Miyamoto Interviews>
May 13th 2004, E3 Roundtable
Shigeru Miyamoto: Good
evening. I'll be speaking Japanese tonight. (laughs). I would like to thank so
many of you for joining us here tonight. Mostly we're going to be talking about
the Nintendo DS and the new Zelda game. But first there's something I'd like to
clear up. I've heard that some of you have heard that my heart is doing so well
these days. Is there a rumor going around? (laughs) There are rumors going
around that I've actually quit Nintendo? At least, that's the rumor going on
over in Japan right now. (laughs) At the hotel yesterday I had a good kilometer
swim, and my heart's doing fine, so you don't need to worry. (laughs)
Actually, things are really going great for me, I'm really enjoying work and a
part of a great situation at Nintendo. My work has been divided up a little bit
recently. And I'm sure you all know that the president Mr. Iwata has been in
development for some time and last year he has been taking a look at Nintendo's
internal development and made some changes to our structure. We've been trying
to break up the molds of all of our producers at Nintendo.
We have our own internal first party development studio. We also have second
party development studios which are games that are developed outside of Nintendo
but published by Nintendo. We also have games produced by third parties. We've
seen the number of second party developed titles increase dramatically. And
because of that increase in second party development, the number of titles I was
overseeing had increased as well. And every day I'd get countless documents on
my desk that I'd have to put my stamp of approval on just to disperse money to
our second parties. (laughs) So, as of last year I have been put in charge of
first party content exclusively. And that's where my focus is now. We've also
opened an EAD studio in Tokyo. That studio has been responsible for Donkey
Kong Jungle Beat which is available for play on the show floor.
So I'm in a great environment now and have a great setup because I work directly
with a lot of the Nintendo DS tech demos on the show floor today.
Takashi Tazuka: I've been working with Mr. Miyamoto for the last twenty
years, primarily on the Yoshi series, and more recently as the producer on Animal
Crossing. My most recent title will be Pikmin 2 which I
serve as producer as well. I've been helping out with the DS tech demos today.
Hideki Konno: I am Hideki Konno in EAD's planning department. I've been
working with both Mr. Tazuka and Mr. Miyamoto for almost twenty years now. The
best way to explain what I've been responsible for is to start with the most
recent and work my way backwards. I was the director on Luigi's Mansion, the
director on Mario Kart 64, and the director on Super Mario Kart on the Super NES.
And before those rolls as director I was working with Mr. Miyamoto for several
years on games like Yoshi's Story, Yoshi's Island, Super Mario
World and Super Mario Bros. 3. The reason why I'm here is because of
the Nintendo DS, which I' m working on Metroid Prime Hunters,
Mario Kart DS, and a little game called Nintendogs.
Miyamoto: This is the
Nintendo DS. (holds it up) If you glance at it, it kind of looks like a Game
Boy. But we've created the hardware with the idea that it's not a Game Boy.
Obviously the chipset and graphics the DS is capable of are far beyond what the
Game Boy's been capable of during its lifetime. I'm sure because we've provided
backwards compatibility with Game Boy people will see it as the next Game Boy.
But really this is our third pillar.
What we mean by that is, with the DS, we're going to create software that we
haven't been able to produce on any Game Boy, nor software that's been able to
be created on the GameCube. It's going to be software that's never been seen
before on any system. People always talk about Nintendo creating and innovating,
and we're always under pressure to create new ideas. The idea was to reevaluate
the idea of just continue to improve on graphics and technology. One thing we've
looked at was to change the controller, and we've taken the DS and brought a
whole new generation of capabilities to the hardware. We're also known for our
software titles, so because of that we're able to put together a piece of
hardware that no one else can create.
As you can see, we've taken handheld graphics and
increased the capabilities, we've taken ideas from other systems like
connectivity and found ways to bring that into the hardware. We've been
researching wireless connectivity with other systems for a long time and
what we saw with the Game Boy was that with linking games, people would have
to buy a cable, and as we released new hardware and new peripherals, and
linking them becomes very complicated. What we tried to do was to bring it
together, like the microphone that's built into the unit, which is really
neat. We had lots of ideas for using microphones in games in the past. You
have all this functionality in one box.
If you look at the game industry now, people have been
playing games for a long time. There's been better graphics, better
technology, and more indepth gameplay. But as the industry continues to
grow, we see that the world is really separated into two camps. One camp
that plays videogames and one camp that doesn't. So when I went back to the
days of the original Mario where it had one button to jump and that's it, I
think that people long for that type of control again and those days where
games were for anyone to enjoy.
With the DS we tried to focus on control where people can be directly in
control, feel what it's like to be directly in control of that character.
