Miyamoto Interviews>
July 3rd 2003, Tokyo University Lecture
Instructor: When I think
of Nintendo, I get the impression that they usually don't allow much media
exposure to the process of how games get made.
Shigeru Miyamoto, Nintendo: Well, it's not something we've set out to
cover up... I mean, just because a game's fun doesn't mean the story behind it's
all that fun. (laughs) The fact that there were lectures being given at Tokyo
University about games was something that piqued my interest.
When you go look at someplace where they're developing games, I think you'll
find that there's really not much there. It's not something you can see move
along with your own eyes. There're some desks, and there are lots of Choco-Egg
figures, and there're also some hardcore model kits here and there... That's
basically it. We expanded the size of the desks a while back, but the extra
space ended up turning into a receptacle for more Choco-Egg figures.
I: Speaking of which, what role do you play in
development?
SM: I... am a board member. There was this shareholders' conference a
little while back, and I was scared I'd have to go up and say something... but
in all seriousness, I don't think there are any strict definitions for
"What is a director? What is a project document?" in this business.
I joined Nintendo as a designer and I made a few different
games, but I guess it was around 1979 that the Space Invaders boom hit, and when
I made a Galaxian-ish game we ended up with lots of unsold games in America. The
game I made with all those extra boards was Donkey Kong, and I drew all the dot
graphics for it. I talked with a few people from outside the company, but these
other technicians--there were only two of us at Nintendo back then, including
me--they were, like, "What can whis long-haired student do? Who is
this guy?"
At that time, one person could take care of every part of
the game and he was called a designer. There weren't any "designers"
like there are today, so I had to do all the graphic-design and game-direction
work by myself.
(Some technical discussion omitted)
Overall it took six or seven people to make the Donkey
Kong game and hardware, and there were about six people on the Famicom too, I
think. Once we all got a little bolder and hired on apprentice-type people,
around the time of Super Mario Bros., I could just bring out the initial design
and leave the rest to the apprentices. That ended up being the best way of all
to make games. So by that time I was a director.
After the Famicom's launch, the Disk System was completed
in 1985, and I started work on Mario and Zelda sequels at the same time. I was
the director on both projects and I really thought I was going to die. At the
time, of course, Nintendo wanted to make games that were gentle on young
children's eyes (laughs), so all of the backgrounds were always black. However,
with things getting prettier all around the industry, we made the background
sky-blue on Mario and increased the size of the characters.
You could save games onto the disk, too... before then I
had to write down these long Dragon Quest passwords [the first game did not have
battery back-up RAM]. I thought that was a pretty decent workaround, but
fortunately you could save your game in Zelda instead of having to type this in.
Eventually, though, the head office said to me "Just pick one and do
it!", so I ended up wrapping up Mario [2] in three months and went straight
into Zelda after that.
I: So why did you begin calling yourself a
producer?
SM: Once we finished Mario and Zelda, the next thing I wanted to do was
sequels. I thought Zelda could turn into a new and different game if the game
system was more fun and we could switch between maps and things, so... I had
people under me do Mario 3 and The Adventure of Link, so I figured, hey, I'm a
producer now.
There's also one more reason. To tell the truth, in
Nintendo there aren't any official positions called "director" or
"producer". Instead you have the kacho/bucho (section
chief/department chief) system. The thing is, though, people overseas don't get
that system. So when I started dealing with overseas folks, I wanted to sell
myself to them, so I just wrote "producer" on my business card. With
that title, people from overseas could recognize what I do, and it worked all
right. Later I got yelled at from the head office about assigning myself titles,
but... (laughs) Those are the two reasons I started calling myself a producer.
These days, a typical game takes about 20 or 30 main
people and then another 20 or so support guys to create. People say that it
takes three years to complete the software, but really, if you have 30 people
and eight months, you can make the software. Zelda, though, takes more like a
year. So what do we do with the other two years? Well, first there're five of us
who build the basic concept and project plan. I, along with an employee who
serves as the director, get involved at this point, and for the next half year
this plan gets solidified... then another half year, and so on, until the full
design behind the project is decided upon. After that, eight months and that's
it.
