Miyamoto Interviews> March
6th 2002, Nintendo
Power Source
Nintendo Power (NP):
Mr. Iwata, will we see any changes to Nintendo's
global strategy after the global launch of
Nintendo GameCube is complete?
Mr. Iwata (I): The basic idea won't
change. Really, Nintendo's idea is that our
software is made for everyone in the world. We're
going to take the software that we've developed
in Japan and provide it to the world. Throughout
the launch, our message has been that we're
different than other companies. We're different
because we focus on software and try to include
everyone as potential customers. So that basic
message remains the same.
NP: You both made some very interesting
points in your discussion about developing games
for a global market. What factors do you consider
when deciding which games to localize for the
North American market? It may help us to
understand better if you use a specific game as
an example, such as Dobutsu Bancho [roughly
translated as "Animal Leader" in
English, Dobutsu Bancho is a creative game which
challenges players to help a cube-shaped creature
evolve. This game also features a very unique
visual style. It currently does not have a US
release date].
Mr. Miyamoto (M): Well obviously, the
opinion of Nintendo of America is one of the most
important things which determines whether or not
we localize a game. We gather input about a game,
then make a decision. With a game like Animal
Leader, it's hard to understand the content of
the game while it's still in Japanese. So, we're
at a stage where we have to decide how much
English we want to have in the game before we
start the process of gathering feedback from
users in the United States.
The basic idea is that once you've obtained a
certain level of fun in the gameplay, you don't
have to spend too much time rearranging the
design or redrawing the characters. The core
reason that people will want the game is its
level of fun. Because the graphics in this game
are created by an artist who has a very unique
style, it has a certain distinctness. It's the
role of designers and artists to bring this
unique quality to games. So in the case of Animal
Leader, it may be that its strange graphics serve
as a barrier to some players. Or, it could
actually become very popular because it is so
distinct and looks so different than other
things.
NP: Do you always
trust the opinion of adults in the game industry,
or do you ever try to get the opinions of actual
American game players?
M: Well, I listen to all opinions that I'm
able to listen to. Nintendo of America has done
focus tests on games, and actually we also do
tests with children in Japan to try to gather
opinions. But really, what we look at is whether
or not they really understand what's going on in
the game. With kids, the only thing that matters
is whether or not they think it's fun.
I: When I was working on Pokιmon Snap,
Smash Bros. and the Kirby games, we would do
focus tests with young kids in Japan. But really,
we think that there is greater value in watching
them, and seeing where they get stuck and have
problems. Then we can fix the game based on that
information. Just because someone gives an
opinion about what they think will make the game
more fun, it doesn't necessarily mean that the
suggestion will actually make the game more fun.
We find that just observing people playing the
game is a lot more helpful.
NP: Now we'd like to ask a couple
questions about the Triforce [The Triforce is a
3D computer graphics board for next-generation
arcade game systems which applies the
architecture of the Nintendo GameCube. Namco and
Sega have teamed up with Nintendo and plan to use
this board to power a new wave of arcade games].
What is it about the Nintendo GameCube hardware
that made it so appealing to Namco and Sega, and
what advantages do you think this project will
bring to Nintendo?
I: Really, the thing about Nintendo
GameCube that attracted them was its power, its
developer-friendly architecture and its
affordable price. Essentially, we had gone to
them to talk about developing games for the
Nintendo GameCube as third-party developers, and
we introduced them to the system at that time.
They looked at it as said "Wow. This is
really great. We could really use a board and an
architecture like this for making arcade
games." And so at that point they contacted
us about actually using the Nintendo GameCube
architecture for this Triforce board.
So, when they came to us with the idea of using
this architecture as the basis for an arcade
machine, we agreed to cooperated with them on a
technological level to help achieve it. Since
these games will be created specifically for our
hardware, it will be very easy to port successful
arcade games directly to Nintendo GameCube. What
we'll see is a broader library for the Nintendo
GameCube. Also, since these are companies which
Nintendo hasn't worked with much in the past,
we'll be cooperating together in this and thereby
creating content together which won't be
overlapping. So we'll see a lot of variety, and
it's going to be a big plus for Nintendo.
