Miyamoto Interviews> March
5th 2002, IGN
IGNcube: Let's get right
to it. We understand Left Field Productions is no
longer involved with 1080 2 for GameCube. Who's
working on it now and when will it come out?
[Surprise and laughter from
Miyamoto and Iwata]
Shigeru Miyamoto: It
is true that Left Field is no longer working on
1080. We are now working on it somewhere in
Nintendo and it will be released next winter. It
will be a game that is based closely on the
original intent of 1080.
IGNcube: Is Giles
Goddard involved with the project?
Miyamoto: Giles is
not involved in that [yet].
IGNcube: We've very
pleased with what Giles has contributed toward
Doshin the Giant GCN.
Miyamoto: He will
also be helping a little bit with 1080 and even
when Left Field Productions was working on it he
was cooperating with them as well.
IGNcube: Will Mario Kart
use the GameCube online network? Will it be one
of the first GCN titles to go online?
[Laughter from both
Miyamoto and Iwata]
Miyamoto: Online, I
think, is something that a lot of people have
recently been talking about. And I think when the
situation is ready for us to jump into it, we
will be able to do it. Mario Kart, as you pointed
out, is a game that would be suited for that.
It's similar to linking four Game Boy Advances
together and playing on a split screen. It's a
very similar style of play and something that you
could very easily take to online. When online
becomes a viable business model, something like
that would be very easy to do.
Satoru Iwata:The
thing about online is that people are talking
about it and bringing it up as this kind of
direction for gaming. But the fact of the matter
is that many aren't really paying attention to a
lot of the hurdles that have to be jumped before
online becomes viable. One of the biggest ones, I
think is, what's really going to be the
penetration for broadband connections around the
world? Where is that going to be in a few years?
So people are talking about this and seem to
focus only on online, but they fail to answer
many of the questions surrounding it.
We have a lot of experience
in online as I'm sure you're aware. We think very
positively about the possibilities. We've done a
lot of online experiments in the past. But until
these hurdles are met and these problems are
solved, I don't think that we should just jump
into online because people think there's strength
there right now. So we're certainly not in a
position where we can say 'there will be an
online Mario Kart in 2003.'
We're not negative toward
the idea of going online. We're just practical.
IGNcube: Can you tell us
a little more about Mario Sunshine. We see the
paint falling from the skies. The worlds are
morphing. How does this all play into the game?
[Miyamoto reveals a
gameplay mechanic detail in Japanese to
translator, but then asks that we not print it.]
Miyamoto: Actually,
I'm under strict orders not to say. Detailed
information only at E3. Obviously we're trying to
keep a lot of the details about the game very
secret so that we can surprise people with them
by the time E3 rolls around. So that's not why
we're talking a whole lot about the game at this
time.
I wish I could tell you
something. So I guess if I had to say anything, I
would say that you can see in the video that
Mario has some kind of a water gun on his back. I
can tell you that this is going to be an
important new item and element to the game.
For the most part, it's
really kind of a continuation of the style and
tradition of Mario 64. This time with the power
of the GameCube what we're going to see is a
world that really, truly comes to life with a lot
of things going on simultaneously.
IGNcube: Is this why the
visuals don't seem to be a leap over Mario 64?
Miyamoto: I guess
you could say that's one reason. The other thing
is that we're trying to create this idea of a
really, bright, sunny and tropical world. And
when you get into these very bright, vibrant
colors it becomes difficult to do some of the
graphics that you see in, say Star Fox. If you
look at Star Fox, you see each individual hair
coming off Fox's face now -- showing off some of
the real power of the GameCube. That's great. But
with Mario Sunshine we're looking to have all
kinds of things going on-screen at once in this
incredibly vibrant world.
Iwata: And besides,
it's about how the different teams want to use
the power of the GameCube. How they want to use
it to add their own touch and feel to their
specific games. If everybody tries to do the same
thing people would get bored very soon.
IGNcube: What has become
of Fire Emblem 64? Will it come to GameCube?
