Miyamoto Interviews>
Febuary 21st 2002, London Roundtable
Miyamoto - When we
came to Europe we wanted to be able to show
something we haven't yet shown and we believe
we'll be able to introduce all these four titles
by the end of this year all around the world.
Some of them may be late, but that is our hope.
Are you at all
interested in working with the new Triforce
arcade hardware and what possibilities do you
feel it offers?
Miyamoto - I
actually don't know to what extent I can talk
about this, but just to start with a little about
Triforce: Triforce is a name of the printed
circuit-board for an arcade machine, a joint
project between Nintendo, Namco, and our old arch
enemy, Sega. We recently made the joint
announcement.
Triforce is, of course, the
name of an item in The Legend of Zelda. The
meaning of it is three forces coming together to
become a big power. But the fact that three
companies have made the announcement does not
mean that other companies are not going to use
the system: we believe that Capcom and other
companies are going to make use of Triforce.
As a matter of fact,
although we have only just announced it,
negotiations and development have been going on
for a very long time, so that it could be
completed in order for our software titles will
run at the arcade centre, making use of Triforce.
Sometime in March or April, a series of
announcements will be made, revealing several
software titles that will make use of the
hardware - you will be surprised by some of the
names there. And needless to say, arcade
developer Sega is going to make a number of
titles. As for the CPU and graphics chip in the
GameCube, these are the ones actually used in the
Triforce circuit board.
I think this signifies
three important points: Firstly, from long
experience of creating arcade games, Namco and
Sega understood that the GameCube technology is
good enough to make this type of game, and that
it's easy and efficient enough to make their
software. Of course, its low cost has been taken
into consideration. Another important point is
that whatever software is made for Triforce will
be readily available for GameCube. Thirdly, wait
for the announcement in March or April: I'm sure
it will surprise you quite a lot.
Excluding your own
projects, which GameCube titles are you most
impressed by?
Miyamoto - That's a
very difficult question to answer as I always try
to refrain from making comments on other people's
work. I believe Star Wars on Gamecube is much
better than its predecessor. Nintendo really
wants a good variety of software for Gamecube at
this time.
We've also been having
conversations with Mr Mikami [ Shinji
Mikami, the producer of Capcom's Resident Evil
series Ed]; for the line-up of
Gamecube software I appreciate the production of
titles such as Resident Evil.
You repeatedly stressed
that you're trying to move away from the kiddy
image, to move away towards an image of GameCubes
for everybody, and you've attracted games like
Resident Evil and Eternal Darkness; more mature
content. This message still doesn't seem to be
getting through to developers. Developers that
are bringing games across all platforms are still
saying that when they bring it out on GameCube
they're going to dumb the content down, take out
more mature elements. This is obviously going to
put potential buyers off. What are you opinions
on this?
I often talk with
developers, and when they are attempting to
decide if they are going to make software for the
Nintendo platform, they intentionally try to make
it childish sometimes as they think they can sell
a lot more software to children. Also, whenever
we are having talks with licensees, we make a
point in asking them, "Please, you must make
something suited for Nintendo". When we are
saying we want to have something unique for
Nintendo, they obviously mistake it and think
Nintendo want some childish-looking games. We are
still having meetings with licensees, with
companies such as Sega. They often say,
"Yes, we wanted to make more adult oriented
games, other than making characters look
childish," I say, "Yeah, actually
that's what we really wanted all the time."
From the point of view of first-party of Nintendo
licensees, Nintendo really has a responsibility
to expand its hardware to much wider audiences.
Even in Nintendo first-party titles we are trying
to expand.
So when I'm talking about
what's unique about Nintendo, it's not childish
software but rather with things like the
connectivity with the Game Boy Advance.
Rumour's been escalating
in the last few months that your GameCube
development will be focusing on shorter games
like Luigi's Mansion or Pikmin. Is this true?
Miyamoto - I think
that judging play time depends on the concept of
each game. Like with Luigi's Mansion, once you
are through to the end, it's the end of the game;
Luigi's Mansion is that kind of story-telling
genre. In Pikmin, however, I think players are
divided into two groups. As soon members of the
first group are finished they quit, but the
others are people that try and try and try the 10
courses. I made Pikmin in the hope that each
player will play it at least three times. Rather
than increasing the skill or expanding the play
time, we should concentrate more on making unique
games by working with a small group of
developers.
As for the next Legend
of Zelda, it's going to be a relatively big team.
For Mario Sunshine I think it's likely to be made
by a relatively small team, but it's going to be
made to make you play again and again.
What's your impression
of the release of the GameCube in Europe?
Miyamoto - First of
all, we were going to launch the GameCube in
March in Europe, but this would have put us in a
disadvantageous position. The only reason we
delayed the launch was that we wanted to prepare
the right amount of hardware, and by delaying the
launch to May we are now trying to store enough
inventory. On day one we are trying to ship
500,000 units of GameCube across Europe. Within
two months we expect to ship 1 million units in
Europe.
