Miyamoto Interviews>
August 1998, Nintendo Power
Power: Congratulations on being chosen as the first
member of the Academy of Interactive Arts & Sciences Hall of Fame. How does
it feel?
Miyamoto: It's an honor to be the first. I also think the awards are good
for the industry.
Power: What's the secret to a great game?
Miyamoto: I think it has to do with balance. My formula for success is
that 70% of the game should have to do with objectives and the rest should be
secrets and exploration - things such as burning trees to find a hidden dungeon
entrance like in the first Zelda game.
Power: What is the biggest difference between developing Zelda and Mario
64?
Miyamoto: I was director for the development of Mario 64, but I'm the
producer this time. There are four different directors for Zelda. [Toru Osawa,
Yoshiaki Koizumi, Yoichi Yamada, and Onozuka.] I have to listen to the opinions
and ideas of each of them. It's a touch job coordinating all of their efforts,
and I have my own ideas, too. I suppose it's just as tough for them (laughing).
Power: How big is Zelda? Or how long will it take for a player to finish?
Miyamoto: That's hard to say since not everything has been combined. It's
at least as big as A Link to the Past, and there's more freedom to roam about
the overworld. I think it will take at least 40 hours to complete.
Power: Will there be a lot of 3-D cinema scenes in Zelda?
Miyamoto: Perhaps more than 40 minutes worth of scenes. I think it's
important to have cinema scenes in order to keep people actively involved in the
game.
Power: Who's in charge of creating the story?
Miyamoto: There's one scenario writer. He wrote drafts and I made
comments and changes.
Power: What's the greatest technical challenge of this game?
Miyamoto: I think the challenge is to create visual expressiveness using
lighting and textures - for instance, the smooth skin of the horse and the
realistic movements of Link's hood. How much realistic expression we can make is
the biggest challenge for me. But I would like to see less emphasis on the
technical aspects. I'm hoping to make a "minature world" where people
can play, the same idea as in Mario 64 but more realistic. Meeting a variety of
characters is more important than the story line. And action is very important,
things like simplifying the button controls for complex actions. In Zelda,
players will be able to customize their (C Button) controls and use weapons and
items on whatever button they choose.
Power: Is Link able to go back and forth through time?
Miyamoto: yes, he can and he must.
Power: How about magic?
Miyamoto: The magic system is one of the few things that isn't finished
yet. You'll be able to apply different types of magic to weapons on the item
screen. If you apply fire magic to the bow, you can use a fire bow. That's the
basic magic system. I'd also like to talk a bit more about a technical issue. I
think the use of real time cinema scens is something we really haven't seen much
of before.
Giles: FMCG
Power: What's that stand for?
Giles: Full Motion Computer Graphics. I named it.
Miyamoto: We used motion capture technology for the FMCG to capture more
realistic movements such as Link mounting his horse. We had to make a mock horse
in our studio.
Power: So you had to creat a motion capture studio?
Miyamoto: Yes. Actually, we rebuilt and expanded it several times. Did
you see the treasure box in the demo game? We also motion captured the box
opening sequence using a real treasure box.
Power: Who performed as Link?
Miyamoto: It was a professional actor, although not a famous one. We also
hired a professional stunt men to capture Link's sword fighting. There is a
famous Universal-Studio-type amusement facility in Kyoto called Eiga Mura.
[Movie Village.] We hired a professional Samurai sword stunt actor from there.
Power: The horse action looks great.
Miyamoto: Thanks, but we still have more work to do on the details.
Power: What is the role of "Voice" in this game, and will Link
speak?
Miyamoto: Basically, I think enviromental sound is the most important.
For example, we need some sound effect indicating when Link was surprised, like
in a movie. I place our highest priority on that type of use of sound. As for
Link, he doesn't speak.
Power: In the show demo, we heard Link yell when he fell a long way.
Miyamoto: Yes, that's the type of sound effect we want to use.
Power: How about facial expressions?
Miyamoto: We have several types of expression: Link showing surprise,
blinking his eyes, that sort of thing.
Power: What is your favorite thing in this game?
Miyamoto: What I'd like to do is to create a totally realistic
atmosphere. For example, if you went to a dungeon, you could almost smell it
(laughing.) Or even within the same body of water, you could see differences
between cold water and hot water. That would be my dream (laughing). With the
N64 I've tried to do that kind of thing.