Miyamoto: We haven't
said anything about it, have we?
Iwata: No. We
haven't.
Miyamoto: Wow. I
haven't heard about that title in quite a while
[laughs]. As you know, Intelligent Systems is a
company that we've worked with for many years.
Really, we haven't determined what direction some
of those parties are going to be moving in on
GameCube. But once we do we'll be sure to make
some announcements.
Iwata: You look at
games like that and of course doing something
like bringing it to GameCube would be possible.
But there are a lot of possible things we could
do with those and we're considering all of the
possibilities. Until we make a decision or are in
a position to announce something, we cannot
unfortunately say anything. We can't say yes or
no.
Miyamoto: Of course,
Fire Emblem has been an important franchise for
Nintendo for a very long time and Intelligent
Systems has been working on it the entire time.
We're always thinking about possibilities on how
we can continue to use that franchise in the
future and Mother 3 is something that Iwata and I
have always talked about bringing to the users.
IGNcube: Can you explain
how Metroid's first- and third-person camera
system works. Is it done automatically or does
the player do this manually?
Miyamoto: Because
what we're doing with Metroid right now is
showing you images of the game rather than allow
people to play it, obviously the first topic of
discussion then becomes the perspective. People
kind of have this tendency to call it a
first-person shooter because of the perspective,
but really we think of Metroid as an exploration
game -- particularly Samus exploring really tight
tunnels and passageways and whatnot. When you get
into really tight places like that, the
third-person camera can be difficult and that's
why we went with the first-person camera. So I
would say that Metroid is not a first-person
shooter, but a first-person camera or perspective
and that the exploration and adventure aspects of
the game are really going to be emphasized and
drawn out.
Another thing is, because
people are so focused on the perspective at this
point, there is a lot of talk about how you will
switch between the perspectives. But the fact of
the matter is, because the focus of the game is
adventure, we really don't want a situation where
it's a very complicated system and it takes a lot
of button pressing and things like that in order
to morph when you need to morph. So, really what
it will be is a very simple mechanism of being
able to change perspective only when you need to.
And this allows you to focus more on the
adventure rather than the control of changing
form.
IGNcube: What's
happening with Perfect Dark 0 and Kameo?
Miyamoto / Iwata:
Obviously nothing has happened with these games
in terms of any kind of event or anything. They
are going along as they would normally go along
in game development. When they get to a point
where we can see when we'll be launching them,
then we'll start talking about them at that
point. But they are proceeding. And, you know,
they are probably at a point where we could have
shown you some quality footage today, but we're
just concentrating on proceeding and we will talk
more about each as they come closer to launch.
And of course the games
that we showed you today are not the only that
will be shown at E3 -- there will be others as
well.
IGNcube: Speaking of E3.
Last year, you had a really big surprise in
Pikmin -- nobody saw that coming. Will there be
similar surprises at this coming E3?
Iwata: Well, we're
always thinking about surprises. But the thing
about surprises is that when you say there are
surprises then people are no longer surprised
[laughs].
Miyamoto: Look at
Metroid. Because we showed screenshots of that
from so early on, it's kind of loss some of its
surprise.
IGNcube: We don't mind.
[Laughter]
IGNcube: Will Metroid
have a multiplayer mode?
Miyamoto: [Considers
for several moments] Ooh. We can't answer that.
Please wait until E3.
IGNcube: Fair enough. On
to Zelda. You said at Space World 2001 that
cel-shading technique used in Zelda was very
important to doing new things. Does this mean
that the cel-shading style will play a role in
the gameplay mechanics?
Miyamoto: Zelda, as
you know, we're not showing here. That's because
we want people to play the game, rather than
looking at the graphics and deciding whether or
not they like it based on what they see. But the
fact of the matter is that it was the artists
working on Zelda, who had also worked on the N64
versions, who decided that they wanted to go in
the direction of cel-shading. Including the Zelda
series on the Game Boy as well, I'd like to try
and solidify the look and feel of the Zelda
world.
