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That happened at the company I worked at, at the same time.
HM: In my mind I was thinking, "There's got to be something
wrong with the people that work here! It's the people that work here that are
screwed up! This is messed up... There's got to be something wrong with the staff..."
And so, I would go on meet and greets to other companies in Tokyo,
and learn what they do, and just tour their office, meet people, and network
with other people in the video game industry. Everyone was doing the exact same
thing, everywhere I went. Except for Nintendo. Nintendo was the only
one. But everybody else, what are they doing? They're playing Diablo.
My office starts work at nine o'clock in the
morning, and so other companies -- other deskwork and video game companies --
often start work at 10 o'clock. That's pretty
normal, pretty standard practice. I start at nine. So recently there have been
some cries from staff members in my company, you know, "Why don't you
change the hours from nine? Nine is early! Change it to 10 o'clock, please!"
And my response is, "Well, I hear Nintendo's hours are from 8:45. Maybe I should set you up with an
interview with those guys..." And at that response, everybody just shuts
up, and they back off of that -- but that's been a cry that I've heard from my
office, and that's my response.
It's not like the discussion that you heard with Hideo Kojima: the
sad reality of the video game industry is that everybody is a slacker. Nobody
is able to accomplish anything. That's the reality. And I think that that's a
wrong reality.
The reality is that people say, "Oh, well, I'm no good, and
so it's understandable that what I make is also no good." And so everybody
is just complacent at accepting this low quality standard, this bar that has
been set because everybody has said, "Oh, well, because everybody is a
slacker, clearly nobody is able to accomplish anything. So, it might not be
good, but it's understandable that somebody would be able to not accomplish
much at work." And that mentality is screwed up.
People need to take the attitude of, "I can." We need to
have this attitude of being able to accomplish something; having a positive
attitude of, "I'm going to go, and I'm going to do something." They
need to change out from this whole attitude of, "I don't care," or,
"I can't do anything, because I'm no good, and therefore I don't
care." Either mentality, even if it's understandable from the low bar
that's been set by the video game industry, is unacceptable.
And so, at the time when CyberConnect2 was founded, that day, I
set up rules for my company. Until then, I had been at the very bottom, and so
everybody had been calling me "Matsuyama-kun" -- and so I said to
everybody, "From now on, you're callin' me shachou." You're
calling me "president". Don't anyone ever call me Matsuyama-kun ever
again! Furthermore: Office hours start at nine o'clock. They end at six o'clock. No eating candy at your desks!"
(laughter)
I set rules, and I said, "Everybody will abide by these while
at work. When you're at work, do work."

Namco Bandai/CyberConnect2's .hack//G.U. vol. 3//Redemption
It seems like some of the other companies that were started up
around this time that are being successful -- it's your company, and also in
Fukuoka there's [Professor Layton creator] Level-5, and as I understand it they have a similar philosophy
to work/life; and there's also [Sands Of Destruction developer] ImageEpoch, which started recently, and they
have a similar philosophy, is my understanding. And they've been very quickly
pretty successful too. Do you think there's a connection to this philosophy and
these companies also being successful?
HM: Just to clarify, so that there is no misunderstanding with the
American public, here: Level-5 and ImageEpoch, and CyberConnect2, yes they are
successful -- all three, just as you said -- however, their philosophies, and
way of operating, are completely different.
They are not similar. They are not
the same. My rule is that there's no staying up all night; that doesn't mean
that there's no overtime. There is overtime. In fact frequently there is
overtime.
[People are coming in] nearly every day. People work really
hard, but they go home on the train. They don't stay all night; they do go
home at the end of the day. So I don't allow people to stay there all night.
They have to be able to get on the train and go home.
But I do work my staff.
And I work them hard. When they're doing work, they're working, you know? So
there is definitely that rule, that mentality there. When people from Bandai
Namco Games visit my office, [they say] my office resembles a military unit
from North Korea.
(laughter)
It's not that I'm a slave driver or a militaristic and controlling
person, it's just that people are doing what every other company in Japan does, outside
of the video game industry. They greet each other. They're polite; they bow.
They're basically doing everything that every other Japanese company aside from
this industry would do.
If you go to other video game companies in Japan, they don't
greet customers, they just act like they don't see them. They don't bow to one
another when they greet each other in the day; when the president walks by,
they might just do a little thing where they awkwardly look down and shift their
focus away.
They don't do what every other company does. So I am simply making
sure that people are doing what they're supposed to do, in the framework of a
video game company.
Just to be clear: Level-5 and ImageEpoch both have people that
stay all night. And there are employees that destroy their health, and even
leave because of the fact that they've been worked to the ground. So that is a
reality with both companies.
But then the question returns, back to the original question: What
is the secret to success that all three companies have shared? Why is it that
these three companies are succeeding? And the answer is that each of these
three companies, operating in their own respective styles, are doing things
that no other game company is doing; they're operating in ways that no other
game company is operating.
Each of the three different, distinct in the way
they operate, yet different from the other companies in the video game industry
-- and that's the key to their success, that they're doing things in a
different way than the status quo.
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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.