Tezuka: I like the play control of this game. We tried to come up with a
system for 3-D action and simple play control. I hope it becomes a standard for
3-D action games.
Power: The attention mode using the Z Button is one of those things? We
felt it was very impressive.
Miyamoto: Yes, we spent a long time on it even after we came up with the
basic idea. It took a lot of fine-tuning in order to find the easiest control
for players.
Power: How many people are working on Zelda now?
Miyamoto: Forty of fifty. It's the biggest development group I've ever
had. We also have a programming company working closely with us. If I include
those people, maybe 120 people are working on Zelda altogether.
Power: Here's a question for Giles. Who is your favorite character in
1080(degrees)?
Giles: The Panda!
Power: Are you working on a sequel?
Giles: I've been discussing that with Mr. Miyamoto. I'd like to make
another game with a similar style but with some differences. It should be easier
this time around since we built some great tools for making small adjustments to
the physics of the control. We'll use the same engine in the sequel. The
production system that Mr. Miyamoto and I designed worked very smoothly too, so
the whole development of 1080(degrees) was much faster than anyone expected.
Power: Will we see anything on a sequel this year?
Miyamoto: If we have a show this fall, perhaps we can show a little bit,
but it might only be a video. It might be a problem to have a sequel ready for
the next snowboarding season this fall, which is when we'd like to release a new
game.
Power: Mr. Konno, are there any plans to make a Mario Kart 64 sequel?
Konno: Maybe when we introduce a new piece of hardware.
Miyamoto: He's just upset that he didn't win the award for best racing
game (laughing).
Konno: No. (Big laugh.)
Power: Let's get back to Zelda. You said the game's
"System" is more important than its "Story" when you
develope a game. Is that true for Zelda this time?
Miyamoto: Yes, but since I have an excellent staff that is stron in every
area, I think you'll find that the story-telling is a real strength in this
game.
Power: But the "System" is still the most important part of the
game?
Miyamoto: Yes. I don't think that a story alone can make a game exciting.
I'm afraid that people think that I ignore story lines or that I don't feel that
the story has any value. My first priority is whether the game play is
interesting. What I mean by that is that a player is actively involved in the
game. The story is just one of the ways to get players interested, like the
enemies or puzzles. If you just want a good story, you should pick up a novel or
see a movie. The difference is in the participation. In a game, you might meet a
character, but you don't find out his story until later, after you do something
that reveals the truth about him. It's all up to the player. You only get that
sort of experience with the interactive entertainment. Of course, the scenario,
characters and graphics are all important, but its this active attitude that is
the most important element.
Power: Will this Zelda be the end of the saga?
Miyamoto: No. Not at all. The action system of this Zelda is completely
different from previous games. To me, Zelda games are a always about the concept
of the system rather than about a particular story.
Power: So how did planning of this Zelda begin? What was the
"System" that you had in mind?
Tezuka: In the beginning of the development process, we were thinking
about several different approaches. One was a system similar to that used in
GoldenEye. It was more of a 3-D shooting style system.
Miyamoto: We also had an idea for a style similar to Mario 64. We
combined ideas from both system, but in the end the Mario elements became the
major part of the game. Perhaps we could have created a whole new system if we
chose the GoldenEye style, but we went in a direction that the entire team
agreed upon. What was important was creating the sense of the player being Link.
Tezuka: I think we can produrce a completely new type of Zelda game in
the future.
Miyamoto: Yes. We've already talked about a network Zelda as an
interesting idea. The assistance of other players in the network could motivate
a player's active participation instead of the traps or secrets that I create.
Power: So what is your next game going to be be?
Miyamoto: I'm working on a new project right now where I'd like to spend
most of my time. But I'm also responsible for several titles including Mario
Artist and Mario RPG. This new project is very interesting. The development time
should be only about six months, and it doesn't require a big team. The game
itself could keep players busy for more than a year. This is an ideal scenario,
but if our idea works, it will be a reality.
Power: When will we see something of this new game?
Miyamoto: There's still the possibility that it won't be a game. I'm
challenging Giles to develop the basic ideas. It will be a completely new way to
enjoy the N64 system. The N64 is a great machine that can be used to do things
that no one has even thought up yet
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