Gamasutra: Did you start Feelplus?
RN: No...well Microsoft and Hayao Nakayama, who founded AQ Interactive (also ex Sega boss), discussed it. Lost Odyssey was once an internal (Microsoft) project that was done by my staff anyway, but it wasn't going well. One of the reasons it wasn't going well was because it was an internal project, and Microsoft’s culture and systems made it harder – we couldn’t go smoothly.
That's when we decided to make our team an independent studio, and I asked Mr. Nakayama to found the company. I then moved in several Microsoft people into that studio, and also hired a good number of people into that studio. Mr. Nakayama and I, on behalf of Microsoft Japan, discussed starting up a company, but it was originally managed by one of Mr. Nakayama's people. I joined that company a little later, after I finished Ninety-Nine Nights.
Gamasutra: You mentioned that Microsoft has a difficult structure for Japanese developers. Why is that?
RN: One thing is the cost. Man-month cost is very high. Not salaries, but being a Microsoft employee is expensive. We have a fixed amount of budget, and with Microsoft's man-month cost, we can only do so much. But if we move the company (external), per-person, per-month cost goes down, so we can do more. So that’s one thing.
Recruiting was another problem. We had to recruit a lot of people, and Microsoft as a company has a very high bar to hire people in. The person has to be generally superior in all areas, but game specialists, in general, are often great in one area and not so great in others. It was very hard to meet all of the hiring criteria that Microsoft had, so it was hard to hire people. Stuff like that.