IGNcube: Grand Theft
Auto 3 outsold every GameCube title by at least a
million units in the US. With that, and the
evident popularity of adult-oriented software,
has Nintendo ever considered making first-party
titles aimed primarily to the older gamer?
Miyamoto: First of
all, I think that the question of making games
for older audiences and the question of making a
Grand Theft Auto-type game are two very different
questions [laughs].
As I'm sure you're aware,
we're gaining much more third-party support for
GameCube. But even Nintendo itself has always
been focused on games that everyone can enjoy,
and with that in mind you can see from some of
the games that we've shown today that we have
software coming that older audiences will be
thrilled to see.
We never really ask the
question of whether or not a game is marketed
toward a child or an adult. We are looking at
providing software that people are interested in
playing regardless of their age.
Iwata: Our approach
is not to look at the successes of other people
and try to repeat those successes. We don't like
at the success of Grand Theft Auto 3 and think
that maybe if we create games for older audiences
will see a similar success. Rather, we think
about, how can we find ways to shock and surprise
people in ways that they have never been
surprised before. That's our real approach. And
if that's not your approach, then you cannot do
new things -- like Pikmin, for example.
IGNcube: What is HAL
working on now?
Iwata: HAL is
working on some preliminary ideas and as soon as
they begin to take shape we'll be sure to talk
about it.
Miyamoto: Mr. Sakura
[President of HAL] and I spent some time eating
some very delicious dinner in Kyoto.
[Laughter from Miyamoto and
Iwata]
Iwata: With me too.
The three of us went out to a very, very
delicious dinner in Kyoto in celebration of Super
Smash Bros.' success in Japan and had a very
interesting conversation about what the future
holds. Once we are more sure about where this is
going we'll probably be making some
announcements.
IGNcube: With recent
GameCube releases such as Luigi's Mansion and
Pikmin, gameplay length has not seemed to be as
long as past Nintendo offerings. What can we look
forward to in the future? Will Zelda be very long
or will Mario Sunshine be very long?
Miyamto: I would
have to say that there is plenty of gameplay in
Super Smash Bros. Melee and even Pikmin, I think
that the more times you played it the more fun it
is. Did you only play through it once?
IGNcube: No, we played
through it more than once. But we still wanted it
to go longer.
[Laughter from Miyamoto and
Iwata]
Miyamoto: Yeah, but
say it was a 60-day period before your life ran
out, wouldn't that be too long?
IGNcube: Well, what we
liked was that during the final stages of Pikmin,
the difficulty of puzzles was much more
challenging and intelligent. We wanted more of
that.
Miyamoto: As the
graphics in games become more detailed and the
worlds grow, it becomes more and more expensive
to produce games and it takes a lot more time to
develop them. And yet at the same time, the
consumers are demanding games are regular
intervals. And so there is kind of a tendency to
create more compact games, but the designers
aren't responsible for creating a product, but
for creating new things. And that's really what
our focus is.
But, on the other hand,
there are still games like Star Fox Adventures,
which is going to take many tens of hours to
complete, and games like Animal Forest +, which
is so big that the localization on that will take
half a year.
Even in Mario Sunshine, if
suppose there were going to be stars to collect
in that game, it would be very easy to expand the
game from say 120 stars to 240 stars. But it's
the role of the game designer to decide what
scale is appropriate for the title they are
trying to create.
Iwata: I think
players will be a lot more happy than when the
games are so big that they can't get to the end
of them. Or, on the other hand, when the games
don't have replay value and they just have to
sell them. That will lead to more unhappiness
with players than games that are rather short,
but are more interesting to play.
IGNcube: Can you bring
us up to date on the status of the Camelot RPG
for GameCube, and when we will be able to see and
play it for the first time?
Miyamoto / Iwata:
Camelot has talked about creating a role-playing
game for GameCube as something they've wanted to
do, but actually we haven't really heard about
what stages they might be in. However, as you are
aware, that the relationship between Nintendo and
Camelot is very good and they are continuing to
create software for Nintendo systems.
You can look forward to
hearing more on that soon.
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