See, I don't agree with that at all. I'm a big fan of Japanese games and much prefer Japanese game design over Western game design and even that alone sets Sega's in-house games apart from the games they simply publish, which are almost always from Western studios.
What is this Japanese game design? Enlighten me on it because when I see SEGA games, from past to present, they almost always use to do the reverse of how someone becomes successful in Japan. And it shows with their game sales.
But even setting that aside...again, I disagree, dude, I think there's a definite "SEGA" flavor to their games, a definite feeling and something there that really only seems to take place when the games are developed in-house.
I mean, EA could have published Aliens:Colonial Marines and the game probably wouldn't have been any different. But if you asked EA to develop, say, Jet Grind Radio, it would have been a completely different game.
And if you asked AM2 to develop it would also be quite different. Infact any team would ensure it would be quite different, so when you have these difference between their studios and then within those small studios you have different producers, the SEGA style is not very consistent.
I don't think anybody would say that 7th Dragon is anywhere near on par with Skies of Arcadia. Not that I've played 7th Dragon but you're the first person I've ever seen call it its equal.
I did not call it it's equal, I said 7th Dragon apparently is like Skies of Arcadia "Very well executed RPG" and coming from the woman who made Skies of Arcadia and a big force in the original Phantasy Star, I'm willing to bet Kodama has done a great job on it too.
Well, I mean, okay, but that doesn't really do me much good, does it?
But the point is SEGA Japan still greenlights games and the independence they give to SEGA Europe and America is what is hindering it's release.
Valkyria Chronicles is probably (though I haven't had the chance to play it, PS3-exclusive as it is) Sega's best in-house effort in years and definitely their highest regarded. It's unfortunate that Overworks hadn't been given the budget to stick to consoles.
It has nothing to do with budget but with what Japan prefers. They prefer handhelds so that is where SEGA aimed the series. Are you going to assert that Sonic Team has been given a limited budget because Phantasy Star has been limited to handhelds until PSO2? It was not.
Anyway I should clarify that of course a game doesn't have to be Japanese or developed in-house to be a "Sega game." Hell Yeah I enjoyed much like a Sega game, and of course going back as a kid I loved games like Toejam and Earl.
If you are going to have an inconsistent set of rule on what makes a SEGA game a SEGA game than I see no point on not considering them all SEGA games as long as SEGA funds it.
Smilebit playing 2nd fiddle on the Yakuza series is not really where I'd want them to be....I'd much rather have had them developing something as awesome as JGR or some other crazy, artistic, original content. Don't know about you.
That said, I'm referring to it mainly in a business sense. Picking up a game from an outside studio and publishing it is of course less expensive than developing it in-house, but some of us are a fan of in-house Sega games, we're fans of certain Sega developers, and yeah, their games do have a style and they have the benefit of Sega's long history in the industry. It's unfortunate that in-house Sega's role, including artistic powerhouses like Smilebit, seems to be now restricted to developing lame mini-games within the Yakuza series, Sonic, or stuck working on handheld systems, or, even worse, not having their games localized.
See I grouped this together because this part makes me question what you know in regards to the restructuring nor what you are talking about in regards of video companies themselves?
Did you think that everyone from Smilebit got demoted and sent to the lower depths of Amusement Vision, Nagoshi manically laughing and whipping them all to make minigames and hostess games solely? Whilst GonGon guards the main entrance so no one can escape? And if they do their are snipes in SEGA's courtyards all mined by MeeMee?!
No, they mix, even prior to the Sammy merger and people get replaced. Their are people from Ico who went on to work on Panzer Dragoon Orta. But let me just point you to some significant people at Ryu Ga Gotoku Studio who are now in high positions themselves.
Jun Orihara - just a merely planner on Jet Set Radio, he went on to become the director of Yakuza 4 and still works at Ryu Ga Gotoku Studio.
Outa Sano - A clear example of why it's silly to think a team stays the same. Started working with Miz at United Game Artist, moved to Smilebit to work on JSR (Senior Programmer) Panzer Dragoon Orta and JSRF before moving with Iizuka to Sonic Team USA, worked on a few disasters. Was programming director for Sonic Generations.
Masayoshi Yokoyama - You have probably heard of this chap, he was the senior planner for JSR. He now writes the storyline for the Yakuza series, starting with Yakuza 3.
Masayoshi Kikuchi - The actual director of Jet Set Radio is now the series producer for Yakuza. Not exactly second fiddle, is he?
I also disagree with working on handheld games as being a sad fate. In Japan handheld is king, so why is it odd if they are making handheld only titles? Do not see what is wrong with lack of localization, Kenzan has not been localized but that does not mean that Nagoshi is not SEGA's top dog.
Much as I enjoyed Hell Yeah, its biggest weakness was the bland platforming and level design....things that likely would have been loads better if the game had been developed in-house, with the expertise Sega's in-house studios have with 2D platforming. (Yes I know Iizuka "advised" on the game but that's not a huge role.)
SEGA games have been poor/bland before. This is not something that an inhouse development would fix, it depends on who the game was handed too.