And that's what we're doing with the DS. So with the DS people who haven't
been gaming for a long time or ever are suddenly brought to the same level
as other gamers without having to worry about difficulty of control.
So the reason why we're calling it the third pillar is that with all these
features and capabilities, the DS becomes a hardware system that doesn't
just take games we've seen before and add new technologies or better
graphics, it becomes a system where we can bring new styles of games that
we've never seen before either on a handheld or a console.
That's why a lot of game developers who have been challenged in coming up
with new game ideas see the DS and become very excited in its capabilities.
One example of that is a game called Pac Pix which Namco has
created. Namco had this idea floating around for a while, and made some
experiments with it, but there wasn't any hardware out there that allowed
them to create this idea. And when we showed them the DS, they immediately
got very excited, and told us that they had a videogame idea
that would be perfect for it. Everyone at EAD is very excited, there's a lot
of energy, and a lot of fresh ideas floating around.
But just because there's two screens doesn't mean you
have to use two screens. And even though we have wireless capabilities in
the system, it doesn't mean every game has to be wireless compatible. And
just because there's a microphone in the system doesn't mean you have to put
in voice recognition into your game. And you don't even have to take
advantage of the pressure control system. We think this is a system where
developers have freedom to choose what to incorporate into their games.
The one thing I want to apologize for is how short many of the Nintendo
DS tech demos are. There's a very specific reason for it. We think about how
many people come to E3, how many people are going to be seeing the system
for the first time, and we realize that the DS is a system that you have to
get your hands on and play to understand what the system is about. We
decided that we needed to have very short demos so that not only so the
press could see everything in a very short time, but also so the developers
who are here would see what it's capable of and use that to create ideas in
their own minds. Hopefully you won't be let down by how short some of these
demos are.
We have a request to all of you. This is a system that you have to touch and
feel to understand. If you've had a chance to play it, try to find a way to
explain it to them so they can understand how fun it is. That's why we're
only going to be talking about the capabilities and not the specs of the
system. Thank you
Question: Why do you feel the industry is ready for
a device like the Nintendo DS?
Miyamoto: I think that if you ask the developers about the DS,
they're going to tell you they're very excited to develop for it, and the
opportunity it provides them. It's going to allow them to create new
software, and that new software is going to please consumers in new ways.
Question: With the stylus control, have you had any problems in your
internal testing where the screen would scratch over time? Is that a concern
with this hardware? What have you done to address this issue?
Miyamoto: I'm not the best person to answer this question since I'm
not directly involved in the testing. But we are researching possibilities.
We've looked at potential covers for the screen to protect it. But based on
Nintendo's past, you can count on a very sturdy screen, so don't worry.
Actually, I've been playing a lot of the games, and when I play Wario Ware,
I find that I have a really good time playing it with a cotton swab, like
the kind for cleaning your ear. It feels very smooth and very funny.
(laughs)
Question: Which technologies or game ideas are you most impressed with,
in general?
Miyamoto: I'm very interested in games that change the way people
play. Like Samba de Amigo and EyeToy and obviously our Donkey Konga and
Jungle Beat, games that are not only fun to play, but also look fun to play
to people watching people playing them.
Question: With the DS' chat and instant message capabilities, are you
competing with mobile phones? What direction are you going with this?
Miyamoto: I think there are two ways of looking at it. Our target
user is everyone: people age 5 to 95. And if you look at that wide user
base, you have children who see their parents with PDAs and such. So there's
a lot of appeal for kids to use the DS and the stylus for its chat and IMing.
And it's possible for someone with a wireless router in their home to
potentially link up the Nintendo DS to that router, the computer and the
internet and then to potentially link up to other instant messenging
programs. I don't know how Microsoft will see this or if anyone will put
anything out for this, or we may put something out independent as well. But
maybe since Microsoft isn't making any cellphones maybe we'll be fine.
(laughs).
Shigeru Miyamoto: I am overseeing Zelda in its
entirety, in a sense. Mr. Aonuma is the producer. I think that if you have
questions about Zelda you should perhaps not ask me, but Mr. Aonuma.
Just very quickly though, as for the reason why
Link has changed, there were very, very, very, very many people out
there who wanted Link to change [laughs]. Also there's another reason
and that's that in developing the Wind Waker we know that we were going
to be creating a game in which Link was a young boy and trying to create
a very active and very energetic young boy and trying to choose the
right style for portraying the young boy in a game like that we tried
many different experiments. The ultimate decision we came to was that
the cel-shading in Wind Waker was the best option for expressing that.
We also wanted to create a very unique game world on the GameCube.
But since then, we've been left with a very big
question: and that was, what are we going to do when we decide to make
Link a teenager again -- a 16-year-old Link. So after Wind Waker we
tried several different models and made varied versions of them.
