Miyamoto Interviews> May
16th 2001, E3
Expo
How did you become a
game designer?
It's a long story. I began
as an industrial designer. I begun designing toys
and the housing for stand-up arcade machines.
Right about that time Space Invaders was
beginning to become popular and so myself being
considered an analogue person, I wasn't really
interested in the visual world. Things went on
from there.
What did your parents
think when you told them that you wanted to be a
game designer?
My parents were teachers
and I grew up in what might be considered a
rather strict household and I was scolded a lot
as a kid. But being a teacher my Mother
understood the value of technology so she
supported me moving in the area of technology and
encouraged me to use my creativity. So I would
write comic books and draw pictures and things
like that and when I went into art school she
continued to support me, even thought they say
that people who went to art school have kind of
found themselves on a 'lost path' sometimes. But
when I actually started making videogames at
Nintendo and made my first game and the ones that
followed my parents were kind of disappointed
because they thought that they meant that
children had now lost the time to study!
Does that mean that you
might produce some 'educational' games in the
future to make up for that?
No, I don't think my games
are effective as education. I think they're more
effective in broadening and expanding and
bringing to life a world for children.
When you start working
on a new game what's the first thing that you do?
Since I came from an
industrial design background I use a lot of
industrial design methods. There was a time when
I would look and see what was out there in the
market and gauge where to go based on what
existed already. But I no longer do that and when
I make games now I like to start with a blank
page, an empty canvas and I like to create an
atmosphere that is fun and exciting. I think a
lot of game designers feel that they're in
competition with everyone and that they can't
lose, they've got to create something that's the
best and they give themselves a lot of pressure
and put themselves under a lot of stress.
To me it's all about fun
and having fun while you're creating is important
to create that atmosphere. I also use a lot of
memo cards. I'll make memos and post them up on a
wall and I like to create visually initially and
the other thing is to consult with the other
designers in my groups and their teams and really
repeat this process of consultation, of hearing
and seeing and go through that many times and
gradually work on things in that manner.
With your background in
art are sketches and drawings a big part of the
process?
I don't really use anything
you might call an imageboard as such, used for
drawing up ideas. Really what I like to do is
just doodle. Kind of in the way that you right
now might be sitting listening to me and
doodling! To me, it helps me to focus my ideas.
If you had to choose one
game you've worked on, which is your favourite?
I really like all the games
that I've worked on so it's really hard to pick
any one game, but I guess because it was so
impactful and because I started at a time when
there wasn't even anything called 'game design' I
guess it would have to be Donkey Kong, the first
game that I worked on. I was from there that I
chose the path that I took and I went from a
simple industrial designer to a 'game design
specialist'.
So you never forget your
first game?
That's right.
On Donkey Kong you did
everything yourself. What's it like working with
lots of people now. Do you miss the old days when
it was just you?
Really for me since I
became a producer I haven't really been working
as directly on the games like that for quite a
long time. I have people under me that do the
direct work and I've been overseeing a lot of it,
giving input here and there. But we do still
start our games off in small teams so there is
still a little bit of that aspect. Coming from an
industrial design background you really can't
make changes to these products very easily. When
you start off you've got no forms, no lines, so
any kind of a change you make to the product
you're working on is going to affect a lot of
people. One of the benefits of software is that
you don't have that. When you've got small teams
you can make changes quickly and easily and it's
very easy for you to work. But gradually as your
teams get bigger you get to feel more of the
impact that the small changes bring back,
particularly when you're using a lot of
pre-rendered movies in your games, which is
something I try to avoid because as you do that
the more that you change the game the more you're
going to be required to change a lot of the
pre-rendered movies that you're using.
In that sense, when you're
working with a lot of people you do lose some of
the freedom that you have when you're working
with a smaller group.
Are you finding it
harder going from N64 to Gamecube than from SNES
to N64?
That's a good question. As
we move from one format to the next it's my job
to take advantage of that new system's
capabilities. But to explain the life of
Nintendo, going from NES to SNES we were working
with the same elements - going from 8bit to
16bit, staying in 2D. We were just able to do
more in the same framework than we could before.
Whereas going from the SNES to the N64 we were
going from a 2D word to a 3D world and we had to
completely start everything over. It took a lot
of energy, everything had to change. It took a
lot of time. I think that change was really
drastic for us.
This time around - going
from the N64 to the Gamecube - were going from a
3D platform to another 3D platform so it's more
like the move from the NES to the SNES. They're
both within the same basic framework - only we
can do a lot more.