I think we're better
prepared for the launch of the next console in
Europe than anywhere else. For one thing there
are the software titles. We shall be able to
prepare 20 titles for day one in Europe.
I was involved in the
hardware design of this product too, and I myself
designed this hardware with a wish that this is
going to be played by all family members, from
small children to older people, small children
and their grandparents. And we really want
GameCube to become the platform where unique
games are going to be introduced. We made the
hardware design and architecture so that it will
become the most accepted machine for developers
to make software for.
So when developers are
making the software for GameCube they are going
to appreciate the best possible performance of a
videogame while they can have the other function
of connectivity. As you can tell it is compact
and light. We were selling software on ROM
cartridges, but now we are adapting to providing
games on small-sized discs. We have able to
realise a very sweet reaction between the
hardware and the software this time, so I think
we've made a convenient development platform.
Needless to say, it's at
the lowest price-point in the market.
To start with in Europe we
are going to introduce lilac and black GameCubes,
but because we really want as many people as
possible to play with Nintendo GameCube, we are
soon going to add an orange colour. We are
planning to increase the colours later on. I
think the compact body with a variety of colours
will be suited to the tastes of Europe, rather
than a back gigantic body.
Most GameCube owners are
looking forward to Mario Kart. How is work going
and what difficulties have you had improving the
formula?
Miyamoto - We've
been having a series of meetings about what to do
with Mario Kart on GameCube. We have almost come
to a decision as to what drastic change to make
to the basics of the past Mario Kart games. All I
can tell you is that we are hopeful that we can
show something early next year.
How are you making sure
that third party developers will make full use of
the GC's unique controller and the networked GBA
aspects?
Miyamoto - First of
all, the Nintendo GameCube has very appealing
features - the inter-connectivity, good
controllers - but we are always happy for others
to come up with very good ideas or situations to
make use of them. Everybody nowadays is
interested in network gaming. People are taking
great interest in the connectivity between
GameCube and GBA right now and we are intending
to include many applications of our own.
The internal mission at
Nintendo is to educate the audience and the game
player as to what combinations of connectivity
are available. Licencees will then find it easier
to sell applications with connectivity. For
Nintendo it's a big responsibility to expand the
possibilities and the environment for new games
in Japan. This is something we can do by
ourselves.
How important is it for
Nintendo to have its own hardware? Would it be
better for Nintendo to become like Sega and
become software licencees and developers only?
Miyamoto - It's a
difficult question to answer but Nintendo is
making hardware in order to make software. The
videogame industry has become mainstream, and
people often regard it is primarily a
software-selling industry. In other words, all
you have to do is make the programs and sell
them. Period. But Nintendo has a different
opinion. We, of course, are selling the games of
Konami [and others], but that's just one aspect
of our business. Nintendo's main business is to
provide the world with unique entertainment.
I had a mentor [Don't
ask us who, because we don't know Ed]
in my office in the past, and when I told her I
had the word artist on my business card he
scolded me. Now what we are doing is a business
of glamour. If you put a business title on your
card you will contain constrain the
possibilities.
Nintendo was traditionally
a playing card company, now Nintendo makes
playing cards on which certain barcodes are
printed and by letting the card be read by a
special barcode reader, certain information will
appear on GBA games.
How do you think that
Hiroshi Yamauchi's [Nintendo Japan's
president Ed] retirement will
affect Nintendo's future?
Miyamoto - I really
don't know. For example, after his retirement,
it'll matter how much influence he attempts to
put on Nintendo. By now we have learnt quite a
lot from him regarding the way Nintendo should be
operated. So even after he retires his influence
will be felt dearly by the company. Perhaps
though we will be a lot freer in terms of design
after he's gone. Please don't write that!
[laughs]
Sony has announced its
plans for online gaming. When will you announce
yours?
Miyamoto - This is
being explored along the same lines as other
connectivity issues such as between GBA and
GameCube and making four-player games for
GameCube. Putting a game online doesn't
necessarily mean it will become any more
interesting than it already is. I think there is
a definite danger that combined network gaming
can become a permanent escape from reality for
the game developer. They become stuck with making
new ideas, always thinking about making online
games next time, so that the present offline
games suffer. Once you have made one single
online networked game you can't easily go on to
the next project. You have to keep watching the
game's progress; in other words you end up doing
maintenance. For example, in Japan it seems as
though role-playing games are selling very well
but in reality it's just Final Fantasy that is
selling well in the market. So even if you are
talking about online networking games, if you
have a monthly subscription fee you just can't
tell how much software you have to create to
begin with, and how many companies can get a
profit.
Also, as I said before,
Nintendo cannot guarantee 100 percent about the
networking environment and we guess that by 2005
only around 20 percent of European households
will have access to broadband. Nintendo cannot
afford to program for only 20 percent of
households when we have the possibility to sell
to 100 percent of them with non-networked games.