I talk to the director during conferences and such, but
when I ask "Is this fun?", I don't like people who say "Yes! It's
fun!" I prefer guys who look all troubled and say "Mmmm, something's
missing..." Even if the director's concerned, though, sometimes the people
around him still say "It's fun" when I say "Well?" to them.
It's tough, but with a talented director, I can afford to slack off on the
project.
I: How does a game get completed?
SM: First you have to decide what to complete the game around. "This
is what the game's about!" ...You have to fish out the core, the fun part
of the game. However, the director has his own desires; he wants to put this and
that into the game. Plus, if everyone in the project is just trying to get along
with each other, then it could all fall apart. You fall into the dilemma where
the guys up top are like "Are you working, or what?!" and the guys
down below are like "See, it's the people up top! What can you do?",
and the project begins to go haywire. When it gets to that point, I bust it all
out in a conference. People refer to that point as the time where I "knock
over the table". I'm not a nice guy; if I was a nice guy I'd just sidle up
to people and say "Why don't you do this?", but no, sometimes you have
to bite down and show that, like, "I'm stroonng!" (laughs) When I flip
out, it's because I'm being sincere in my desire to get something done with the
project.
For example, let's say there's something in the game that
I think is fun. I bring that over to the programmers but I don't get any
response; I say "How is this?" but I don't get any kind of good
reaction. Then later, when they show me what they've done... well, it's not what
I was thinking of. So what should I do then? Well, if I'm not getting the
message across, then it's time to put some light in their eyes.
Right now, I stick really close by four or five Nintendo
titles a year. At the 10-title mark, it's down to the level where I help out in
the final stages or when the project's getting derailed here and there, or I
yell at them if nothing's going anywhere. I don't know if I should say this...
if I'm working as a supervisor, then I'm really not involved much at all.
(laughs)
With an overseas team like Retro Studios with Metroid
Prime, we do a phone conference once a month and exchange employees once every
two or three months.
I: So what are the basics if you want to get an
"okay" from Mr. Miyamoto?
SM: Well, this is something that struck me at this year's E3... but I've
been to Japanese game expos in the past. And it's been the same exact thing for
20 years, but for some reason the game industry always puts out the same stuff
it's released before at events like these. It's totally normal for them to put
out things that are the same as last time. American companies are definitely
getting good at game creation, but to me it's the exact same as last year. I
wouldn't let stuff like that pass. U.S. games from an era or two ago weren't so
well put together, but they were interesting because there was so much variety
in what they made.
To me, I respond to the sincerity of someone who says
"I really want to make this!" In other words, I give the okay
to things that have a chance of success. By that, I don't mean things I'm
confident will sell in the marketplace; I'm talking about things that succeed
over what's already out there. "Maybe nobody's noticed this before now, but
if we could go this way, then everyone will be all over it!" Games
that tackle ideas never stimulated before, games that try to make people say
"This is neat..."; those are the things I think have a chance of
success. Those are what I give my okay to.
As a result, I tend to give okays to projects which have a
lot of personality behind them, or which reflect the color of the project team.
Mr. Yamauchi, who retired and serves as an advisor now, told me "Devote the
money to the things people aren't doing now." Right now Nintendo's holding
something like 800 billion yen in cash. Nintendo was ranked the highest among
companies with cash back in the bubble days, but now other companies are getting
the other end of the bubble and most of them are in bad trouble. Nintendo is
not. That's thanks to Yamauchi. Yamauchi always told us "Take the money you
got from entertainment and put it right back into entertainment!" I'm
really glad we didn't go for a diversified strategy back then.
Like, for example, I think it's kind of neat to see people
playing PC RPGs and talking about their characters, this numerical display on
their screen, to other people with this sense of price, like "My party's
awesome!" and so on. Or when it's the middle of the night, and you run into
some problem in a game and you call up your friend on the phone and find out the
answer. Even though you woke him up, that becomes the topic of conversation the
following day. That's fun! You could call that the fun of communication.
In other words, project documents that start out with
"If you did this and that to this other game, I think it would be really
fun" are absolutely no good. Don't tell me about that! Tell the person who
made that other game about it! (laughs) That's what I want to say to them.
