wrowa said:
I believe what you say, but he wasn't credited as director in neither BK1 nor BKO while he is credited as such in Xenoblade. I don't have a clue about his involvement in Disaster, I never bothered to finish that one.
The actual wording of the credit doesn't matter as much as what the person actually does though. It's like how in US development, the term director does not always mean the same thing it does for Japanese development. Some game directors in the US are closer to the role of producers in Japan. In the case of Monolithsoft, I've noticed that they've been pushing their senior staff who have been at the company since the start into more prominent roles as credited, even if sometimes the actual job scope isn't very different.
For example, on Soma Bringer, the credited director is Shingo Kawabata, and he is the producer on Xenoblade. Tetsuya Takahashi is the producer of Soma Bringer, and the executive director for Xenoblade. But what does that mean in reality? Both games are conceived, written, and supervised by Takahashi. He picks all the staff working on the title, and he has the final say on all the aspects of the game from the gameplay to the music.
What I do feel though, is that by moving gameplay planners like Kawabata and Kojima up into "director" roles for Takahashi's games, what he is doing is reshuffling the balance of how his games tend to feel. It shifts the focus of the games more towards gameplay, instead of the gameplay being a separate component along with the story.
This is something that Takahashi specifically mentioned when he was working on Xenosaga Episode 1. When he made that game, he said that the design of the story events, the battle system, and the quest/exploration parts of the game, were all designed to be separate components. They were not designed specifically to fit together, because the sub-teams worked on their own to make interesting stuff in their own specializations.
With Soma Bringer and Xenoblade, it is clear that Takahashi wants to tell the same type of stories and create the same depth to the characters and the world as he always had, but at the same time he seems more aware now that what can make a game really special is if the gameplay complements the story and world as well, instead of just being a separate component.