NP: The Nintendo
GameCube Game Boy Advance Cable is available now.
When planning the development of new games like
Mario Sunshine and The Legend of Zelda, are you
always thinking about ways to use the cable?
M: We don't really know about Zelda yet,
but we don't expect to use the cable with Mario
Sunshine. We are going to be releasing what we've
been calling Kirby Tilt 'n' Tumble, which we
showed at SpaceWorld. The cartridge for Game Boy
Advance which contains the Tilt Sensor technology
is going to have a very large amount Flash ROM
memory available which will allow the player to
download data from the Nintendo GameCube game to
the Game Boy Advance game. This is the next
generation of interaction that we expect out of
the cable and the connection between Nintendo
GameCube and Game Boy Advance. With that, you'll
see a lot of developers looking at the
possibility of downloading data to the Game Boy
Advance so players will be able to take that data
with them and play it whenever they'd like.
Another example of the connectivity can be found
in Animal Forest, which is already out in Japan.
Without a Game Pak [for Game Boy Advance], a
player can use just the cable and a Game Boy
Advance to get additional play out of the
Nintendo GameCube game. So those are some of the
different ways we envision using it.
NP: Will 1080 Snowboarding 2 feature
gameplay similar to the realistic action in the
N64 version, or do you plan to take a different
approach?
M: Actually, we're trying to keep it as
close as possible to the intent of the original
1080 game. But really we're trying to make it
feel like you're riding on an actual mountain.
The expressive powers of the Nintendo GameCube
are going to allow us to do this in a way that we
don't think has been done before. This will allow
you to feel like you're on a real mountain.
NP: It seems like the Nintendo GameCube
could handle dynamic weather effects very well.
M: Yes, those will be very important
elements of the game.
NP: Star Fox Adventures is looking great.
Have you been working closely with Rare on this
game?
M: Yes, we do work very frequently with
Rare and cooperate with them on titles. But they
are actually a company that is more independent.
We can pretty much let them work on a game and
they can do it all themselves. We don't have to
worry so much about them. On Star Fox we did send
a couple of people over there for a brief period
last year. As we get closer to completion we may
send someone again. We're very happy with Rare.
NP: A lot of people have been comparing
Star Fox Adventures with some of the 3D games in
the Zelda series. Do you think that this is an
accurate comparison?
M: At first, even I thought they were very
similar. But we've been working with them in the
development process to make sure that it does
have its own distinct qualities and
characteristics.
I: People expecting the exact same thing
are not going to find the exact same thing in it.
But at the same time, they're not going to be
wondering why the game is not at the same level
as the Zelda games, because it will be. People
who like that type of game are going to be happy
to play Star Fox Adventures and have a game that
they can be seriously satisfied with.
NP: Can you give us
some hints about what games we'll see at
Nintendo's booth this year at E3?
M: In addition to Mario Sunshine, Metroid
Prime, Star Fox Adventures and Eternal Darkness,
we'll also be showing Zelda at E3. And all of
these will be playable, including Zelda.
I: Our main message at E3 this year is
going to be that in less than one year after the
launch of Nintendo GameCube, people will be able
to play Mario Sunshine, Star Fox Adventures,
Metroid Prime and The Legend of Zelda. And we
think that's big.
M: And there will be others besides this.
I: There are other things that we will be
showing at E3, but we can't disclose them all now
of course because when E3 rolls around people
won't be surprised.
NP: Finally, we have one more questions
specifically for Mr. Miyamoto. When you put your
children to bed, what kind of bedtime stories do
you tell them?
M: I actually don't do it much anymore,
but when they were younger I used to tell them
really silly stories when they went to bed that I
made up myself. Some of them included word play
and things like that to make them funny. I told
stories about strange animals and things that
would make them laugh. So I'd do a lot of
describing these animals from head to toe and
they would imagine as I went along. I'd start off
with very strange descriptions of the head, and
go into even more strange descriptions of the arm
and continue down this path of describing even
stranger and stranger features. So in their heads
they'd get these really strange pictures of
animals and creatures that I'd invented for them.
They would get a lot of pleasure out of that.
NP: Thank you very much.
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