Miyamoto
Interviews> March 18th 1999, Game
Developers Con. Speach
Good Evening! Thank you
very much for your warm welcome. I am very happy
to be here.
The video game industry has
been through many crises, yet, has continued on
as a strong and growing business. Thanks to that,
I am still making games, and I get to speak to
you about them today. I owe a lot to a number of
people who have been involved in this business --
and also to the newcomers in this industry who
have grown up playing Nintendo games and continue
to purchase them today.
Making use of this
opportunity, I'd like to speak about my own
experiences for the past 20 years. If what I tell
you today can help games to consistently be fun
to play, it would make me happy. In fact, I like
making games so much that I would do it for free,
but don't tell Mr. Yamauchi that! And now, I hope
you will do me a big favor and allow me to speak
in Japanese. My friend, Bill Trinen, will
translate for me. There are three main topics I'd
like to speak about today:
- Looking back at the
history of game designing. And what I
think game designing should be.
- Ideas behind creation
of Zelda64
- My policy towards
future creations
Japanese translation begins
at this point:
Until the time of Donkey
Kong, which was the first game I directed,
programming and hardware engineers were
responsible for game design. Those were the days
when these engineers were even composing the
music and drawing the pictures themselves
(resulting in rather primitive, now classic,
games). When I, as a graphic designer first
became involved in game design, I used to boast
to myself that I was one of the five best game
designers in the world, since there were few
designers with artistic experience in game design
back then.
Donkey Kong and other games
gave birth to a new trend in which video games
had an accompanying story for the first time, and
the work of game designers came to include
drawing the pictures and writing the story. This
trend continued for approximately 10 years,
during which time many designers joined the
industry , and professional music composers also
began to take a role in game design.
Then, due particularly to
the success of Dragon Warrior and the Legend of
Zelda in Japan, there emerged a new trend in
which scenario writers took leading roles in game
design. At this time I was inundated by many
designers-to-be hoping to get their scenarios
turned into games, and we also saw popular
scenario writers teaming up with music composers
in the hopes of churning out a game for the sake
of business.
And in recent years, as I
predicted, advancements in technology have once
again brought programmers and engineers to the
forefront of game design, and we are now in age
in which we cannot accomplish anything new
without these individuals.
Let us look back once
again. In the days since I have joined the
industry, we have also seen a qualitative change
in the nature of game play. Early on, the
objective of arcade style games was to see how
many quarters we could get users to drop into the
machines. It was with this goal in mind that we
created the Donkey Kong series, but at the same
time we encountered problems with new types of
games that contradicted this model. One example
is baseball, in which you must play 9 innings to
complete a game, but at a quarter an inning one
game is too expensive, while from the point of
view of the arcade operator, players could get
more play time for a 25 cent inning of baseball
than they could on other games. Another example
is our Mario Brothers, in which the players'
objective was to defeat their opponent, but the
better they got at the game, the shorter their
play time lasted. Players had a hard time
accepting these types of game concepts.
It was at this time that I
became involved in the development of the
Nintendo Entertainment System, which offered us
an environment outside of the arcade for which we
could create games. We put higher priority on
developing two, hand-held controllers rather than
a singe, ultra-functional controller to open the
door to games like baseball and Mario Bros. With
the NES, the business of selling game play time
transformed completely, and evolved into the
business of simply selling game play.
Throughout these changes I
have maintained the same style of game design.
Although I am not an engineer, I have always
included in my designs consideration for the
technology that will make those designs a
reality. People have paid me a lot of lip
service, calling me a genius story teller or a
talented animator, and have gone so far as to
suggest that I try my hand at movies, since my
style of game design is, in their words, quite
similar to making movies. But I feel that I am
not a movie maker, but rather that my strength
lies in my pioneering spirit to make use of
technology to create the best, interactive
commodities possible, and use that interactivity
to give users a game they can enjoy and play
comfortably.
I feel that I have been
very lucky to be a game designer since the dawn
of the industry. I am not an engineer, but I have
had the opportunities to learn the principles of
game from scratch, over a long period of time.
And because I am so pioneering and trying to keep
at the forefront, I have grown accustomed to
first creating the very tools necessary for game
creation. I have seen both the evolution of
hardware, and the advent of hit software titles,
but I have seen that not all the ideas for new
hardware development come from engineers and
hardware professionals. And I have seen more than
a few examples in which the idea for a hit title
have popped out a simple conversation with an
ordinary person.
