Miyamoto Interviews>
Febuary 16th 2002, Next Game
Nextgame.it: For the
first time in Nintendo's history a new console is
launched without a "Mario game". Don't
you think Nintendo fans will miss the presence of
Nintendo's strongest character?
Shigeru Miyamoto: I hope gamers still love
Mario as I do, but with the launch of GameCube
was our intention to introduce a something new in
videogame's world. Beside of shape, design, price
of the machine, we wanted to have something new
in the software line-up as well. Mario Sunshine,
the first "Mario Game" dedicated to the
GameCube, will hit the streets a little later, by
now you can play with his brother Luigi, who
continues the "family" tradition with
the usual game quality.
Nextgame.it: Talking about design, which
are the ideas on which you created the GameCube?
Shigeru Miyamoto: GameCube's design is
pretty peculiar, different from what we are in
the habit to see in a gaming console. First thing
we had in mind was the evolution of videogaming
itself: the reduced size of the GameCube allows
you to carry it form room to room quite easily.
Every family has at least two TV-sets at home,
and it is very easy to bring the GameCube from
the living-room to the sleeping-room, if you
want, not to consider a friend's place. We looked
for simplicity and practicalness: GameCube wants
to be a console that fits all the family, from
the youngsters to the elders. Another main issue
we considered was the gamepad: I don't want to
appear self-important, but I was the first to put
four buttons on the right hand of the pad, when I
designed the Super Nes controller and Sega, Sony
and now even Microsoft have followed that idea. I
don't want to state they copied from us, but it
is obvious that the four buttons became a
standard.
Now I have decided to
renounce this shape (I invented it and I can
afford to renounce it - smiles); I wanted to
focus on the immediate recognition of the main
button on the joypad. In SNES it was the
"A" button, in the GameCube it is the
green one. It is pleasant to the touch and the
player is immediately aware what button is the
most important one, the main control between him
and what permits him to interact, for example,
with Mario. A concept linked, again, to sempicity
and directness.
Nextgame.it: Let's talk about the next
Zelda: why did you decide for the Cel-Shaded
engine? It seems the videogamers split in two
parties, and half of them didn't appreciate the
idea. Are you planning to change the visual of
the game because of this?
Shigeru Miyamoto: I think it's not wise to
talk about something before having the chance to
test it. Only playing you can judge a game and,
after E3 2002, when you all will be able to play
with the new Zelda, we will talk again about it.
Nextgame.it: Nintendo Difference: even
Peter Main called this difference as the key of
the future of videogaming. What do you think
about it?
Shigeru Miyamoto: We learned that we can't
make the run on technology. Well, it is obvious
that new consoles are more and more advanced, but
it is the fun, the simplicity the real way that a
game (and, consequentially, a console) has to
follow to be successful. Too often gaming people
forget that the player, beside the graphics,
wants to be a part of the game and feel the depth
of it. To improve the visual quality we have
today we need to invest loads of money to achieve
very little gains, that only very expert players
or over-particular journalists will notice, and
these efforts would not give any advantage to the
game itself. By now we think the main goal in the
world of videogames is to make the technology
cheap and the price of the GameCube is a proof of
that. The hardware if the console is important,
but to make it affordable to anyone it is better
to focus on creativity and originality rather on
a super CPU that will make the price too high.
Nextgame.it: Creativity: we often say that
videogames lack of it, that nowadays games are
not innovative as in the past. Is the creative
market in crisis?
Shigeru Miyamoto: (Smiles...) I must say I
have no such problems, I keep having hundreds of
ideas... I think one of the reasons of the lack
of creativity by the new developers is the fact
that, unlike in the past, lots of them grew up
playing and the first thing they do, designing a
game, is to be inspired by what they found funny
when they were young. Inclination to the schemes
of the past is a natural consequence. We at
Nintendo want to give the young developers the
chance to create new games, freeing them from
their memories, and to achieve that we must
provide them a good hardware. Just with a console
that doesn't limit him, a designer can fly with
his fantasy. When a designer stops thinking about
technology and starts to put his resources in
gameplay and pure creativity he has achieved his
goal. That's why we teach boys who join Nintendo
to forget the hardware and think in a more
abstract direction. The development of the
hardware needed to make them possible to create
their visions is a task due to Nintendo's
engineers.
Nextgame.it: Is all this competition in
the console market a good thing for software
houses?
Shigeru Miyamoto: It is certainly a good
thing that the market has now more manufacturers
involved in, mainly for the gamers that will
witness price reduction. Even software house can
benefit of that, having to measure-up with
different consoles they can improve their
development knowledge: the Know-How is very
important for a software house. I think, anyway,
that in the future videogaming will move towards
the pure and simple fun... I can't say we have
seen everything already, but I'm sure we won't
see the huge accelerations we witnessed in the
past years: things are going to change, but in a
slowest way.
Nextgame.it: What do you think of the
online gaming, considering the launch of Phantasy
Star Online for the GameCube?
Shigeru Miyamoto: Online gaming is a
"must" topic these days, as it is
linked to the boom of the Net. We need to start
with some consideration: how many users can have
it, how many are going to pay a monthly fee to
play, how many can use broadband. Previsions say
that in 2005, three years from today, just 20% of
european families will have access to broadband:
a game like Zelda for Nintendo 64 sold six
million copies all over the world, developing a
similar game just for online gaming will cut the
overall income. The investments to create a game
are now enormous, we need to consider benefits
and flaws before starting to develop such a
project. This doesn't mean GameCube is not ready
for the online gaming, broad or narrow band: we
wanted to create a console able to satisfy the
need of every player, but simply I believe it's
too soon to talk about online gaming, even if it
is very fashionable nowadays. Phantasy Star
Online by Sega has been chosen because they have
experience in the field, the know better than us
how to do these kind of things, so we will take a
good advantage from this cooperation and we will
be able to understand this new trend better.
Nextgame.it: Sega abandoned hardware to
became a development team, and it is said that
Sonic Team is strongly linked to Nintendo. Is in
your intentions to "adopt" a character
like Sonic as a Nintendo exclusive?
Shigeru Miyamoto: Our relationship with
Sega is not different from the ones we have with
other third parties. They develop software and in
the moment we find it interesting for our console
we try a way to obtain it. Nothing more.
Nextgame.it: Nintendo has the image of the
developer who created games for the youngsters.
Now with Eternal Darkness and Resident Evil the
attitude has changed. Why?
Shigeru Miyamoto: Videogames' market has
changed: games were exclusively made for the
youngsters in the past, now even the adults like
to play. It is logical to develop games for that
kind of audience. As I said, the GameCube wants
to be a console for the family, a entertainment
media capable to satisfy everyone, from the child
to the grandfather.
Nextgame.it: As in the past, you decided
to choose a different media, the mini-DVD, while
your competitors choose a more common platform.
Is there a particular reason, maybe to be found
in the royalties due to Nintendo?
Shigeru Miyamoto: We choose to develop a
different media because we though it fits our
console better. First of all to keep little size,
then because our media is much more efficient
than a normal CD, seek times are very short.
Piracy was something of our concern, too: it is
one of the main problems of entertainment and we
hope our Mini CD will make pirates' life very
difficult.
Nextgame.it: A lot of people think that a
videogame, like a movie, can be considered a
piece of art. What do you think about it?
Shigeru Miyamoto: Creating a form of
entertainment can't be considered art, real
artists are others. I don't consider myself an
artist, for example, it would be insulting
towards real ones.
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