Miyamoto Interviews> March
1st 2002, Los
Vegas Rountable
Did Pikmin end up being
the game you wanted it to be?
Miyamoto-san: For
the most part, I'm pretty happy with it. The one
thing that I think is kind of unfortunate is that
the game appeals primarily to people who really
like games. We did manage to create pretty easy
controls in Pikmin, but I would have liked it
more if... Well, there was a certain amount of
tension in the game that made it difficult for
people who weren't as familiar with gaming or
even new to gaming. So, for the most part I was
satisfied, but it would have been nice to have a
little bit less of a hardcore game, I think.
Are US conversions of Animal
Forest +, Doshin the Giant,
and Animal Leader planned
for underway?
Miyamoto-san:
Actually, work on Animal Forest [US] is
progressing and moving along quite well. As for
Doshin the Giant and Animal Leader, we are in the
process of looking whether or not those games are
going to be suitable for the US market. Hopefully
they will be and we are hoping to work on
converting those to English as well. So please go
ahead and raise your voices and encourage us to
do so.
Animal Forest, which I'm
working on with our local translating team, is a
game that has a lot of text in it -- an
incredible amount compared to some of the past
games we've seen. It's a title with 300-plus
characters and it takes quite a while to get
through it and get it all done. In fact, if you
look at an RPG with a lot of text in it, Animal
Forest probably has four or five times the amount
as something like that. But we are working on it
and it's coming along very well. Nintendo has
said in the past that we aren't going to make big
games, but that's not always the case. When we
need to we are going to [laughs].
When can we expect
Animal Forest to release in the US?
Iwata-san: We're
thinking about later this year, perhaps in the
fall -- sometime around then.
Do you think that you
will develop games in the future that are
exclusive to the Japanese market?
Miyamoto: I think
for the most part games that do end up staying in
the Japanese market might be tie-ins with the
Japanese animations that haven't come overseas.
Nintendo does also support some more independent
directors and it's possible that the work they do
will not come over to the US. But for the most
part Nintendo focuses mostly on creating games
that will appeal to a wide audience and can be
sold around the world.
Iwata: Nintendo
certainly does have access to markets and can
sell its games all around the world and with the
cost of creating games becoming more expensive
and taking longer it just makes sense to focus on
the world market and be focused on it from the
beginning of game development.
However, there are certain
tendencies in specific countries where they will
require certain genres of games to ensure the
success of a console. One example of that would
be, for instant, in the US market, where if a
console came out and never had an American
football game on it people might not be as
interested. American players like football even
though this type of game doesn't do well
overseas.
Can you tell us about
the current development status of the new Zelda
GameCube title?
Miyamoto: [Laughs]
Well, I've actually just come from Europe where I
did a lot of press interviews and this question
came up a lot. It was asked to me very often. And
what I've been saying is that it's in a state
right now where by the end of this year you will
be able to play it. But I don't really want to
show it at this point because if you just look at
the game without actually sitting down and
playing it and getting a feel for it then really
the topic of discussion becomes the graphics
rather than the game itself. What I can say is
that the game will be playable at E3 and I would
like everybody to pick it up there and see what
they think about it at that point and then form
their opinions about the game.
We've heard that Mr.
Yamauchi will retire. Who will take his position?
Miyamoto: Mr.
Yamauchi has been saying for some time now that
he's going to retire this year. And actually he
said this to staff at Nintendo of Japan at the
beginning of the year and more again recently.
However, while I'm sure he knows and has a plan
for what will happen after his retirement, he
hasn't said exactly what that plan is. I believe
it is his through that he will keep that
information close to him until just prior to his
retirement. So while I'm sure that deep in his
heart he does have a plan, I do not know what it
is.
Since all of you have shown
up so early this morning and I'm sure some of you
are probably hung-over, I'm sure you're probably
looking for some solid answers to at least a few
questions. I can say for sure, at least, that
Yamauchi's successor is not me [laughs].
What are the keys,
besides the obvious of making good games, for
Nintendo to survive against Sony and Microsoft?
And would Nintendo ever consider selling its
games to one of these companies?
Iwata: Making good
games is obviously important, but not enough to
really win out in competition. I think really it
is all about how different you can be from your
competition and how you can set yourself apart.
Because if you have really large companies that
are well financed and competing on the same
merits, what it really comes down to is that
whoever has the most money will win. The most
important thing for Nintendo is to make good
games, but also to do what we want and define the
difference that makes Nintendo what it is. This
is something that we have been focusing on since
last year and that's the direction that I think
we will continue to go in.
When something you're
creating is a necessity of life and a product
that people can't live without, that's really
when finances come into play and that's when
those types of elements become necessary to
competition. But videogames aren't a necessity of
life. So what we really need to do is ensure that
Nintendo's products are the form of entertainment
that people are choosing. And I think we can do
this by realizing ideas that have never been used
before and creating elements in games that have
never been seen before. I honestly think Nintendo
on as a whole has the strength to do that and
I've never been worried that we will fail in that
arena.
