The Japanese Developer
with Quality of Life
You talked about, earlier, how Japanese developers have a
reputation of being very hard to work at. Obviously America has struggled
with this too. You have a policy of quality of life, which has been a major
issue, globally, for game developers.
I don't know if you were at the awards last night, but when they
accepted the award for Fallout 3, the developer told the story that his
wife went on vacation without him, with his kids, and said, "This had
better be a really good game," when she left. So, it's the same
everywhere. And it was a sad story.
I want you to talk about how that happened; what caused you to
launch into this new philosophy?
HM: The reason is, I experienced back when I was CyberConnect 1,
for three years I basically lived at work. I paid rent on an apartment that was
empty; that I never lived at.
Because of the fact that I was an amateur
entering into a world where there were other professionals working, I had to
work three times as hard as everybody else -- and that was a reality that I
couldn't escape: no matter how hard I pushed myself, there just wasn't enough
time, because I didn't know the industry.
And so, I had to stay at work three times as long as everybody
else. And so, I had that same reality, where I had no life -- no quality of
life -- because of having to stay at work all the time. So I am very well
acquainted with that whole idea of being enslaved by your company and not being
able to go home.
So, true to the whole "living at work", literally: there
was a kitchenette at work, and in the evening I would do as much as I could,
and everybody would be working, and then they would go home, and then there
would be nobody at work, just completely empty, and I was alone, by myself,
working on things, because by the time evening came, there wasn't enough time
during the day to finish what I wanted to finish.
So, I hadn't quite finished yet, and I was looking at what I had
made, and wasn't satisfied, so I'm having to fix what I had done during the
day. And I was looking at other people's stuff, and wasn't satisfied with what
they had done either! So I was messing around and fixing the things that they
had been making during the day. So I was there all night long.
But, what I would do is, I would stick my head under the warm
water spout, and wash my hair in the kitchenette, and strip down and take a
towel and take a sponge bath. And since there's nobody there, I can completely
just take it all off. But that's just how I lived, day after day! And I lost a
lot of weight.
Basically, I was able to take catnaps in a chair, right around
when daybreak would start coming, and there's a little time to take a nap for a
few hours, in a chair, at work -- and then work would start again. At the time,
pulling all-nighters wasn't a big deal, because I was 26, but as the years and
days progressed, I realized that the effectiveness of my work got lower, and
lower, and lower.
Which is to be expected: as you're pulling all-nighter after
all-nighter after all-nighter, you're going to end up not being able to work
very well. And so, literally, my heart and my body was in ruins. I had worked
my heart and my body to ruins.
And it's then that I realized, full well, that
this is not healthy. And on top of that, my work is not efficient. And so I was
forced to come to that realization because of my predicament.

Namco Bandai/CyberConnect2's .hack//G.U. vol. 1//Rebirth
And that's what changed your philosophy.
HM: So, the first reason for why I have such a philosophy is that
staying up late every night, pulling all-nighters, reduces the effectiveness of
one's work. I've realized that all too well myself.
The second reason is, these other nine people who have been
working for Taito, when they started working at the company, they were working
with the same rules that everyone else in the industry works: no one comes in
in the morning. And so, I'm there, but no one else comes in in the morning.
There would be people who'd come in midday, people who
would come in mid afternoon, and other people who would not come in until
evening. People were working at different hours; they would come and they would
go at different hours, and all day long there would just be kind-of a sluggish,
slackish pace of work with everybody, because they just kind-of worked whenever
they wanted.
And my thought was: why aren't people working when they're
working? Why is there no rule? Why is there no direction? Why is there no
establishment of 'outside hours are outside hours; work hours are work hours'?
You work during work hours, and you're supposed to do your job.
There was no guidance, no rule, no establishment that basically forced
people to have to sit down and say, "OK, it's work time, so let's work,
and really get down to it." And so I realized, this isn't right; this
isn't good; it's not effective for a company to operate under these
circumstances.
There needs to be rules; there need to be guidelines on when
people can be expected to show up at work, and when you're at work, do your
work. So, do what you're there to do, and don't just drag it out all day and be
sloppy or lazy with your work hours.
It also happened that the timing was really bad for that company,
in that there was a super popular title that was popular worldwide, called Diablo,
and people would just totally lose themselves in this game. They would roll
into the office, you know, late morning, and they would play Diablo from
morning to evening. Some of them would do some work, in the early part of the
day when they came in, in the late morning, and then they would start lunch.
So they'd be eating lunch while they're playing Diablo,
during their break -- but then the lunch break would progress, and they would
still keep playing, and then the end of the break would approach, but they
would still keep playing, and it's like there's no end!
They can't figure out
where to put the game down. And so, before they know it, it's evening, and so
now they're saying, "Oh, now I'm tired, so I'm gonna go home." So
that kind of situation occurred more often than not.
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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.