Miyamoto Interviews>
May 24th 2002, Nintendo Power
NP: With Nintendo's huge showing at E3, the biggest
ever with its Game Giants and Connectivity presentation, you have to be thinking
what next year's E3 will be like. How are you going to top an E3 presentation
that's this enormous?
Miyamoto: Next year, our big focus is going to be on uniqueness and innovation.
Iwata: We thought that for our second year [with Nintendo GameCube and Game Boy
Advance] that it was really important to focus on our strengths. And that's why
we see this really historical presence of Nintendo franchises at this year's
show. And I think that it'd be difficult to repeat in the future. We've never
seen a lineup like this. But at the same time it's extremely important for us to
continue to put out new products and new ideas and new franchises. Because, if
we don't, there's really no future for us. And so that's going to be our main
focus going forward.
NP: And by "uniqueness," does that mean we're going to see more
connectivity, with an even stronger presence of connective games at next year's
E3?
Miyamoto: Yes. I think that definitely means more connectivity, but it also
means more games that are in and of themselves unique. Unique ideas--of course,
half of that is still all in my head.
Iwata: Connectivity is one of our strengths, but it's not the only thing that
bring uniqueness to our games. And so we're really looking forward to making
games themselves unique. Next year we may see something more like last
year--when we brought out Pikmin, which was something totally new and never
before seen. And it surprised a lot of people. That's really the kind of
surprise that Mr. Miyamoto is looking for. And so the kinds of things we'll be
showing next year may have some characters that people are familiar with but are
completely new games. There might also be games that have characters that are
themselves completely new. Mr. Miyamoto is thinking about a lot of different
things. There will be a lot to look forward to.
NP: Mr. Miyamoto, you'd said that
playing The Legend of Zelda for the Nintendo GameCube is like "playing a
cartoon." Other recent games have attempted this, but with varying degrees
of success. Yours is undoubtedly the first smash success. What's the secret of
Zelda playing like a cartoon?
Miyamoto: [Laughs.] It's because we have such talented people!
NP: Even certain games that are based on existing cartoons have only
partially recreated the cartoon experience. What do you think are the real
challenges of making a game play like a cartoon?
Miyamoto: I think a really large goal was to find a kind of expression that
really fit the Zelda world--to create his own universe. In doing so, we came up
with many ideas and went with the cartoon-style of cel-shading that we now have.
But from early on, the designers were able to look at that style of cel-shading
and understand what elements of that really fit the Zelda world and helped to
draw out the characters in the world.
From all over E3, we can see that cel shading is a kind of trend in game
technology, and there are many games that are trying it. But, in Zelda, we're
not just taking this technological trend and applying it to the game. We're
really taking the idea of it being a cartoon and creating the entire world as a
cartoon--rather than just applying a graphic technique to an already-created
world.
So we're using cartoon-style expression on Link's face and cartoon-styled
expression in the emotions and animations of other characters as well. The whole
world feels like a cartoon, rather than just using this cartoon technology and
applying it to a medium.
NP: On the E3 demo of The Legend of Zelda for the Nintendo GameCube, the boss
fight with the lava monster is as thrilling as the big finales from the very
best feature-length cartoons. What has the power of the GCN enabled you to do
with Zelda-style boss fights?
Miyamoto: To put it simply, in games you have a lot of elements. Graphic
effects, flame, smoke, particle effects--things like that. And you have the
processing and computation needed to create the monster's animations and
movements. You also have the sound, using Dolby Pro-Logic II Surround Sound,
which plays an important role. Taking all of those into consideration, the
Nintendo GameCube is an extremely well-balanced piece of hardware. The overall
ability to handle all these different effects is very good--and makes the
complete effect very strong.
On top of that, we have our own basic ability to come up with these very
easy-to-control camera systems and finding interfaces, items and designs that
are really suited to the world. So I think it's really a culmination of a lot of
these elements that have allowed us to do this with the Nintendo GameCube.
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