama:
Of course.

Kataoka:
You’ve told me a few — but I imagine your order keeps shifting daily.

Nishiyama:
…Now I’m feeling guilty — maybe I didn’t mention the fourth one yet.

Kataoka:
We discussed three.

(All laugh.)

4Gamer:
You never told us! (laughs)

Nishiyama:
I’ll definitely tell you later…

4Gamer:
When you explained those three, did it feel doable?

Kataoka:
Yes — “This is really interesting.”

4Gamer:
That “interesting” probably isn’t about mechanics. Was it the perspective? The structure? What made them seem promising?

Kataoka:
In that sense… both second and third concepts are combinations of different ideas — and that combination feels exciting.
For example, bringing this IP here? Just an illustration.

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4Gamer:
So you can’t reveal them yet, I guess.

Nishiyama:
Too many constraints — we just can’t say.

4Gamer:
Still, mutual understanding seems solid — things are looking good for the future.

Nishiyama:
While different from console or Steam games, GENDA is a company that directly handles games in real-world entertainment settings every day.
That’s why I feel our synchronization rate with Mr. Kataoka is overwhelmingly high — there’s probably no other company out there with such similar instincts.

4Gamer:
Synchronization rate — makes sense. And also, the lack of “color” is good.

Nishiyama:
Exactly. Large game companies often get constrained by their own culture or internal needs — but GENDA has no such limitations; its thinking space is incredibly broad. That flexibility and genuine understanding are what I appreciate most.

4Gamer:
So when will the first golf title launch, in this easy-going environment?

Nishiyama:
Target: within one year. It’s just a feeling — if we can deliver something by then, people might think: “They’re really moving.”

4Gamer:
Maybe so from media perspective (laughs). But still — quite indie-level speed.

Nishiyama:
I’m fast — I charge straight ahead without hesitation.

4Gamer:
True — in today’s world, taking 3–4 years would be tough.

Nishiyama:
Market changes are too rapid. And if you take time, competitors grow stronger every day.

4Gamer:
Competitors?

Nishiyama:
For competitive games: Supercell or Riot — they grow bigger and bigger within just 3–4 years. Starting with ¥500 million in development? Then it sells wildly — eventually becoming a power of ¥15 billion. That’s extremely tough. By the time we’re ten years out, saying “We’ll take #1” might not even be funny anymore.

4Gamer:
But now you can say it?

Nishiyama:
Now I can — I truly believe we can do it.

4Gamer:
It’s rare to hear someone confidently claim they can dominate the competitive game space.

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Nishiyama:
I’d never say I can dominate MMOs — too confusing. But for competitive games, yes — they’re rooted in arcade culture: face-to-face battles where you drop coins to play — something very much Japanese.

4Gamer:
True.

Nishiyama:
Players across Asian countries are still incredibly enthusiastic. So even just releasing a game by 20- or 30-year-old standards might be enough — the energy is unmatched. Monetization issues or operational strain? Just set clear boundaries and manage them.

4Gamer:
And you’ve got a “location” this time!

Nishiyama:
That’s exactly what we’re going to leverage!

4Gamer:
So let’s start with high expectations for the first title — then see how things unfold. I doubt they’ll stop at being just another game publisher.

Kataoka:
Indeed.

4Gamer:
We look forward to seeing this initiative grow even further under GENDA’s umbrella. Thank you very much.

—— Recorded on June 27, 2025

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