So in terms of gameplay
when we went from 2D to 3D it was really
exciting, it had a of appeal for me personally to
grow the game in that manner, and I think it had
a lot of appeal for the customers too, to be able
to experience these brand new lush worlds. But
really I think we've got to a point where the
capabilities of the new system the 3D world is
just one option in the world of creating
meaningful and creative gameplay. The period
where '3D world = value' for the customer is
over. It doesn't have the freshness that it had
before and now it's really just one option in
many for creating these kinds of fun in games.
One of the things
Nintendo have been stressing about Gamecube is
that it's much easier to develop for than N64.
With this ease of development does that mean
we'll be getting more of your games?
When I come to places like
this I am, kind of, a 'Public Relations' face for
Nintendo and people think that I'm making every
game that we put out. But actually I'm not! I
have a lot of young Directors who are working
under me and gradually I'm training them and
giving them insight into game development and
they're working on games. Some of the games
you'll see later on the show floor. These are
games that although I'm overseeing as a Director
I'm not acting directly on these games. But with
the Gamecube advances and that you can accomplish
things on the Gamecube more quickly we may very
well see an increase in games. I'm working with a
lot of second party developers overseas in the
US, the UK and Canada so right now I'm working on
upwards of about 30 titles altogether. So I think
that you'll see more titles.
What are the things that
you look for in these titles to help them inject
a bit of 'Miyamoto magic'?
What I like to do - and to
get the Directors to do - is to really cast out a
net to try to catch different types of fun. And
this isn't about what types of fun appeal to
different age groups it's about what's the basic
element of fun in the game? To me the most
important thing is that when you're casting out
your net there's got to be fish there for you to
catch so I try to help them see the overall big
picture and where they might be able to find that
type of fun.
Of course once we've found
that particular type of fun we'll sit down and
play with it and I'll give some advice. So really
rather than give specific direction I like to
look and find potential problems with the game.
There are problems that can be answered and
problems that for which there is no answer. So
they come up and say they have this problem but
if they can't come up with an answer who's to say
that I'm going to be able to come up with an
answer. So really it's looking at the problems
that are coming up in their game design and
whether they're focussing on the right problems
or not. They might say this is an issue with the
gameplay and I might look at that and say 'maybe
the real question is this' to guide them to the
real route of what needs to be solved. I try to
help them find they're own way and really that's
what my philosophy is.
For example your work on
the Gamecube sequel to Metroid. Tell us about
your work on that and the decision to turn that
into a first-person game.
First of all what we like
to do is look at our teams and try to make sure
that they are creating something that matches
their abilities and we think that the team that?s
working on Metroid right now is the team that's
best suited to make a Metroid game. We looked at
the gameplay and we had a lot of conversations
about it and in those discussions we thought we
thought that it's going to have to evolve, it's
going to have to change and that's part of a game
developing. Perhaps we thought that the best type
of gameplay for a Metroid game was as a
first-person game. That's not final and it's not
decided so don't think that's a first-person game
necessarily because it might not be in the end!
But at this point there is development going in
that direction.
Over the years that
you've been making games what are the difference
you've noticed between Japanese gamers and gamers
in the rest of the world?
When I work I don't work
with attention to the attitudes of the game
players but of course I do want players to be
happy and excited about the games too. A lot of
times the feedback that I get is from people who
really are passionate about games and gradually
I've seen attitudes change in the USA and in
Japan too. But the main difference is that I
think that the criticism is a lot greater coming
from Japan, the US is a lot kinder!
Are there any rare
moments you get where you get to just play some
games? What kind do you play?
I have spent a lot of time
playing Tetris in the past but really I don't
spend a lot of my free time playing games. I like
to spend my free time practising the guitar and
making things. Lately I've been working a lot in
the garden. I like to use my hands.
A lot of your games have
been single-player. Do you have any intentions to
work on a multi-player game?
In the past I have done
some work on a multi-player game and tried to
push it forward, things like Smash Brothers and
four-player modes, such as with the four-player
link-up on Game Boy Advance. But at the same time
looking at connecting up to a network and playing
games like that you've got lots of barriers for
people across the world as regards picking up a
game and playing it and making it simple enough
for everyone to play. I think that's really the
big challenge for that scale of game. But I do
definitely think that communication with people
and interaction with people is a lot more fun
that just interaction with a computer and its
processor.
Do you think that AI
will get to the point where playing against the
computer is as much fun as playing against your
friends?
