How was the procedure of writing a script with Mr. Kojima?
“I actually took part in Metal Gear Solid 2 after Ghost Babel ended development, which I wrote the script for. By that point Mr. Kojima had already written a rough draft of the scriptment [Note:A term coined by James Cameron as a portmanteau of “script” and “treatment”. In Kojima’s case, a scriptment is an overly detailed game design document that covers all sorts of aspects such as plot outline, game features, level designs, specifications, ect. Every game directed by Kojima since MGS1 has had a scriptment written for it.]. From there on we started transferring files to a PC based on that scriptment. We would correct each other by writing amendments directly into the scriptment using differently colored texts and writing down the reason for the change. We made around 20 or so revisions.”
How was the work divided between you two?
“While there were some parts that were edited by the both of us, but if I’ll be bold to say it, all the real-time cutscenes were written primarily by Mr. Kojima, as well as all the mandatory CODEC calls. I was assigned to writing all the optional CODEC. We ended up creating around 2,500 files.”
Were there any scenes that were particularly troublesome?
“The CODEC call with the Colonel and Rosemary at the end. We only had around two months to finish the script for the Plant chapter. There were many important scenes in the Plant chapter ,especially during the latter half, so we didn’t have enough time to work on the CODEC calls. We even wrote the CODEC calls when the Colonel starts glitching out in a single draft, wondering whether our work was good. Perhaps there were lines of dialogue that didn’t exactly convince Mr. Kojima.” (laughs)
Rosemary’s lines were quite peculiar.
“We imagined her as something of an independent American office lady in her 20’s, so we tried using movies and such for reference… It was pretty difficult… (laughs)”
What were you careful of when incorporating the theme of Metal Gear Solid 2 into the screenplay?
“There isn’t just one theme, but we intended to have the problems that individuals and groups face in today’s information society manifest themselves in various ways. However, a script is just one part of the game during the planning phase. While the dialogue is expressed in a direct matter, we thought about effectively arranging the presence or absence of interactivity in certain parts while calculating its effects.”
Which parts were you particularly fixated on when writing the script?
“It could be the modernity and the excess. For example I believe Metal Gear Solid 2 has both, real excess and imagined excess. Real excess would be things that are quantifiable like long CODEC conversations or long cutscenes involving each characters. Imagined excess would be excess of information of things such as anything involving the Patriots. If you pay attention closely, you will know that Metal Gear Solid 2 has an extreme balance between the acquisition and lost of excessive information. Naturally we were aiming for such results.”
“The character have an excessive expression, as well as a narrative aspect where they all betray each other. We put it there while calculating the effects it has on the player, although an interpretation is needed there. It is something that is difficulty to portray, but we wanted to show the possibility that it could be achieved on a major title.”
Do you have any favorite lines in the parts that you in particular (Fukushima) worked on?
"I like Otacon’s proverbs. They provided a relief during tension… They’re so ridiculous, but fun… (laughs) Since he’s an independent character, I was free to write him like I want.”