Phil Spencer backed Kojima's OD pitch after big companies called him 'crazy'
The Xbox exec stepped in when others said they could not build Kojima's “new game system” concept.

Hideo Kojima, joined by Entertainment Weekly, says he pitched OD to many large and emerging companies and heard the same response: they called him crazy. Phil Spencer, then Xbox head, supported the concept, and new Xbox head Asha Sharma later described OD as “deeply moving.”
Hideo Kojima says he pitched OD to “many people, to the big companies, and also to the up-and-coming companies,” and that they all delivered the same message: “They said that I'm crazy, and that they really don't understand the concept-that they will not be able to do it.” The person who reportedly saw a path where others saw confusion was Phil Spencer, the former Xbox head, who was “pretty keen on the concept.” That matters because OD is not just another horror game from a famous maker. Kojima frames it as “something that no one has ever seen before. A new game system,” with early trailers possibly misdirecting people toward “a standard horror game.”
So the fork in the road here is not creative taste, it is execution confidence. Kojima says he “wanted to do something new” and that he had the OD concept “since I was working on DS1 [Death Stranding] and I was working on it just by myself.” In other words, this is a long-gestating bet on a specific kind of gameplay architecture, not a quick pivot. And when buyers or partners, the big and small, cannot translate the pitch into a build plan they trust, they shut it down with the bluntest possible shorthand: “crazy.” Spencer, according to Kojima, did not.
OD is being published by Xbox Game Studios, which is the business logic bridge between “a new game system” and “a platform that can ship it.” Xbox has a clear incentive here. Kojima’s career track record is built on first-party-level ambition, but also on the reality that Sony historically got much more direct access: “Most of the Metal Gear Solid games didn't or haven't launched on Xbox consoles, though the majority have since been reissued on that platform. Death Stranding and its sequel both launched as PlayStation exclusives: the first eventually came to Xbox, but the second is yet to make the jump.” The practical takeaway for decision-makers is that securing a Kojima-scale project is not only about the game itself. It is about signaling platform relevance to creators and audiences that already associate a particular kind of cinematic experimentation with one ecosystem.
That is where the Xbox leadership angle gets interesting. Entertainment Weekly’s feature is framed around Xbox entering its 25th year, and it uses OD as proof-of-vision for “another kind of game.” In the same conversation, new Xbox head Asha Sharma supports OD and describes it as “deeply moving” and representative of “another kind of game.” Sharma also ties OD to Xbox’s broader strategy around openness: “We need to make sure our platform is sufficiently open so more creators and developers can come on board and be successful, because the next Kojima is yet to be known.” For executives, the subtle second-order question is what “open” means in practice: does it translate into internal risk tolerance when the pitch sounds like it might not fit existing production templates?
Kojima’s pitch, as he tells it, included a crucial product promise wrapped inside a horror premise. He wanted to “go beyond the limit of the 'scariness' that other games had reached.” It is “a single-player game,” and he says he wanted to make it “as scary as possible.” But he also anticipates a player behavior problem: “for those that might stop playing when it gets too scary, I have thought of a system that will allow them to keep going.” That is the closest the source gets to describing the “mystery” behind the game system. It is not merely that OD is “like nothing else.” It is that the system is meant to address retention under extreme tension, so the experience does not simply punish players into quitting.
The business risk is obvious: when teams hear “a new game system” but cannot see the shape of it, the default reaction is to block it. That is what Kojima reports happened across companies. The management challenge for a publisher is then to decide where to spend uncertainty. Support from Spencer, and later endorsement from Sharma, suggests Xbox chose to convert creative ambiguity into an investable roadmap. It also explains why Kojima is careful not to over-explain: “I can't reveal much detail,” and he later adds, “I can't say much more, because it'll give too much of a hint on the system, and I could get in trouble for saying too much!” Even the secrecy is a clue: when the core is system design, premature disclosure can undercut the value proposition.
Finally, this is a reminder that the console publishing game is still a leadership game. Kojima notes his own pitch was received with identical skepticism from multiple categories of partners, yet one platform head backed it. That is how “creator openness” shows up in the real world: not in slogans, but in who is willing to bet when the concept does not map cleanly onto prior templates. For peers managing pipelines, budgets, and platform exclusivity strategies, OD is a case study in selective bravery. With OD having “yet to get a release date,” the uncertainty is still alive. But the strategic stakes are already clear: in an industry built on repeatable production, backing the outlier can become the next differentiator, or it can become the next headline about a gamble that did not ship. In this story, Xbox chose the former, and Kojima says the world has never seen the underlying system before.
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