Recently, I have
encountered many instances in which we hit a
brick wall in game development, and never quite
make it to completion. I believe many of you have
at one time or another found yourself in the same
boat, and may have even had no choice but to
release a game to market in an incomplete or
unsatisfactory condition, much to your own
mortification.
I am sure that each case
has its own unique cause, but I know that when
(Nintendo's) game designers and producers make
their plans without a sufficient grasp of the
technology and engineering necessary to make
their game, they will often fail. Also, we may be
frustrated to find that a game we are developing
never really becomes fun to play no matter how
hard we try to improve it. Recently, when new
technology and exquisite graphics are regarded as
the core of a game's element of fun, it becomes
difficult to evaluate a game before launch,
because those fun aspects of it can only be
judged after everything is in order and the game
is nearly complete. So the answer to the question
of how many more months of tinkering will produce
a truly enjoyable game depends upon a variety of
newly emerging technologies. Until the technology
is complete, game designers are unable to
evaluate how enjoyable the game will be, and
because that level of enjoyment is dependent upon
the level of completion of that technology, there
is no guarantee that the final game will be
enjoyable at all.
In my understanding, game
designers are solely to blame in these
situations. But, on the other hand, since there
is no concrete definition of what a game
designers work entails, I cannot say that it
really is the fault of the designers. As I
mentioned earlier, in the history of game
development, there was a time when designers were
engineers who were less capable of composing
sound and creating exquisite graphics. Then we
had designers who were painters, but could not
understand the technology behind the games. They
didn't know what they could and could not do. How
were they to express their ideas so that they
could be understood by programmers and realized
by the CPU. Later, scenario writers took the
lead, but they, too, had a low level of
understanding of the technology.
Fortunately, because I have
been a part of the industry since its dawning, I
have at last come to the conclusion that the role
of a game designer is to design a complete game
system by first comprehending the technologies
that will enable and realize that system.
I believe that design
itself is one of the jobs of a game designer. How
will the ideas I have in my mind be reproduced by
the computer? How can the power of the CPU be
best allotted in order to convey those ideas to
the user? Will the players always be able to find
fun and enjoyment from this game? How can I bring
my own constructions and expression of ideas
together with the technology that creates that
new level of enjoyment within the hardware and
budget limitations placed upon me? This is what I
mean by design.
I consider games to be
entertainment commodities and therefore place
great importance on user reaction. I realize that
I am one of those users to be monitored when I
play a new game for the first time. It is
important to design the whole game creation
process so that users' needs will be reflected
effectively and quickly at the time of
completion, and this is why game directors must
be deeply involved in the design process.
Accordingly, in our
company, all designers must go through technical
training. Graphic designers make games by
comprehending the ROM and RAM memory maps. Which
specialists are taking the led in design depends
on the current trends, but this technical
training is a basic requisite for continued
success in game design.
Let me offer you some
examples. Suppose a director presented the
following game specification for an action game.
"The enemy shall randomly search and react
to the character." To randomly search may
sound like an appropriate specification, but a
programmer cannot program this as it is, and in
the latter stages of development, the director
won't know what to begin with when trying to
bring the game close to its original concept. But
what if the specification presented was "The
enemy shall change course based on character
movement once every 30 game frames, and one in
three times it will randomly select to progress
in." This should be more easily programmed
than the previous example, we will know where to
begin modifying, if necessary.
In a best case scenario,
you may be teamed-up with talented programmers,
and the programmers may be able to make the game
on their own and have it turn out to be quite
enjoyable. In such cases, I may no longer be
necessary, and programmers can make the whole
game on their own. Honestly, I have been very
fortunate in that I always seem to be joined by a
group of excellent programmers.
The next necessary element
of design is skillful management of the memory
map and accurate estimation of the processing
speed. When we make games for consumer game
consoles, it is important to take into account
the limited ability, processing speed and
transfer rate of the console. For users and
company management who do not have a technical
grounding, it is taken for granted that the
virtual world exists in the game. This is a
matter of course. If we see a man running and
there is a hill in front of him, naturally, he
will run up the hill. If a car is bearing down on
him, we can guess that it will hit him. We assume
that the cars wheels will turn when the car is
moving and stop turning when the car stops. For
the users and management, these are the laws of
nature, but they don't realize that we are the
ones who have created this virtual world. When
problems arise in the end, the ask Can't you do
this? Does the processing speed have to be so
slow? Why do I have to wait so long at this
point? But at that stage of development, such
areas can not be fixed. When we were making games
for the NES, sounds in the game consumed CPU
power, so in early development we would include
dummy sounds so that we could estimate the
processing speed of the final product. There were
days when we were playing Super Mario Bros. to
the music of Excite Bike, and Mario's jump didn't
have its characteristic "boing," but
rather the rev of a motorbike. This kind of
consideration is necessary for taking the
interface into account and in order for us to
focus our attention on the areas of the game that
we have placed our creative priorities on.