I think that no matter how
good the AI gets and no matter how powerful the
computer gets they're never going to be able to
replace people. People have likes and dislikes
and computers haven't and that's part of what
makes people interesting. One of the things I do
see computers being used for is as a teacher. If
you look at a computer that can teach it'll wait
and wait and it'll wait until a child gives the
answer. But when you look at a human teacher in a
classroom they don't have the time to wait for a
child to give the answer. They haven?t time to
wait the hours that it might take to come up with
a good answer so I think in that sense a computer
has a use.
Do you think that - over
the history of videogames - that the games have
got better or do they just look better?
If you look at human
history games themselves and playing itself
haven't really changed a whole lot over time. But
as for computer games we have seen a lot of new
developments a lot of new gameplay, we've added
to it. But I think that one of the problems is
because of the demand and markets game developers
don't have the time to spend thinking of new
ideas and thinking of ways to integrate them into
games. They feel that they're being pressed to
get them done and pressed to get things out. It
would be nice to give them a bit more freedom and
that's what we want to do.
You've said that Mario
needs to grow up. So when are we going to see the
new Mario?
I've been thinking that
this Summer I might be able to show you something
of Mario. Actually when I said that Mario needs
to grow up what I was thinking of was that the
design needs to change. I think it was appealing
to much to a younger age group and really I'd
like to see him as the kind of character that
appeals to a very wide range of ages. So that's
really what I meant and I'm planning this Summer
to hopefully show something of Mario.
But in the meantime
we've Luigi's Mansion.
This is playable on the
show floor so I hope you'll take some time to
play it. The ghosts appear behind Luigi so make
sure you turn around to flash your flashlight on
them. This kind of startles them and then you can
get them in your bag. The camera doesn't spin
around in this game, it's kind of a fixed camera
so actually almost close to a 2D game. It's
actually kind of hard to move the flashlight in
all the different directions. Actually a lot of
my staff members have been saying "Are we
doing Mario again, are we doing Mario AGAIN!?
Can't we do something with Luigi?" So we
decided this time that in between doing the last
Mario and the next one that maybe we could
squeeze Luigi in there somewhere. But I did want
to put Mario in there somewhere so I did suggest
that maybe he could come out from underneath a
bed or something but they didn't really like
that.
And Pikmin - it's a
strange game. How did you come up with that idea?
First of all there's one
thing that I was worried about and that's that
both Pikmin and Luigi have no jump. It's very
rare for me - as I'm sure you'll know - to make a
game where there is no jump! So I was worried
that we would be able to make something that was
fun without that kind of action-jump element to
it. Another reason that it happened was because
we're always trying to figure out what's
interesting about computers, what's fun about
computers and what they can do. So we're always
conducting experiments with what we'd be able to
do with the technology. At the same time I've
been really interested in plants and gardening
and the natural world for quite a while so I
actually had five or six plans for games based on
gardening. So really Pikmin came out of that. All
the background scenery for the game - I walked
around my neighbourhood and took pictures and
then put them in the game. You can actually see
the light of the sun moving around as the day
goes by.
The general idea of the
game is based on the little plants called Pikmin.
You take them out and you find food for the nest
and you bring it back to the nest and you get
more Pikmin. And as you get more Pikmin you can
build bridges, tear down walls and you can build
fortresses. And that's the general idea of the
game. These Pikmin are little animals but they're
also like plants so you can plant them in the
ground and they'll grow. They'll grow a leaf up
first and then a bud and then a flower. So when
you pull them out of the ground, as a leaf, a bud
or a flower, they have different abilities
depending on what stage they're at.
So really I want this to be
the type of game that when you go home and you
play it you'll walk around and you'll look
outside and maybe look down at your feet and
thing "Are there really Pikmin down there
somewhere?"
Just for the record,
where did you get the idea to use Italian
plumbers, where does the name Donkey Kong come
from and where does the name Zelda come from?
Back when we made Donkey
Kong, Mario was just called Jumpman and he was a
carpenter. That's because the game was set on a
construction site so that made sense. When we
went on to make the game Mario Brothers we wanted
to use pipes, maybe a sewer in the game so he
became a plumber.
For Donkey Kong I wanted
something to do with 'Kong' which kind of gives
the idea of apes in Japanese and I came up with
Donkey Kong because I heard that 'donkey' meant
'stupid' so I went with Donkey Kong.
Unfortunately when I said that name to Nintendo
of America nobody liked it and said that it
didn't mean 'Stupid Ape' and they all laughed at
me! But we went ahead with that name anyway.
