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Developer Interview

vol08.Keiji Inafune / Managing Corporate Officer / Head of R&D Management Group and Contents Management Division

Personal development is synonymous with product development. Persistence gives rise to future hits.

- Since 2002 efforts have been made to restructure the development organization. Could you tell us more about the advantages of the current development structure?
"Inafune"
In the old structure, the producer in charge was solely responsible for the progress of development. This made it difficult to share information. For games that I wasn't responsible for, there were times I wouldn't find out that the release was going to be delayed until right before the scheduled release of the actual game. However, the present development organization focuses on transparency and making sure that the progress of each team is fully known to all. This enables us to notice problems right away. Now we're able to take the necessary measures to resolve problems quickly and precisely by the discussing them with all the other sections in the development division.
That being said, the problems I was initially worried about have begun to creep up these days. Staff members often opt to take the safe and easy way when making proposals, for they're afraid that something entirely new will be rejected by those around them. Those responsible for the creative aspect of game development cannot be conservative. We always have to churn out new ideas.
- In addition to creating games, managing staff is another important responsibility you undertake.
"Inafune"
That's right. But nurturing human resources is not only a part of product development, it is directly connected to game creation. Even if I come up with ten new concepts, there is no way as producer I can lead ten teams at the same time. But if there are people that understand my concepts, I can let these ten ideas take off as their own projects.
- In your mind, what kind of people make the best human resources?
"Inafune"
I would say people that don't build walls around themselves, but rather always keep their ears open to a broad range of opinions. Talent doesn't matter to me. Walls of stereotypes spoil the inherent potential of talent. The people who I feel are most competent are those with low walls, or those who are able to shatter the walls that enclose them. I hold seminars for the development staff each week that focus on this kind of personal development. There is a different theme for each session, such as game development or discussing the proper way to think as a human being. Although participating in these seminars is purely voluntary, people that come listen intently to each lecture.
- Are there any problems with sharing your expertise?
"Inafune"
There's no reason for us to hide our expertise. Not everyone who learns it take the same approach. People that flippantly interpret and imitate these lessons won't experience any real sense of personal growth.
In these seminars I always emphasize the importance of having the resolve to take on risks. Be a positive person that's always trying to do something new. If you initially enclose yourself within walls, you'll suffer later on from a lack of new ideas. Challenges broaden your horizons and can inspire new ideas.
One other thing I would like to add is that when it comes to hits, I believe "contradiction" is a key term. Though "contradiction" is usually considered to be something negative, when you understand where the "contradiction" lies, you will then see what users really crave. For example, "low-priced and delicious" seems to be a contradiction, but it has the potential to be a big hit. This sense of contradiction has produced most of the major titles around the world. I think that is something worth noting.
Back to Developer Interview 2009 Top Page
  1. 07.Takeshi Tezuka
  2. 08.Keiji Inafune
  3. 05.Yoichi Egawa
  4. 06.Manabu Seko
  5. 03.Jun Takeuchi
  6. 04.Shutaro Kobayashi
  7. 01.Ryozo Tsujimoto
  8. 02.Hiroyuki Kobayashi
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