Also, in many cases, we
miscalculate the time necessary to prepare parts
of the game that are often taken for granted. The
less experience a designer has, the easier it is
to make this mistake. But the amount of programs
and sequences which are unique to any given game
are actually quite limited, and represent less
than a third of the total. Taking the example of
an RPG, there are countless features that are
taken for granted, such as the title and name
registration screens, the dialogue system, item
select windows, and so on. I call these parts
"labor," and I am always trying to
design games which feature as few of these parts
as possible. Unfortunately, many game blue prints
contain a number of these elements, and it is
often work on these "labor" elements
exceeding our time estimations that lead to the
troubles of games not reaching completion.
With this in mind, we can
reduce this Labor by creating an entirely new
genre of games that no one has ever thought of
before, right?
Though I have talked mostly
about the technical aspects of game design, I
would now like to talk about something on the
opposite end of the spectrum. We must not forget
the importance of human ingenuity and creativity
in game design. Naturally, it is new and unique
expression of ideas that gives birth to new
games. Recently, I am very sorry to see that the
uniqueness of many titles has been dependent upon
new technology and specialty development tools,
while the personalities of the creators have been
diluted. For me, game creation is like expression
through music. When I am working as a director on
a game, while I always try to hit upon new plots,
I place great importance on the tempo of the game
and the sound effects. I feel that those
directors who have been able to incorporate
rhythm and emotional stimuli in their games have
been successful. When I am holding the controller
and setting the tempo, I feel that my own,
personal game is in the midst of creation. I have
never created a game that has been of a level
that I could be satisfied with. Understanding the
technologies is the requisite if we want to fully
realize our expression. Game designers are apt to
boast of the technical aspects of their games,
and I, too, have fallen into this trap. Speaking
of my own case, I tend to highlight new
technologies when I am less confident about the
new ideas I am putting forward in the game, and
later, I always regret doing this. It is
important for us to remember that technology can
inspire new ideas and help us realize those
ideas, but it should do so from the background.
Next, I'd like to discuss a
game that I recently worked on, which you may or
may not have heard of.
We started with about four
or five different teams, each working on basic
experiments related to game design.
- Scenario and Planning
- both very necessary. The team discussed
the position of this title in the whole
series, and included myself and several
dedicated script writers.
- Link's action and 3-D
improvements of items found previously in
the series: This team included myself,
Mr. Yoshiaki Koizumi who has worked on
player characters since the days of
Mario, and the head programmer. Mr.
Koizumi is here in the audience this
evening. Where are you? If you happen to
see him at the conference, say hello. He
may share some useful information with
you.
- A variety of Camera
experiments were conducted by the same
team that handled Link's action plus
several designers and programmers. We
worked on incorporating new methods, such
as background virtual boxes which we did
not use in Mario, as well as fixed camera
modes like we used in the castle.
- Another team worked on
bringing the items that Link touches and
uses that lay at the basis of the game,
into the 3D world.
- Motion capture
production and tests for the creation of
the converter used in the Zelda's
animation, which was done by an entirely
different team.
We also formed new teams
according to our needs. There was the
- Sound team: Ocarina
play and 3-D sound
- Special Effects
- The flow of time in
the background and background culling
appropriate for Zelda. What was unique
here was not just what was visible in the
background, but progressing with design
and integration of terrain specific sound
and movement, camera moves, and enemy
data and tools effective for manipulating
this data.
We design the entire game
by organizing these small teams and conducting
tests to confirm memory size and processing
speed. Let us recall Hyrule Field in the Legend
of Zelda. The characters that appear in the field
all share RAM. So, following the scenario, we
have the great bird, Gebola, and the Skeleton
enemies, and then once the bird has left the
field, the Marathon Man appears. When Link rides
the horse as an adult, the only enemy to appear
is the ghost. So the scenario is written to match
these types of design specifications.
I would like to add that
depending on the type of game we may start
development with just the character's movement,
and of course not all experiments will be adopted
in the final game.
These are the technical
aspects of Zelda's development. Let me now talk
about the concepts behind the game. Through our
experience of making this interactive media
called video games, we have uncovered a number of
methods to stimulate a player's emotion. One way
is through the use of cinematic sequences. As you
know, seeing with one's own eye can give a more
pronounced effect than a player's imagination.