Also we wish to provide a wide range of people
with a variety of new entertainment, from small
children to very old people. With online
networked games, that's just one type of person.
For the software, I have
already made so many games by connecting four
GBAs together or by using four controllers on the
GameCube.
We could make a Pikmin
online game.
We are ready to go onto the
online networks, but having said that we do not
believe that all future gaming shall be played
online.
How do you take the
reaction to the cartoon Zelda and do you believe
that what you have to offer is relevant to what
the majority of gamers want regarding realistic
games?
Miyamoto - I think
that we are exploring certain types of reality,
but I believe that games should be judged by
playing them not by mere appearances. That's why
I have not brought the latest videotape of Zelda
footage with me. We are going to exhibit the
Legend of Zelda gameplay at the E3 show this
year.
In the third-party
development disclaimer for GBA it has a detailed
section on infra-red communication. Will that be
a feature on the new model?
Miyamoto - We don't
have anything along those lines planned. Always
we are working on many different ideas and
projects when it comes to connecting the
technology sides of applications.
Do you think gaming has
a positive effect on society?
Miyamoto - I don't
know. When I was a small child I was the kind of
kid who was deeply into reading comics. At that
time Manga was becoming big amongst children.
Also Japanese TV stations started broadcasting
Manga programs. But then after a while I became
so addicted to cartoons that I started drawing
them myself. I became quite good at it and that
led to where I am now, making games. So looking
backwards, what was good about that time was that
my parents gave me guidance saying that I should
not read cartoons all the time. So they
restricted the time I could read them, but I also
tried to sneak a look. But I wasn't always
reading them all the time. I was also into
fishing, I played baseball and tried to play
outside a lot. I believe it is most important for
children is to have many experiences. The use of
games are a type of media is something we should
consider carefully. If you ask specifically my
attitude as a game designer, then I'm always
trying to make my games carefully designed so
that a game-player can be forced to think about
many different ideas throughout the game. That's
the beauty of an interactive medium like
videogames.
Because of the length of
time it took to announce GameCube's European
launch date, sometimes European gamers view
Europe as less important than either America or
Japan: can you reassure us that Nintendo loves
us?
Miyamoto - I'm very
sorry, and that's why I'm actually here today. I
have visited Germany, Spain Italy, France and now
England, in order to talk to European people
directly along with Mr. Iwata. However, just a
few days ago, his father-in-law unfortunately
passed away so he had to return home. He was very
sorry, and left a message saying he really wanted
to be in the UK today.
I really want people around
the world to enjoy Nintendo games equally, and in
order to do so we are now setting up a system
whereby each software developer is having a
dialogue with different people in charge of
localisation. In order to have an efficient
localisation process, we have already set up such
a facility in Europe where people working on
localisation are getting together to produce
quality products.
In the past you've been
very reluctant to describe what you do as art.
How do you feel about other people describing
what you do as art?
Miyamoto - Somewhere
in our minds in the games industry we have a kind
of inferiority complex compared to people working
on art and people working in the movie industry.
Parents are often feel
comfortable by watching their children watching
Disney movies, but they always tend to become
worried about children playing with Nintendo
video games, so in the past I've always thought
that I should make software that parents feel
comfortable with whenever they see their children
playing.
How critical is the lack
of a DVD player in GameCube, and does the size of
the disc restrict the potential for building
bigger games in the future?
Miyamoto - If you
look at gameplay aspects and gaming experience,
we've come up with the best hardware ever with
the Nintendo GameCube system.
These kind of hardware
devices [DVD-playing consoles] are destined to be
broken and will need repairing: even if your
gameplay system is OK, if your DVD system
playback is out of order you'll have to get it
repaired which can cost a lot of money.
And look at the small,
compact size of the Nintendo GameCube - once
again we wanted to make something for all ages,
so even small children can handle it easily, and
small hands can carry this disc easily. Also,
when it comes to the accessing time for the media
this is quite good in comparison: for example, in
order to access a bigger disc, you need more
power.
Another key point is with
copy protection, which I think is one of the
biggest issues in Europe. From a game making
point of view, game creators are now going to
receive money that they are credited for: the
customised optical disc offers strong protection
against copyright infringement.
Unfortunately, in some
cases you may need two optical discs to play a
game like Resident Evil, but for the majority of
the games, one disc is enough. A problem is that
people seem to demand realistic graphics from
software: I'm not convinced that by relying on
this the game can be any good. I'm not sure if
it's the whole world demanding realistic graphics
or just a limited number of gamesplayers, but
some developers are in the mind-set that they
feel threatened by the world into making
realistic gameplay right now.
Therefore, they just cannot
afford the time to make unique software because
they feel the pressure to make realistic games
and are obsessed with graphics. In the end they
cannot recoup their investment in the game. So,
in a way the smaller disc is a message from
Nintendo that you don't need to fill out the
capacity of a normal sized DVD disc. If we want
to make larger software, then we just make the
game on two or three discs.
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