However, even though I’m the Producer, I never knew exactly what the team—including Murata—were up to. They showed me the planning docs and the story. But if someone had said to me, “ok Kojima, make this game now”, I wouldn’t have known where to begin. But that’s what being a Producer is all about. Imagine if the game director is in the middle of directing a scene, and the Producer comes in and says “That’s wrong.” I don’t think he should be saying that.
I appointed Murata as director for Anubis because we had shared some of the same “ingredients”: he had worked on the Metal Gear Solid team with me, and he had been a part of motion and effects sub-teams. But the thing is, if you change the chef, then you’re going to get a different dish. It doesn’t make sense to put a chef in charge and then deny him the ability to add his own individual “flavor”. And I wanted Murata’s to be able to freely build
his world, which would then draw in a whole new fan demographic that is specific to him.
I really find it amazing, the way the entire tone and shape of a development can change just by swapping out directors. It’s like the Alien movies—each movie in the series its own different entity.
—Does this stance differ from the first Zone of Enders, where you were also Producer?
Kojima: I deliberately put some space between me and everyone this time. Ultimately, I feel the game design part of the development should be done by the game designers. If I start tinkering with the work they’ve done it would be weird. I did ask what their intentions and ideas were, but I didn’t know what was really going on. If I had started meddling there, it would be like punching holes in the foundation of a building. “This column looks funky—take it out!” And then the whole thing collapses. I did a little meddling in the first Zone of Enders, unfortunately, but this time I was resolved not to. Well… I did speak up a bit there at the end of the development. (laughs)
That’s why my work for Anubis was mainly macro level: I decided the overall direction and appointed staff, added new staff as they were needed, went to E3 to get some good promotion going, invited
Kazuma Kaneko as a guest designer, asked
GONZO to join and help with the anime, and did other promotion and filming at various game shows… all stuff like that.