Miyamoto Interviews>
Febuary 21st 2003, Virgin Megastore Roundtable
Can you tell us a little about the concept behind the
use of wind in the game?
Miyamoto: We initially came up with the idea of
oceans and how Link can move - so we thought, why don't we use a ship to ferry
him? And in order to do this we needed to have wind, and so we gave the player
some control over the wind. That's how we came up with the idea.
We were thinking in terms of the advancement of
technology, and while many people focus upon more beautiful graphics, we really
wanted to make use of the technology to advance the other areas no-one else was
thinking about. And that happened to be the control of the wind, by taking
advantage of the high performance GameCube. It's unlike anything else out there.
Were there any ideas or elements you perhaps didn't
have time to put in this time?
Miyamoto: First of all, due to time restraints, we
had to leave out two stages, which included dungeons. Other than that, most of
the ideas were incorporated into the final game.
The new style of Zelda is a radical change and when
first shown it sent shockwaves through the industry. With the news of Mario 128
can we expect the same kind of shock?
Miyamoto: We never intended to cause any
shockwaves, but we are always trying to make something new. We are, of course,
trying to be consistent, but create something new. And with Wind Waker, we were
making a new Link. We were confronted with problems by going ahead with making a
realistic looking Link initially, and were a little uncomfortable with this.
Realistic Link would be expected to move in accordance with how he would in the
real world, but in terms of the game that was unnatural, even though in the real
world it would be natural. If Link looks and moves realistically, that doesn't
necessarily make a good game.
That's the basic argument we had while forming the Link
character into its current shape. Talking now about Mario 128, we haven't come
to the specific point yet where we've determined how the Mario character will
look. I don't plan to create any shockwaves - I'm just always thinking about
making perfect gameplay
Has everybody here played the game?
All:Yes!
Miyamoto: Didn't you feel that it felt very natural
to control?
All:Yes!
Miyamoto: Phew! [laughs]
Now that you've created the graphic and gameplay engine
for Wind Waker, are you going to re-use it?
Miyamoto: It is now taking a long time to come up
with the basic engine for whatever we're working on, so if we can make use of
existing technology, that's obviously better for me as a producer. As a producer
and a games designer, I'm hopeful we can make use of the Wind Waker engine for
future games. And since the functionality of the GC is so high I'm sure this
will be the case.
Aonuma: We didn't have anything major left over
when we finished Wind Waker, but some of the ideas we had that didn't make it
into Wind Waker are already integrated into some of our next projects which may
or may not be making use of the Wind Waker engine. Is this going to be the new
Zelda game? I cannot commit to that.
Given the child-like look of the game versus
mass-market thirst for realism, do you see any problems reaching a large-scale
audience? How will Zelda appeal?
Miyamoto: We have very popular cartoon movie maker
in Japan who is appealing to adults and children alike, and many fans of these
animated movies are parents. I don't believe making use of the cartoon style of
graphics in Wind Waker is any kind of handicap.
More importantly for Nintendo, we are always trying to
produce a variety of different things for a variety of audiences.
The games industry in Japan is suffering hard times and
there is a lot of hardship. But on the other hand, looking at the movie
industry, we have had different films that have stimulated the market. I don't
think it's a good idea just to focus on the games industry. If everybody is
getting on the same bandwagon and doing the same thing, that is just minimising
and shrinking the market.
What is more important for game design is coming up with
unique ideas rather than coming up with something similar - that's boring.
What influences did you have while making the game.
What were you watching, reading, doing it in your spare time that inspired
creativity?
Miyamoto: We needed to do a lot of different things
to stimulate us. When I'm asked that question, I have to say I'm always thinking
about games and always communicating those ideas. First and foremost it's
important to do things other than games. Nintendo is trying to sell it's own
games to existing users, and it's really important for us to appeal to
non-gamers in order to expand the market.
What's important for us is building relationships with
people in other industries. I have a garden nowadays, so I have a relationship
with a professional gardener, and maybe you may not believe it, but I also have
relationships with dog trainers, and have some serious conversations about:
"What does 'Dog' mean?"
[everyone laughs]
Aonuma: Most days I have to stay in the office
until late at night and I don't think that's a very good idea in my experience.
So I'm now trying to do new things and take on new challenges. Recently I had a
child, a baby boy, and now I'm trying to find new challenges.
It's true to say that I had a month's paternal leave, so
if I hadn't taken that maybe Europe could have had Wind Waker earlier! [laughs]
Last year you said Mario Kart was giving you the most
trouble of all the games you were working on. Have you resolved this trouble and
can you tell us anything about it.
Miyamoto: First of all, Mario Kart was not in
today's film, but that's not because it isn't completed, but rather we want to
show it at E3. We don't have anything further to say about it. I hate to admit
this, but we were so focussed on Wind Waker, we couldn't share resources with
Mario Kart.
