Miyamoto Interviews>
April 2002, Gamepro
GP: If the GCN is
capable of gorgeous, life-like visuals, why did you opt for a basic, cartoonish
look for the upcoming Zelda adventure?
SM: I have to admit I've been hearing
that question from a fairly large number of people. I'm just glad most of them
are still looking forward to the game{laughs}. At this year's E3, I think we're
going to have the game at a point where people can interact with it. Videogames
aren't something you just look at, after all. If you can't play and feel the
game yourself, you're not going to get the complete picture. So I'd like to
hopefully talk about the game a little more once everyone's been able to play
it.
GP: Many gamers have been vocal about the
visual direction partly because they thought the sample footage from last year's
E3 was a sample of what the first GCN Zelda game would look like--more in the
style opf OoT or MM. How do you respond to that negative reaction? Does it
affect what you do?
SM: A lot fo opinions have been exchanged
over the net about this and I've read a lot of them, but...well, I'd like to
have them play the game a little and then start discussing it{laughs}. I'm not
convinced that beautiful graphics inherently lead to a fun game. A lot of game
artists in Japan are striving for this ultimate graphical goal, and the result
is you're beginning to see a lot of games that look exactly like each other When
we first started thinking what the graphics should look like, we realized that
Zelda wouldn't be Zelda if it looked like everything else. The rest of the team
wanted to keep pushing the series to new fields graphically, and I realized that
I agreed with what they had in mind, so that's why we're taking the direction we
are. The general public still hasn't seen what the finished cartoony graphics
look like yet, so all I can really say right now is to just look forward to the
game.
GP: Sony and Microsoft will be announcing
online products for their systems this year. What is your view on console online
connectivity? Do you beleive that online gameplay will appear for the GCN over
the next few years or possible even sooner?
SM: Well, online is popular right now
because of the communication factor. Multiplayer games are fun because you're
able to interact with other human beings; this is true whether you're dialing up
to a network or not. However, that doesn't mean attaching online features to
every single game will make all of them more interesting. I don't think every
game in the world is suddenly going to be online from now on.
As a company, Nintendo believes that network games are simply another genre in
the overall picture. Of course, the GCN will have networking capabilities that
will let you go online easily. We have a lot of experience with the kinds of
games and franchises that are fun over networks, so we can enter the marketplace
any time we like without too much fanfare. It's just that Nintendo has an
extremely broad audience. We've tried to provide entertainment that appeals to
as many people as possible, and the user base for online is still too small for
that strategy to work. ISP fees are still a major problem over in Japan, too.
The state of the internet connectivity is different in every other country.
GP: So you think it's still a little too
early to enter the market on a worldwide level?
SM: Right, right. I want as many people
around the world as possible to play my games. So maybe there'll be a small
localized-area project here and there, but basically, Nintendo thinks it's a
little too early yet to go all-out on online. I know Microsoft is basing a lot
of Xbox PR on its built-in network capabilities and Sony is going on and on
about online in its efforts to expand its reach, but as far as i'm concerned,
online is not the most important issue governing the future of videogames.
Still, while Nintendo is being conservative here, it's not that we're ignoring
online completely. It's just that there are other things that make games fun
besides online play, and devoting our time to those things opens up a wider
audience for us.
GP: So do you think we'll see a Miyamoto-designed
online multiplayer game sometime?
SM: Well, starting a network project is
simple, but keeping it going is a lot more difficult. The way I work, once I
finish up one game, I want to immediately move on to the next one, so when I
think about all the time I'd have to devote to online game upkeep and such, I'm
not sure that really sounds very fun to do. PR Departments love it right now,
but for designers it's not the easiest path to take. That said, there are people
on our team who like online games, and if they want to start a project, I might
just join it. But designing an online game is not my top priority right
now...not that I'm confimring or denying anything{laughs}. I mean, something
like Animal Forest, that'd make a great online game, wouldn't it? Sometimes I
wonder what that'd be like or what Pikmin online would be like...not that i'm
making them or anything{laughs}.
GP: Speaking of Pikmin, are you happy
with the way the game turned out?
SM: I'm happy that it's appealing to a
very wide age range, kind of the same way Mario has up to now. There's this
general notion that Nintendo's games are all targeted for children, so I wanted
to make a set of characters that a wide range of people would enjoy playing
with. I'd like to keep on using them, and besides, there really isn't any game
on the market now competing with it, so the game has a lot of long-term appeal.
These days, the problem for a lot of games is that nothing sells anymore except
for the first few weeks after release, we wanted to produce nothing but
long-sellers. We aimed for that with Pikmin, and by extension of that, we
definitely want to keep it going as a series.
GP: What can gamers look forward to
seeing in Mario Sunshine that they haven't seen in a Mario game before?
SM: We're planning to reveal the full
details with the playable version at E3, so I can't say too much right now.
It'll be very similar in structure to Mario 64. Mario has something like a water
gun on his back, and he'll be using it to clean up places and so forth. He'll be
doing a lot of stuff he's never done before. We've been trying to tackle some
new ideas without losing what makes Mario games fun. The GCN is much more
powerful than the N64 too, so the game will be a lot livelier than Mario 64 ever
was. There's tons of stuff moving around all the time.
GP: Fans are very eager to see Metroid
make its return to Nintendo platforms. What can you tell us about Metroid Prime?
SM: Well, everyone who's asked me about
it thinks that it's just going to be another FPS{laughs}, but essentially our
aim is to keep everything that made the old Metroid series great. The Metroid
series is interesting because of the exploration aspect; you really get the
feeling that Samus is exploring these dark, abandoned corridors in space.
Turning this into a shooter with a straight first-person perspective would
completely destroy this feeling, so we're experimenting with camera angles to
re-create the Metroid atmosphere. Taking a look at the screens available, it's
easy for people to pigeonhole it into the FPS genre, but the gasme will
definitley focus on exploration.
GP: Sop there's a lot more to do that in
your typical PC-style FPS?
SM: Exactly. I'd say "typical"
shooter aspects comprise only about a third of the game. Samus will spend most
of her time running around labyrinths, discovering secrets, that sort of thing.
I think that the balance is closest to the original thrust of the Metroid
series.
GP: When will we see the first
Nintendo-designed games that use the GBA/GCN link?
SM: You'll be seeing a lot of them soon.
Animal Forest supports it over in Japan, but it's going to take a little while
to complete the Ameircan version, so we don't have a date for it yet. Also,
there will be another Kirby Tilt N Tumble--the title will probably be different,
but there will be a new Kirby cartridge with GCN support. You'll be able to use
the tilt-sensor technology on the cart to change the tilt of the GCN's screen.
We'll be seeing a lot of games like that in the future, games that use the
connection to create entire new genres of gaming.
Also, if things like the tilt-sensor cart sell well enough, third aprties will
be able to support it in their GCN games. We've gotton a lot of interest from
third party developers about new hardware like that. So that sort of software
will begin to become a bit more prevailent closer to the end of this year or the
beginning of this year.
GP: Have there been any recent games that
impressed you or made you say, "Man, I wish I'd come up with that"?
SM: Hmmm...not too much recently,
actually, I didn't do too much work on Animal Forest, that was mostly done by
newer members of the team, but I think that game turned out surprisingly well.
And that's about it{laughs}.
I think a game doesn't have to be completely astounding in presentation to be
good, as long as everyone can have fun playing it, that's great, especially if
people who aren't really good at games can get into it. I kind of wish there
were more games nowadays that pursued that route.
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