When someone's making a game, he develops a sort of
complex toward that game. I used to draw comics, and I always felt like
something wasn't quite good enough in what I did. Shigesato Itoi has a special
feature called "The Language of Adults" on his web page, but I'd love
to make a "Language of Games" document sometime. Sometimes I get
project documents and they're so pompous, like "Enemies will be encounted
at random intervals..." If you want to show something, then you have to
show your feelings about it in the writing.
Of course, if someone just says "Write whatever you
want!", then it's still difficult. Even if you try to write something good,
you end up imitating something else. Whenever someone asks me for an autograph,
what I really want to do is draw up a caricature of the guy asking me, but then
I get worked up about what'll happen if it comes out weird, or if they decide to
display it in public somewhere, so I end up drawing Mario instead. I'm used to
Mario. (laughs) But, really, being able to write what you want is important. You
have to deliberately try to make something that only your team, and nobody else,
can create.
When some popular game sells well, while I don't like
admitting it, it's not because the director was good; it's the content of the
game. For example, in a cutscene, a single instant can move a player's emotions.
You can make movie scenes with a graphic designer, a sound guy, and a
programmer... and so that becomes the game's core. Now, this seems like a
wonderful idea at first glance, but no matter who makes this, no matter what
system it's on, it'll always end up being the same thing. The PS2, Xbox and
GameCube really aren't that far apart in capability. If you keep this up, then
the competition becomes one to up the graphics, to up the sound, and that costs
money. You might already all know this, but game sales in general are going
down. So is music. MP3s might be part of that, but I'll leave that problem
alone.
For one minute of an opening movie in a game, it costs
around 20 to 30 million yen to make. You can reuse some of the programming and
camerawork, but this is the hugeness of the scale we're talking about. And then
the demands everywhere else become greater--you have to have some kind of
special effects when an action takes place, and you can't have lame sound
effects, so you end up requiring several people just for sound effects. And
then, the more people you tack on, the harder it gets to shape the whole thing
together. It becomes this unfinished game, and then the users start complaining.
Personally, I think it's best to work on what you think
are stupid ideas, but this is a business, so you do have to work on some
sellable products, too. Because, really, to be brutally honest, there's no
difference between the PS2, Xbox and GC. So where do we try to make a
difference? In the software. That, and Nintendo has the GBA, so we have to keep
on building up the GC/GBA link.
I: Because it has a chance of succeeding, like you
said before?
SM: Mmmm... Who knows? ...I don't. (laughs) But still... um... There are
some things I'm sure will work out there. (smiles)
When you're making a game, the first thing you have to do
is make sure there's a goal you want to attain. Throw out everything else and
concentrate on that goal. If the testers say it's not fun, then give up on it.
Giving up is important. I'm bad at it, but...
I: That's what you have the Super Mario Club for.
SM: Well, the Mario Club is mainly for debugging. They say things are fun
by comparing them to other games. They'll never say something is fun when it
isn't, or vice versa, but... They'll also talk the peaks and valleys, how hard
the game is and how much time it takes.
But for the real test, I invite employees and their kids,
and I look at their reaction. I let women or kids play and I watch them from
behind. I don't say anything; I just gauge their reactions. I may say to myself
"Don't do that!" or "Yeah, that'll help you out later", but
I don't open my mouth. That's important because you can see whether children can
deal with the controls, or whether they're actually reading all the text as they
play.
Whenever I'm in a conference, I get assorted ideas, but
most of them are the sort of opinions that anybody can toss around. But, as we
go on, sometimes we get an idea that wouldn't come out normally. They might be
bad ideas, or just stupid, but they can be a breakthrough because they help you
let go. I've been partnering with [Takashi] Tezuka for a while, but it's like
we're at the same wavelength; most of the ideas we choose end up being the same.
We both say "This is cool!" to each other afterwards.
I: Do you get inspiration from movies?
SM: No, I never see a film and then say "I'll make this now".
But... whenever I'm stuck on something, sometimes I just suck a movie in like a
sponge. (laughs) I'm not saying that imitating something is a bad thing. If
you're just ingesting it like a sponge, then you still have the ability to think
it over for yourself. It becomes part of you. If you stand in the same spot as
everyone else, then you'll lose out.
I want to help people who play games become more creative.
