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GS: I know you really fought to get Steel Battalion through, and sort of protected the Gyakuten
Saiban (Phoenix Wright) team when they were starting. How do the business people react to these sorts of original and risky ideas?
AI:
The business side would usually tell me to stop, and they wanted me to
shut down the team, or they’d say ‘why are you using this staff, use
that staff!’ There were very few people who said ‘oh, go ahead, you can
do it!’ in the case of games like Steel
Battalion.
Of course it was a big risk for the company, and nobody really
understood what it was. But I myself believed it was interesting, and
no matter what they said I just wouldn’t give it up. When it became
apparent that I wouldn’t change my ways, they eased up a little. After
that it started to get more fun, and I was able to finish what I wanted
to do. But there were very few people to help me.
GS: With these sorts of things, how do you convince them
it’s good for the company? Either from a creativity or
business standpoint, especially in the case of a game like Steel
Battalion where the game was expensive and few units were made.
AI: Well it’s most important for the game to be interesting. In the case of Gyakuten
Saiban,
which you mentioned before, I thought it was a really good concept, and
I wanted lots of people to be able to play it, because I knew it would
be popular and well-received. With Steel
Battalion
though, yeah, it was a huge risk. But I made a presentation and
basically said, if we don’t do this now, we’ll never be able to put
something like this out. It’s a once in a lifetime opportunity, and we
wanted to be able to create something that had never been seen before.
So it was kind of like rallying the troops around the idea, and getting
people into the idea of doing this project that couldn’t be done by
anyone else. But naturally the bookkeeping people were still saying
‘Stop!’
Steel
Battalion
GS:
It seemed like for a while Capcom was kind of stagnant, and there were
a lot of rehashes, remakes, and just sort of normal, ok games. Suddenly
though, in the last two or three years or so, Capcom became extremely
strong again, like with Gyakuten
Saiban, Resident Evil 4, Dead Rising and Lost Planet.
Do you think there’s a particular reason why the company has
been so reinvigorated?
AI:
I don’t really know myself! That’s hard to say…after all, the games
that came out in the last two years were made in the last five years –
so I’m not sure if you’ll feel that way about games coming out in the
next two years that are being made now by the Capcom of today. It’s a
hard question to answer. The way we move staff around, how we structure
our teams, how we manage all of that, has been really revised over the
last few years at Capcom, so you may be seeing the results of that
effort now in the games. It’s definitely made development easier for
us.
I’m glad you feel that way about the games
that are coming out now, though. I really had no idea people thought
that! Capcom does seem to be looking toward the future with these sorts
of restructures, but who knows how it’ll pan out.
GS: Yeah, it really does seem to me like a light bulb
just switched on, and Capcom said ‘oh yeah, let’s
make really good games again!’
AI: (laughs) Yeah, I think that switch may go up and down a bit!
GS: Just put some tape over it.
AI: I hope that works.
GS: Regarding Okami, I heard that the development
basically started over from scratch at one point – are you happy with that? And are you happy with the public’s
reactions and sales?
AI:
Rather than starting over with development, it was more like it just
took a long time to come together. The visual style and everything came
together pretty quickly, but it took a while for everything to gel.
There were a number of different paths open to us – we could wait, we
could stop production, or just make a regular action RPG. I think
deciding to wait, and give it the time it needed was the correct
decision.
As far as the final product, I think it
was successful, not only as a game, but as a product. It was
interesting, and it was something new. All the work we put into it is
pretty evident, and I think the director, Hideki Kamiya, feels the same
way.
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