Now that Eidos and its IP are under the wing of JRPG giant Square Enix, the publisher is committed to fulfilling the desires of the new Square Enix Group. The group's mantra is "to spread happiness across the globe by providing unforgettable experiences", and Eidos hopes to contribute to that by continuing to pursue "creative franchise opportunities" and generally not making sucky games. Eidos CEO Phil Rogers and Square Enix President Yoichi Wada share their thoughts on what has brought their forces to collide in a new interview conveniently posted on the Square Enix Group site.
Early in the interview both companies stressed how they operated on the "same wavelength". In fact, both companies were in the market for partnerships to improve the scale of their coverage. Wada in particular noted that Eidos is "very sincere and committed to developing and implementing innovations. Their goal is also remarkably similar to ours." Rogers further underlined the importance of the acquisition, explaining that the meeting held on April 23rd concerning the integration with Square Enix brought the entire company together (800 people across nine different countries) either in person or online for the first time in Eidos' history.
Square Enix hasn't let up in its ambition to become "one of the top ten players in the world's media and entertainment industry", but to do this requires better global operations which the company was unsure it could mature on its own. Furthermore, Square Enix desired a partner capable of furthering its own IP, and eventually Eidos fit the bill as that very partner.
In terms of reaching to a broader audience through its Square Enix, Eidos and Taito brands, the Square Enix Group intends to steer clear of "being either too global or too local". The company will instead strive to better understand the "tastes and commercial practices" of their target markets through locally established product and service delivery divisions. The aim is to produce titles reflecting on the "unique identity" of each local studio, all the while under an umbrella of "shared technology and expertise". This could help counter what is feared to be a slowing expansion of the game industry's territory and customer base, by sparking a second stage of growth where video games are further solidified as established mainstream entertainment.