Miyamoto Interviews>
October 27th 2001, Famitsu
F: You've said in
the past that a game like Mario, in which you
play and fail/die, then try again was not what
people want anymore, but is Pikmin one of the
answers to this question?
M: Well, I think the games that people
want have been changing, but I don't think that
the quality has decreased really. People have
often said recently that the quality of games has
been going down when they see the fact that games
aren't selling well. But I think there are a lot
of people who want to play games, and the reason
people don't buy games is that there aren't any
games they want to play.
F: The environment surrounding games has
been changing a bit as well.
M: Right. I think that games used to be
something that were habitual and it was
comfortable for people to play them every day and
that's why people used to think "I haven't
finished that stage yet, so I'll try it again
today". But if you try to play games with
that energy or passion, people tend to tire of it
after a while. Still, the thought that they want
to play games hasn't changed, so I thought - what
people who liked playing games would enjoy,
regardless of their age.
F: I see.
M: Then what came up was something fun
that makes you feel that you're playing a game
but not tired, just fun. A good example of this
is Dobutsu no Mori(Animal Forest). This might not
be enough for game fans who like goal oriented
titles, but that game was a accepted by a lot of
people, and is one of the answers for people who
don't want to play a game that simply issues a
difficult challenge.
F: You mean a game that you don't need a
high degree of skill to play, or a game where no
goal is set?
M: That's right. For example, in Pikmin,
one 'day' ends in around fifteen minutes but you
can also waste your day, that's what I planned.
So I think you can play this game very casually.
F: Who would you like to see playing this
title?
M: Well, I maybe hoping for too much, but
the ideal would be that people would talk about
it, and someone who hadn't played (games) for a
while would hear about it, and try playing again.
F: So you wish people who've been away
from games will come back?
M: Right. As I told you, I think everyone
still likes games. I feel that especially when I
see kids. I think I need to see things with a
broader perspective.
F: What do you mean by that?
M: I've been making games in which certain
skills were required, but the way in which kids
think incorporates a wider perspective. when
adults think "Is this really
interesting?", you usually find that kids
find it so. To kids, the fact that they play
together is actually more important than what
they play. Kids may get together to play games,
but they don't have to play videogames. If they
don't have videogames, then they can do something
else together. If you think about that, games can
be approached from a broader perspective. When we
sell games that we've made, we often worry too
much about whether it will sell well because of
its technical quality or because of its addictive
nature, but that's not the most important thing.
We've been making games aimed at a core group of
fans for years, and I think there is a danger in
that. Although I say something like this, we
always make games for those people when I'm
involved in a project (laughs). I think the game
itself can be looser, but on the other hand, you
ask yourself whether it will sell well.
F: So you're saying that if you pursue a
game that can be played easily, then that makes
the game too loose and people won't find them
addictive?
M: That is the difficult part. But I can
say that Pikmin has both elements, so it's not an
action title, like Mario, but has more action
than Dobutsu no Mori.
F: That's right isn't it. It has the
looseness and addictiveness. It doesn't contain
too much action, but nothing would happen if you
didn't act, so are things you need to do in that
respect.
M: That's what I hoped for. Pikmin do all
the work, while you don't do anything directly,
but you are busy in giving them instructions. I
wanted to make an action game, in which you
weren't directly involved.
F: Don't you think that's quite similar to
your position when you make games?
M: Eh?
F: You used to do the work yourself, but
now you're more involved in instructing others
(laughs).
M: Ahh, I see (laughs). But I think I'm
more useful than Orima (laughs). He can do
nothing put punch, so I think I'm a bit better
than him (laughs).
F: Excuse me (laughs). Was this the first
time that you joined the development of a title
since Ocarina of Time?
M: That's right. I was the director of
Mario 64, and half producer, half director on
Zelda. As for Pikmin, I'd say half producer, half
director.
F: Ahh, when I hear that, I really expect
good things.
M: You can count on me (laughs).
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