Miyamoto
Interviews> April 23rd 1999, Time
Digital
You describe the
Legend of Zelda, which follows the medieval
adventures of a boy named Link, as a
"foolishly perfect" world. What do you
mean?
We all worked so hard to
make the details as thorough as possible. It
would have taken a lifetime to complete the
product if we'd kept polishing the natural look
of wind, ripples on the water, dust and so forth.
And in 10 years' time, this will be old
technology. But at this moment, what we've made
is very close to the real world. And it looks
beautiful because of the basic capabilities of
Nintendo 64 and of our game designers.
What gave you the
idea to make Super Mario Brothers a game about a
plumber who chases creatures around in the sewage
pipes of New York City?
I liked the idea of a game
where creatures would move from top to bottom
onscreen and then back up again. When I thought
about what kind of creatures those should be,
turtles and crabs just seemed like a good fit.
Since there are lots of pipes underground, I
decided to use those for the creatures to move
along. While I had never been to New York, I
liked what I had seen of the city in movies and
imagined that it must have a huge underground
world that would be a perfect setting for the
game.
What about Donkey
Kong?
I wanted to make it
painstakingly difficult to climb upward, so I
chose the settings of a building under
construction and a ship's gangway where obstacles
were constantly falling down and getting in the
way. I like the image of a barrel rolling down a
gangway -- it's fun to look at, you know? As for
the character, who finds a beautiful lady while
climbing, I got the idea from "King
Kong" and "Popeye." Like King
Kong, Donkey Kong is a climbing gorilla who finds
a lady. But Donkey Kong is also silly, in the
same way that Bluto is silly as he tries to steal
Olive Oyl from Popeye.
What can children
learn from your games?
First, I want to entertain
them in a fresh, surprising way. Second, I'd like
to make something in which the players develop
their own ideas and vision. Rather than reward
them for a single, correct answer, our games
encourage them to think of alternatives that lead
to different results. I want players to become
creative and actively involved. I'm grateful that
our games are selling well, considering that
people often seek more passive forms of
entertainment.
Over the years,
there's been endless criticism that there's just
too much violence in video games. What about the
games you make -- is the issue of violence
something that affects you?
Well, we're very
considerate of the fact that young kids play our
games. And I try not to use violence as an easy
means of expression. It's easier to make people
cry than laugh. It's easier to use violence than
to describe particular emotions. And it's easier
to use blood than to express a certain kind of
terror in other ways. It's OK to use violence
with quality and for a purpose, but I want to
avoid using violence as an easy means just to
seek stimulus. We don't have to use it if we have
other creative means of expression.
I know your next
video game is a secret, but can you tell me in
general what you're thinking about?
I like to think beyond the
realm of video games to get new ideas. For
example, I like how the game Pikachu Genkidechu
uses voice recognition to detect players' voices
and respond to what they say. Another gamemaker,
Konami, has developed a software program called
beatmania (Hiphopmania in the U.S.) that lets
players create music by pressing buttons on a
keyboard or by scratching a turntable shown
onscreen.
What do you like
best about making video games? And what's most
challenging?
The best part is that I can
freely create games I enjoy, almost like an
artist. Designers of cars, on the other hand,
can't do that because the company may not want to
invest that much money in a new design or
assembly plant. The challenging part is figuring
out how to create a game that people will
understand. Sometimes we don't realize how
difficult a certain part of the game is for
general players, while other times we make parts
too easy. Things don't always work out as I
imagined.
What would you do
if video games didn't exist?
Well, I think that I'd
develop educational toys, like Rubik's Cubes, or
create intelligent entertainment products. You
know, I joined Nintendo to make products that use
ideas and intelligence, and they just turned out
to be video games.
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