Ultimately we decided that in showing a teenage Link really the best
style of expressing him would be something that's closer to our
graphical style in Ocarina of Time. So Mr. Aonuma actually wasn't lying
at the Game Developer's Conference when he said we were working on Wind
Waker 2. He just didn't tell the whole story. And fortunately because he
didn't tell the whole story, we were able to surprise you all here with
a big announcement about the series.
So the rest I will leave up to Eiji Aonuma.
Eiji Aonuma: I'm sure all of you saw the
video of the new Legend of Zelda game at this point. One thing that I'd
like to point out to everybody is that none of that is CG. It's all done
in real-time and running on the [game] engine. That movie was actually
created by somebody who took a version of the game, played it,
videotaped and then cut the pieces together to make the movie.
One more thing I'd like to point out. For a long
time now -- ever since Ocarina of Time -- Mr. Miyamoto has talked about
how he'd like Link to be able to fight on horseback so he could have
mounted battle scenes with Link swinging his sword. Unfortunately we
were not able to do that in the N64 games. And this time that's been a
big focus for us with the new game on GameCube. So I think in that
sense, the fact that we're seeing Link on horseback and swinging a
sword, I think that's one more way in which Link has matured.
Q: How long has the game been in development, how
far along is it, and why isn't it playable at E3 2004?
Aonuma: In terms of playable versions on
the show floor, we're still not sure exactly how long it's going to take
to complete the game at this point. But the plan is to by E3 next year
have a version that you will be able to play to your heart's content.
And in terms of how far along the game is, as I mentioned everything you
saw in the movie yesterday is from a version that's running real-time
playable on the engine. At this point we've got the engine running and
everything's working and it's a matter of plugging in and putting in the
finishing pieces.
Q: Wind Waker had a water theme and Majora's
Masks had mask. What kind of theme will the new Legend of Zelda
game have?
Eiji Aonuma: Well, generally with Zelda
games what we try to do is let everybody know what the main theme of
that game is going to be once we can present the entire game to you in a
format that you're going to be able to play. Hopefully you'll all be
happy to know that we do have a quest and a theme and when you're able
to play the game we'll tell you what it is.
One thing that I can say is that up until now
we've really focused on a young link maturing into a more grown up Link.
This time we're going to be focusing more heavily on a more
teenage/grown-up Link and so with that in mind we're going to be looking
at different ways to express Link as an older teenager and trying to
incorporate those types of features into the game.
Q: The game looks great. Will the gameplay feel the same as Wind
Waker?
[Eiji Aonuma turns to translator Bill Trinen, who
has played the game, and asks for his opinion.]
Bill Trinen: Mr. Aonuma asked me what I
thought since I actually played the game. [Laughs]. Yeah, it's pretty
good. [More laughter]
Eiji Aonuma: One of my other ideas in Wind
Waker was more simplified control for the game, which was tied to the
graphic style and the theme of that game as well. One thing that we're
doing right now as we go forward is looking at how we're going to show
Link in this more grown up role. We ask questions like what kind of
control scheme can we implement that's going to reflect that more grown
up Link.
Shigeru Miyamoto: Obviously everybody wants us to show things as
early as we possibly can and as much as we would like to show things at
a very late stage we don't always have that opportunity. And if we wait
to show it until everything is done then I don't get the chance to upend
the tee table. Obviously one of the main purposes of the E3 show is to
focus on the titles that we're going to have out in the next year. This
game is going to be launching in 2005 so I hope you'll all understand
that while the game is very far along at this point we're not going to
be revealing a whole lot of details yet.
One thing I've been asking for is that over the
last 18 years the Zelda franchise has seen a lot of the gameplay style
used throughout the series and that's needed to remain true to the
series, I'd like to see a lot of new ideas implemented, especially in
the realm of puzzle-solving and that sort of thing. So I've asked Mr.
Aonuma to focus his attention on that.
Q: In the trailer that we saw yesterday, a lot
of areas looked very familiar to Ocarina of Time. We saw a castle and
Link rode Epona. He might have been in the Lost Woods. Is Link going
back to Hyrule and is this now the true sequel to Ocarina of Time?
Eiji Aonuma: How do you know that horse was
Epona [smiles]? Unfortunately I cannot reveal all of that at this point
in time. Please wait a little while longer.
Q: The graphics in the game are beautiful. Will
the game feature high production values throughout? To be more specific,
will we see detailed cinematics, major story developments and will
characters speak with acted voices?
Shigeru Miyamoto: I actually don't want
Link to talk very much. Maybe I'll record my own voice for when he
talks, or maybe you can record your own voice [laughs].
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