Back when I was making Street Fighter 2 though, that was my attitude. So sometimes what I'll tell people today is different from what I'd tell them then. ![]() These days, as the president of a company, I can't be as irresponsible as I was back then. I think that's part of the reason why the game turned out well. And I didn't want to tell them, "Ah, that won't fit with our game system, so you should do something else." Or "that idea's too crazy - you should come up with something less over the top." I didn't want to discourage their creativity, so I said, "OK cool, I'll make that happen, and come up with more crazy ideas and I'll make those happen too." You know, "My character's going to be better than yours."īecause of that, they'd each come up with crazy ideas and bring them to me. But the Street Fighter 2 team was also competing amongst itself - the programmers and artists were each working on their own characters, which led to a lot of rivalries. Back then, there were several teams creating games at Capcom, so the teams were competing with each other. ![]() Nishitani: I would say yes to almost everything people would bring me.
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