With Zelda we wanted a good
name for the female character and we wanted
something eternal, timeless. I was talking with a
lot of writers and staff and the idea came from
the American author F. Scott Fitzgerald's wife
who was named Zelda. She was a famous woman who
was kind of strong, so we decided to go with her
name.
Is there anything more
to see of Zelda at the moment?
Please wait until
Spaceworld in August. Then we'll show you
something.
Are any of the original
Metroid developers helping Retro Studios with
Metroid Prime?
We were thinking of showing
Metroid Prime as a playable game here at E3 but
we felt that it wasn't the right opportunity for
us to show it. But work is progressing and things
are moving along. As Producer I am overseeing it
and working with the developers and so you don't
need to worry about anything, the game is going
well.
What is it you ask the
hardware designers for at Nintendo in order to
make the games that you want to make?
Because hardware is so
specialised I can't get in there and tell them
how to make how to make the hardware. What is
really important for me, especially with the new
hardware systems is that because we use the
systems that they've created and we know the
capabilities of each system - things like the
speed of the processor, the speed of the graphics
chip - we can see where these speeds fall,
causing the overall output of the hardware to
drop causing a limitation which we have to work
around when we program. So, when we're creating a
new hardware it's important for me to list those
experiences we've had with previous hardware to
explain to them where we found the limitations,
what kind of limitations there were and how they
can be fixed for the upcoming hardware.
A lot of people consider
hardware to be the internal components of the
machine itself to me the hardware really is the
system as a whole - including the controller and
how that interacts with the game. Like the Game
Boy Advance and how you can link that up. We've
been planning for this since back in the days of
he N64. These are the kind of things that I plan
for and work with.
How important do you
think it is to have a compelling story in game
design?
It's hard for me to answer
this without any misunderstanding but for me the
most important thing is the gameplay and that's
what I put my focus on.
How do you feel about
people using emulators (on PC and Mac) to 'study'
your old NES and SNES games?
A question like this
affects everyone concerned with the selling of
games. But we're actually progressing with
emulator development and in Japan we've a game
called Animal Forest - that's a rough translation
- and in this game we've included an NES
emulator. In this game you have a house and you
can buy furniture, and clothes and things and
among the things you can get is an NES then you
can go in, in your house and you can play NES
games in your house in Animal Forest. The
question of emulation raises issues with people
who are selling used games and are still carrying
games for SNES or something. The other issue is
that an emulator that is emulating one of the
many third-party games that's been done for our
systems, we can't guarantee how well those games
are going to work. And that's the reason why in
Animal Forest the only games that we're emulating
are games that we've made ourselves.
Which game designers
influence you, or which are doing work that you
find of interest?
At the time I started
creating games there really weren't any other
game designers before me so it's hard to say that
any game designers have influenced what I've
done. I grew up on comics and cartoons and in
Osaka in Japan there were the Yoshimoto comedian
troupe and kind of the older styles of wordplay
that are popular in Japan so those are the kind
of entertainment that have influenced me.
As far as game designers
that are doing interesting things now, I have a
lot of very good Directors beneath me and I think
they're all very good people and are doing
wonderful things!
Do you think that games
that previously weren't released outside Japan
will be more likely to be released over here
thanks to the low costs of the Gamecube discs?
There will be a trend that
we will see some of that happening. And we'll
also things like - just because of the format - I
couldn't do things like a Director's Cut version
of a game. So now we'll get to see Director's Cut
versions on the discs. As for games that wouldn't
leave Japan we're actually considering that
happening now.
The N64 helped push
gaming to the next level - full 3D gaming. What
new level do you think the next generation of
hardware and Gamecube will enable us to reach?
I think we've seen -
repeatedly, over and over - the capabilities of
the hardware systems dramatically increasing. And
now we've seen it again here and we'll see it
again in the future - you're going to get
machines much more powerful that what we have
here. Really I think that - and we're lucky that
we've caught this when we have - we're at a stage
where developers competing to maximise the
capabilities of a system are finding that the
development costs and the rewards that can be
reached from those costs in terms of sales no
longer match. It's become so expensive to fully
maximise the power of the system that you can no
longer take the types of risks and challenges
that you need for innovation.
We're lucky that we've
noticed this when we have and so really the
challenge for us is to find that new key and what
it is that's going to be able to create these
games simply and have them packed full of fun and
entertainment in a way that they are going to
sell to the masses. And that's a role that all
game designers are going to have to take in this
next generation and it's hard to say what that
'key' is going to be right now.
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