With that, let's take a look at some of Zelda's
cinema scenes.
We have seen several
examples of these cinema scenes, but we
positioned these sequences as only one part of
development. In Zelda, there are over 1 hour and
30 minutes of cinema scenes. But the staff
involved in creating these scenes was only 3
individuals for most of the development process,
and in the latter stages, only 6 or 7. The reason
behind using such a simple process, as I am sure
you have all experienced in the workshop, is that
there is a total limit on team energy. There is a
limit to the work a team can do, and there is a
limit to my own energy. We opted not to use that
limited time and energy on pre-rendered images
for use in cinema scenes, but rather on tests on
other inter-active elements and polishing up the
game to create a product that players can enjoy
and play comfortably. Actually, I changed the
scenario just a few months before completion, and
although the staff was rather unhappy about
taking apart something they had already created,
we were able to make the fixes in a short amount
of time, so that it did not cause any problems
time-wise. It is not because the N64 doesn't have
access to a CD-Rom that we incorporated real-time
movie processing. Quite the contrary, to the
greatest extent possible we were able to make use
of truly cinematic methods with our camera work
without relying on the kind of data typically
used to make cinema scenes.
Our president, Mr. Yamauchi
says that each product has its own mission. We
set interactivity as the mission for our
products. And thanks to that, we were able to
experience development that no one had
experienced before.
I have talked about several
different topics this evening, but now I would
like to discuss the future of game design.
Shall I begin making Zelda
for our next generation hardware. At this point,
the answer to that question is no. The reason for
my saying this is that all of the elements for
which Zelda has received so much praise for had
already been incorporated into the game more than
a year before completion, when I felt the game
was not fun to play. I think that a lot of the
reasons that Zelda has been so praised are not
related the N64's level of expression, the unique
camera systems and auto-jump system, nor the
gorgeous cinema scenes and spectacular boss
fights. It is true that some other team may
realize the level of expression that we achieved
with Zelda, but of course it will not be the
exact same as Zelda. With improved hardware, I
can imagine Zelda having more detailed graphics
and a quicker response time, but when it comes to
increasing the degree of fun, I cannot be certain
of that at this time. This is something that I
feel we as designers must reconsider.
Also, I want to constantly
make efforts to create new ideas. I want to
propose new game ideas without worrying about the
headaches of management, such as inflated
development costs. Video games have become far
more popular than in the past, but I feel that we
have just been repeating the same events again
and again in this unique market. Even with Zelda
I did not feel that sense of freshness that I had
with the original Super Mario Bros. I want to
make efforts to convey the charm of video games
to the general public that is currently outside
the reach of the industry in which we do
business. This is because I really want to feel
the unique zest of the entertainment industry,
where one simple idea can create an unexpected
social phenomenon.
Let's take a look at a game
I am working on now called Talent Maker.
What you are seeing now is
a newly-born Mario Paint, a new game in which you
can create your own characters by utilizing the
Game Boy Camera, and you can make those
characters dance, and what have you. The scenes
you have seen, including one in the introduction,
where made very quickly by my staff using this
software. Nintendo will also make efforts to
create new types of commodities by combining the
Game Boy, the Game Boy Camera, the Rumble Pak and
others with the N64. In Japan, we have already
launched the N64 title Pokemon Stadium, which
makes use of the Game Boy Pokemon games, and we
are selling Pikachu Genkidenchu, an N64 game
which employs voice recognition technology. Soon
we will introduce a new system, in which the game
boy can be used as a controller for the N64.
We have expanded this
industry and welcomed new users with innovative
products that continue to surprise us. At a time
when we were all developing Mario style scrolling
games, Tetris was born thanks to a team that
tried to make a new product with game & watch
style software. When we were stuck on talk of the
spectacular 3D graphics of Mario 64 and racing
games, we a saw huge hit in the form of Tamagochi
- a tiny key chain boasting pictures made up of
no more than 10 or 20 dots. At that time, I
thought that Mario 64 had lost to Tamagochi.
I want game designers to be
the designers who make technology their tools,
and use it to express their own individuality,
their own unique-ness and their own rhythm, as
well as the entertainers who make this world a
more enjoyable one. It is with this extravagant
hope that I wish to end my speech.
My friends, let us design
unique, fun software with new appeal. Let us take
on new challenges so that the world of gaming is
not left behind as a separate, closed off world.
And in the process, let's see if we can't make a
little money.
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