In previous years, the games Nintendo made were the
biggest-selling, most popular mainstream titles on the planet. But tastes have
changed and that isn't necessarily the case anymore. Certainly, the biggest game
in the West is the ultra-violent GTA: Vice City, so what are your thoughts on
such a violent game being so popular, and where do you feel Nintendo now fits
into the market in terms of games and business?
Miyamoto: That's a tough question and I really
don't have any quick answer. It's obviously very good business sense to make
something that is popular in the market but it's not that simple for Nintendo.
Nintendo does not make violent games like that.
We are talking about the mass audience, and many people
have different their own ways of making use of entertainment. We as the maker
always have a responsibility over how our products are used by the mass market.
There are reasons why no companies are willing to market GTA as their product in
Japan. At least people have a sense of the danger of the current situation.
More importantly, we need to find something that is a
substitute for Grand Theft Auto, in terms of a game that sells. It's our mission
to find an alternative that is unique and non-violent. One of the answers is the
connectivity offered by GameCube and GBA.
In comparison to PS2 and Xbox there's a smaller level
of third-party support for GameCube. There's a perception in Europe that
Nintendo faces an uphill struggle in convincing consumers to buy GameCube
because of this. What are your thoughts on this?
Miyamoto: If you are comparing the hardware, in
terms of functionality you can of course make similar games, hence many titles
becoming multiplatform. It may be good for audiences, but when it comes to the
unique attraction of a platform, I really don't think multiplatform games help
this cause.
While it is good to have many different titles on
Nintendo, I think what is more important is that we make titles only Nintendo
customers can play. That is why it's very important for Nintendo to come up with
the best first-party titles and create unique entertainment experiences.
For example, Nintendo is heavily pursuing the connectivity
between GBA and GC, and this year we are going to introduce the GB Player which
lets you play GBA games on a TV via GameCube. And also, we have e-Reader in the
US, so you can get data from a piece of paper. This is the unique system
Nintendo is constantly trying to create and I'm positive more and more
third-parties are becoming interested in these unique opportunities.
Nintendo is offering this more positively than ever. I
can't really give specific examples right now, but we are working with EA on
this, and developing closer ties with Namco and Sega to create these
opportunities.
Do you see the key franchises like Mario and Zelda
going on forever, or do you foresee a time when you won't be able to go any
further. Specifically with Zelda, is there a feature you've always wanted to
include but have never been able to due to technology?
Miyamoto: I really do not think there will be an
end to new ideas being incorporated into Mario and Zelda games. As for Wind
Waker, we've incorporated many ideas from previous games, but I don't think
people will see it as re-hashed.
Aonuma: I think if another person is going to take
charge of the whole idea-making of a new Zelda game, I think it can be a totally
new product. There will be no ending - we will keep thinking about Zelda in new
ways.
Miyamoto: Lack of ideas isn't a concern. What is,
is that Nintendo has a huge amount of important franchises. Most of our team is
occupied in creating sequels and that situation is kind of troublesome. The good
news is that new people are growing fast and I can trust them to working on the
latest games. Therefore we still have time to work on new challenges.
But it's always the danger with a company like Nintendo,
that's there's always pressure to work on sequels. But Retro has worked on
Metroid, and Sega is working on F-Zero, so in that sense more and more
third-parties can become involved in creating games with Nintendo's own
characters. And, of course, you've seen Link feature in Namco's Soul Calibur II,
so there are many, many different ways to work with third-parties.
What about Link appearing in Soul Calibur II? That's a
very violent game.
Miyamoto: We are not concerned by this. Namco was
very good at identified what type of Link character should appear and what he
should do. Besides, Link as a fighting character has already been established in
Smash Bros.
Nintendo games have always been hugely anticipated and
praised in advance. The Wind Waker is the first NCL title to receive something
of a negative backlash thanks to the visual style. What were your reactions to
this?
Miyamoto: If people's reactions had been negative
after they played the game that would have concerned me, but before selling the
game all we can do is do our best at what we believe in. Even though there is
negative opinion, at least people are talking about Wind Waker, which is better
than no-one talking about it!
We have already released it in Japan, of course, but as
for the US and UK releases, although the content remains the same, we have
fine-tuned the game balance of the game in response to feedback from Japanese
users.
Could you please explain how the different Zelda games
tie together and whether Link is the same in each game.
Miyamoto: In the long history of Hyrule, there are
a number of Links which have made contributions. We'd need to write long papers
indeed to cover all the background of this.
Aonuma: Many people ask me why I chose to have
Link's sister for the first time. We really wanted to have a motivation for an
ordinary boy to get involved in a big adventure. We thought having to rescue his
sister would be a good trigger.
Previously Link has been seen as simply born to fight
evil, but now the new Link is an ordinary boy who, suddenly, becomes involved in
an adventure.
In past Zelda games, Zelda was still the ordinary boy but
he was supposed to fight evil. The most important thing is that players are
growing along with Link. To do this, Link must be ordinary to start with then
must meet with destiny so it becomes clear how he can evolve.
<<
Back to Miyamoto Interviews
Missed an Update? Click here!
Bored? Hit the
Forums!
|