Games are something you play spontaneously; in games, you can cause things to
happen spontaneously. Maybe this isn't the hot thing right now, but... Movie
cutscenes, for example, are passive. Passive things, where you don't have to do
anything, are comfortable for the viewer; I understand that. That's becoming a
big part of games lately. However, I think that unless you're actively doing
something, it's not a game.
The capability of the hardware has gone up, the
technology's advanced, and the chance to do something has really expanded. But
lately I've started to think that media art is more interesting than recent game
expos.
...All right; how about I show you some video? This was on
display at E3, but everyone's eyes were focused squarely on realistic stuff, so
we didn't get much of a response, but...
[Promotional movie starts here. First off, Zelda: The Four
Swords GC]
SM: This will come out this year or early next
year. The response at E3 was just okay; people were like "It's not
real!" and "I want to shoot guns!" and so on. That's the way
America's pointing right now, I guess.
[Eventually he moves on to a demonstration of Pac-Man GC;
three students sitting in the front row are handed WaveBirds.]
SM: This, as you know, is Pac-Man. Recent games
aren't really the type you can pick up and play right off, so we made a game
where you could do that. I'll be Pac-Man, all of you ghosts have to chase after
me.
[Miyamoto is eaten several seconds after the game starts.
The audience laughs.]
SM: All right, now you're Pac-Man. ...Hey,
everybody, Pac-Man's in the lower left corner!
[All the ghosts swarm to the bottom left-hand corner.
However, just when he's surrounded, Pac-Man eats a power capsule.]
SM: Aahhh! Get away!
[Audience laughs]
SM: ...Well, it's that sort of game. We made this
in a month, though I'm sure it probably cost 20 or 30 million yen anyway.
(laughs) Finally, this is Stage Debut, a sort of utility we've been working on
since the Disk System days. If you use the e-Reader, you can have the characters
in your cards bop around inside the game. We showed this in America, so I don't
know why we have this Japan-style classroom in the game, but... (laughs)
[A character that looks exactly like the instructor
appears. Everyone laughs.]
SM: Looks pretty, doesn't he? When I was talking
with Mr. Kojima, the maker of Metal Gear, I took a picture of him and made a
card out of it yesterday. Oh--I told the press not to take pictures of this at
E3, but this... is the strongest card there is.
[He flashes a Yamauchi card. Audience laughs]
I: Well, our time is limited, so I'd like to see
everyone throw their questions over.
Student: Do you think games are something for
children to play?
SM: No; I think games are something for all ages. From five to
ninety-five, is what I say. Of course, if you pass 95, then you can still play
if you want, but... (laughs)
I: With that in mind, the fact that Mario can sell across all ages and
all countries is fairly important, I think.
SM: I just want to make games that make high-school girls happy. And
high-school boys, too.
I: Pikmin did pretty well, didn't it?
SM: Yeah, it did, but it kind of went down like this. Pikmin 2 will come
out this year, though, and I think interest will shoot back up. I've already got
the basic idea for Pikmin 3 in my mind.
Student: You mentioned earlier that you were more
interested in media art than game expos, but do you have any artists that you
like in particular?
SM: Hmm... Well, I've always thought that Toshio Iwai is kind of
interesting. I think I'd like to work with him someday.
Student: Ah, um, um... What do you think of girl
games?
SM: Sorry, what?
I: Umm... What do you think of "bishoujo" games.
SM: Oh. As I mentioned earlier, I try to appeal to all ages, so I try not
to pare down my target audience.
Student: I wanted to ask about Giftpia from Skip.
It kind of seemed like you were ambivalent towards the final product, but how do
you evaluate the game in your mind?
SM: Well, you know, I didn't say that the final product was bad as a game
or anything. [Kenichi] Nishi's with Skip, but I think that he makes really fun
stuff. That's why Nintendo invested in him. However, while the game was being
made, this thought that the game had to sell entered his mind, and I think there
were some parts that weren't really himself as much as something put in
to make the game sell better. I can't help but think that, if I were Nishi, I
might've done more and made something great, something even more bizarre.
I: Our time is through, so I'd like to the end the
lecture at this point. Thank you very much for spending the time to join us
today.
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