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At that time, what was your role on the original titles? Because
obviously it was only 10 people, so I'm sure you had a lot to do, but what did
you personally contribute?
HM: Graphic designer -- 90% of Tail Concerto and Silent
Bomber's background graphics, as well as the level design, was done by me
alone. There were only 10 of us, and I did 90% of the level design and
background graphic CGs.
You're well aware that I really liked both of those games, because
we've talked many times about them, but at that time the company was struggling
a little bit, because they didn't sell particularly well, and that must have
been sad -- so if you could talk a bit about the company's early years. I
remember way back when .hack was first announced, there was a joke that
it was the last chance for the company.
HM: As written [in our brochure], only 150,000 units sold,
worldwide, of Tail Concerto. Although you can't really say that that's a
high sales figure, it did generate a lot of fandom, and enough fandom to
essentially create cries for a sequel at this point. People had been demanding
a sequel. So despite the number, it has generated quite a fandom on its own.
At that time, though, CyberConnect, as well as Bandai Games, had
figured that they'd be able to sell more than that. So the desire with Silent
Bomber was: let's create a game that would be accepted worldwide, would
have lots of action, would generate a lot of fans across the world, and would
sell well.

Bandai/CyberConnect2's Silent Bomber
So that was the desire that went into the creation of Silent
Bomber -- the problem is that it sold even worse than Tail Concerto.
And at that time, I knew the reason, you know -- I knew the reason why the game
didn't sell. Despite the fact that it was the second title that we were putting
out, it did not even reach half the sales figure of our first title.
The problem was with the method of creating the software: with the
10 people that were there, the development was approached from a democratic
perspective. The nine people that were from Taito had had a rotten experience
with the whole top-down chain of command.
Based on that background, everybody
decided, "Alright, well, let's avoid that development approach."
Rather than have somebody be the center of focus for proceeding with development,
let's all pitch in; let's all have our opinion; let's all have our voices be
heard, and we'll all work together cooperatively and create a video game
together.
There were 10 people that founded CyberConnect, and more or less
all 10 of them operated as equals, on an equal level -- but, in title, my
friend from university, from the manga club, who worked at Taito, operated as
president of the company, the CEO.
And at that point, I had already had experience with the real
world -- I had been an experienced professional for some time, working for a
company that has nothing to do with the video game industry -- so I had seen
how business is done, and I looked at the business model that we had.
I
went up to my friend who is president, and said, "There's something wrong
with this model. We can't fight battles that we can win, and win, with this
method. There are winnable battles that can't be won because of this method. We
need to do something to change this business model, because it's wrong. Nobody
is taking responsibility, there is no leadership, there is no direction, so we
need to change it."
The problem was, based on everyone's sour experience with Taito,
it was very difficult to proceed with changing the direction to anything other
than an "everyone is equal" type of approach.
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"The reality is that the consumer is going to end up buying what they like, and at the point where the company is making excuses for itself, saying, "Well, for 10 people, this video game is pretty good..." -- at that point, the company is making excuses for itself. There is something wrong with that. "
And I'm gonna add, it's not just companies making excuses for that. It's reviewers, and game media in general, and even some "core gamers". There's quite a few downloadable games (that shall not be named) in the last couple of years that would never have gotten the scores they got, if it wasn't for the fact that they were made by 1, 2 or 5 guys instead of a big team.
Kudos to HM for his no-nonsense thinking!
Looking at this from a different angle, we cannot say that something is excellent simply because it is popular and sells well with consumers. McDonald's is popular and sells well, but it certainly is not excellent food (nor is it excellent settings, etc). The pet rock was popular at one time.
In addition, I don't think it's a good idea to simply follow whatever sells because that undermines innovation and creativity. In fact, historically speaking, the people and products that become popular and set trends tend to be the stuff that goes against whatever is popular at any particular time, even if the person or product is controversial when it first appears.
I'm a perfectionist and workaholic so my problem is going home. Not good when the boss phones you and says he's sick of the security company phoning him. "Go home, I don't to have another call from them, okay".
I see work in this environment as a three fold process;
Firstly you need a group (2 or more) that can bounce ideas and get workflow happening.
Two, people dedicated to seeing the production through the grind and making sure that all that needs to be done, gets done.
Thirdly, being flexible in the fact that you can make better use of your time by applying yourself when and where needed. ie. If you have no work, find someone that could use the help and learn something from it while you both get it done.
@ Dave: I agree that you shouldn't follow a subject or product because everyone else is making one. Yet I disagree with the assumption that there are fewer options/avenues today. I'd say there are way more oportunities now than ever before!
Eveyone follows the same patterns until you break those molds, try something new. Hence why I believe there is no such thing as a bad idea because eventually you'll stumble onto one that everyone says, "Now why didn't I think of that?"
Trial and error is the only things not seen enough in the industry and holding things back. Just like hollywood, how many remakes are coming out at the moment? I tend to only go and watch a movie when I can, so rocking up and having only blockbuster hits available is a turn off, just as it is when I look for a new game.
Everyone tries to tell me what is really good to play and I should join in. Once in a while someone asks me what I'm playing and it's nice to see from time to time someone come back with. I would never have guessed that was a fun game, I usually don't play that type of game. I just grin sheepishly back.
Secondly, Japan is all about bureaucracy and paperwork. It would be really hard to do the endless meetings if you can't read/write/speak Japanese. If you are perceived as a hotshot, you might get to live "outside the law", but the problem is that then it might be hard for you to effect anything meaningfully because you're not part of the in-group. Office politics are pretty brutal in Japan.