Miyamoto: It's not
truly a competition. I know that the media looks
at the numbers and how things are selling and the
competition aspect of the industry. But to me
creativity isn't really a competition -- it's
more about a competition with yourself to see
what kind of creative things you can come up
with. And you may end up producing things that
seem like they're in competition with other
products, but really you're just trying to
challenge yourself and I think that's what this
is all about.
So I'm reluctant to create
new updates to traditional franchises but because
users demand them we do have to continue on the
franchises and release new updates to the series.
That's one of the biggest things that concerns me
as well. When you really break it down,
I think Nintendo is a
company that focuses on software whereas some of
the other companies focus on the hardware side.
The hardware companies have a tendency to create
things that people have already seen so what they
do is try to one-up them by making the games more
beautiful and repeat things that people have
already seen. So what I really mean is that the
hardware makers are always talking about what
they are going to do in the future, but I think
that anybody, even a young child, can guess what
they are going to have available. I'm sure a lot
of people here even are talking about network
gaming but I think anybody can make a good guess
as to what types of games are going to come out.
But we at Nintendo want to
create things that customers have not seen up
until this point. And I think even I don't know
what that's going to be next; I don't know how to
solve that mystery. I think it's my job to kind
of search out and try to find what that new thing
is going to be.
Iwata: I think the
media will often to refer to Sony and Microsoft
as game industry giants and it's true in the
sense of the sizes of the companies that they
really are giants. But to me the question is,
among the software makers and who is really
selling software, who is the giant?
One more thing in addition
-- it's really our job to essentially bring
surprise and excitement to the player and to do
that we have to try and show them things that
they have never seen before. So people have
always asked us, aren't you worried that
Microsoft is coming to the game industry? But the
fact of the matter is that because we are
competing on such a different level we have never
once been concerned about it at all.
How do you see
Nintendo's image -- how it was and is? And how do
you see it changing, if at all?
Miyamoto: I think
that when you look at the big picture it's true
that during the N64 era Nintendo did have an
image of being a more younger focused company.
And actually I think a lot of that had to do with
our competitors trying to pin us down as being
more kiddie-oriented for their own PR purposes.
And when Sega and Nintendo were competing the
same thing happened and Nintendo was given a more
childish image. But the fact of the matter is
that we've always focused on making games for all
ages and trying to have a library that will
appeal to young and old. Nintendo has always
focused on having games that the entire family
can enjoy and I think in that sense we will
continue to promote that and move in that
direction.
Iwata: At the core
how we make our games isn't going to change. One
thing that we are really proud of is the fact
that we can make games that young people will
enjoy. But really I think it's a question of how
we are going to focus on giving people an image
of Nintendo that we think is accurate. For a long
in the US there has been this negative feeling
about gaming as something you do in a dark room,
and what we're trying to do with GameCube is
bring it out of the dark room and put it in the
living room where the whole family can sit and
enjoy it.
When are you going to
reveal more about software in development for the
Triforce arcade board?
Iwata: The Triforce
arcade board was essentially an announcement in
cooperation between Sega, Namco and Nintendo. It
really stemmed from the fact that Namco and Sega
took a look at the GameCube architecture and the
capabilities of the GameCube and the cost
effectiveness of it and decided that it was a
hardware really suited to making arcade games.
Because of that, they wanted to have an arcade
board for their business in the arcade industry
and with that in mind Nintendo was happy to
cooperate with them, but that doesn't mean that
we're necessarily thinking about making arcade
games. Obviously nobody can see into the future,
but that is not our plan at this point.
However, because Namco and
Sega are making games for the Triforce arcade
board, which is based on GameCube system, that
means that it will be much easier to bring those
types of games to GameCube and that will
essentially provide the system with a broader and
more appealing library of games. With that in
mind, I think, probably in the weeks and months
leading up to E3 there is a high probability that
there will be some announcements as to what types
of things you will see on the Triforce board.
Miyamoto: It sounds
like something I said in an interview in Europe
has worked its way rapidly around the world. I
think I did say that something like Super Smash
Bros. Melee might appear on the Triforce board.
But really, the whole idea
of the arcade board came out of discussion
between Sega and Namco, and it was an idea that
came from them. Being somebody that really got
his start in the arcade industry, of course I
think it would be nice to make some arcade games
again, but actually we don't have any plans at
this point.
Do you know if a version
of Soul Calibur 2 is in development for the
Triforce hardware?
Iwata: We really
don't know at this point -- that's Namco's
decision.
Miyamoto: Namco is a
company that manages its information very well,
so unless it's something that we've spoken
directly with them about doing we can't tell if
they are working on it or not [laughs]. But I
think the fact that we could work together with
companies like Sega and Namco to produce
something shows a change in the industry.
How is the development
of Pokemon for GameCube going? Will we see its
release in the US in 2002?
Iwata: We actually
think that there are a variety of different
things that can be done with Pokemon on GameCube,
and because of that we are looking at several
different possible directions we could take it
to. You'll probably be hearing some announcements
on that sometime in the future.
One thing I would like to
note is that the next-generation of the Gold and
Silver games, essentially Pokemon Game Boy
Advance, is underway in Japan. And while we
haven't announced anything yet I do think it will
probably be out this year in Japan. Of course,
with localization we're not sure. I'd like to
think we can get it out later this year in the
US, but if not as soon as we possibly can.
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