Miyamoto Interviews>
May 25th 2002, Computer and Video Games
Microsoft and Sony have chosen to incorporate features
other than games into their hardware, such as DVD playback. Do you see a future
where Nintendo will do the same?
Miyamoto: Nintendo is an entertainment company, and
as entertainment we focus on the hardware. So, in the future it may be that
Nintendo does something that may have a wider use for the family, but that's not
something we're actually planning for. We really see games as being the
entertainment format we're using to entertain people and the family. That's our
goal; just to focus on that.
You focused quite heavily on Zelda and Mario in the
press conference yesterday. How important do you consider Pokémon to be to
Nintendo's overall strategy?
Miyamoto: Actually, we just have a slightly
different PR schedule for the Pokémon games we have coming out in the next
year. Because of that reason I didn't talk about them in the press conference
yesterday. Pokémon is very important to Nintendo, and I'm sure you noticed that
Peter [McDougal] did mention that we'd be releasing the next Pokémon game in
Japan this fall. Once we get back on the schedule of the Pokémon PR press
releases we'll be moving along in that direction and doing a lot of promotion.
As you can see we have a number of different products on
the showfloor today, from Stage Debut to the E-Reader and the E-Reader Cards, as
well as the LCD screen. So, there are a number of products that we were only
able to touch on in the demo. But yes, Pokémon is very important [laughs].
After the demo yesterday of Zelda, we think no one will
be complaining about the direction you've taken, but it's interesting to see how
Mario and the Zelda series have clearly gone in different routes. When games
became 3D, all characters could run around in a 3D world, all characters could
jump and climb: was part of the reason Zelda became very much a cartoon style to
help differentiate the Zelda series from Mario?
Miyamoto: Actually, I didn't intentionally set out
to try and define those two series and take them in different directions.
Really, with Mario and Zelda, we have Mario being a game that people enjoy just
playing and enjoy the controller, and Zelda being the type of game where people
enjoy an adventure. Because of those inner differences in the games, that's why
they're going down those different paths, more than us trying to draw the
distinction between the two. Really, as far as the cel-shading with Zelda goes,
it wasn't so much, again, to draw a distinction against Mario, as it was to
define Zelda as a unique title within the wider world of fantasy role-playing
games.
The other thing that we focus on, with games like Metroid
Prime, Super Mario Sunshine and The Legend of Zelda, all on the Nintendo
GameCube, is a control style that is really comfortable for the player and is
really consistent across all those different genres of games.
It's been necessary with GameCube to bring older gamers
into the fold, with titles such as Resident Evil and the like. You've always
claimed that games are for children, and grown up children if you like, and that
violence should be maybe steered away from in videogames. Are you saddened about
bringing this type of game onto Nintendo hardware, or do you see it as a plus to
sell more units?
Miyamoto: I don't deny that there's a role for
violence in games; violence is a form of expression, and expression is what
games are all about. What I'm really opposed to is the idea of everyone running
towards violence as the only means of expression, to the point where the only
way to surprise the user is to escalate the level of violence, and have that be
the only element of the game with any appeal. I think that's when violence
becomes an issue.
As far as the [violent] games we have on the Nintendo
GameCube, I really just think it's appealing to a wider audience. With the N64,
and the difficulties we had with that system, it was difficult to provide a
line-up that attracted a wider user base. With GameCube being a much easier
system to develop for, and us having a broader range of third-party support, I
think it's just natural that you're going to see games ranged at a wider
audience than we saw for the N64. But still I think that while violence is
something that can be used in games, it's the extreme and over the top violence
I find troublesome.
Microsoft seems to be convinced that the only way to
take games forward is to take games online. Sony seems to think that the only
way to take games forward is to make them more like movies. How will Nintendo
take games forward?
Miyamoto: [Laughs] Maybe they are unable to say,
"We can make games more fun and interesting without going online". We
are definitely confident that we can make games more fun, interesting and
innovative without having to go in that direction. We're really looking to
getting to a wider audience, and giving games a much broader, mass-market
appeal. We're comfortable and confident that we can do this without having to
rely on methods like that.
The best example we have of what I really mean about
taking games to a wider audience is Animal Crossing. That's the type of game,
where if a hardcore gamer was to pick it up and evaluate it, it probably
wouldn't get a very high rating. Things that a hardcore gamer looks at are game
balance, game difficulty, the number of bosses, the number of levels and the AI.
This game has none of those things. But when you sit down and play that game,
it's fun. It's easy and it's fun and it's going to appeal to a very wide
audience, and I think that this is almost a new kind of pillar in gaming for us.
We're taking this game, which is completely different from anything we've seen
before, and we think will appeal to a much wider audience.
Will Nintendo continue to create this sort of game,
which is essentially stepping away from the norm, and continue to innovate? Do
you hope that Nintendo keeps doing that in a first-party sense?
Miyamoto: Yes. Actually, one of the reasons we're
licensing out many of our franchises to second- and third-party developers is so
we can continue to support those franchises while we internally focus on coming
up with new ideas and innovating.
Do you want to share any of the new ideas and new
products you have in development?
[Everyone laughs]
Miyamoto: Look forward to E3 next year.
So, would you say in summary that Nintendo will
continue to look forward to what people like doing and how people have fun
rather than focussing on technology?
Miyamoto: Obviously we do focus on hardware,
because hardware gives us the environment to be creative and to be innovative,
and we need an environment that allows us to do that with a great deal of ease.
Because of that we're focussed on hardware, but I really don't think that just
because you have a technologically advanced piece of hardware it's going to sell
a lot of units. You need innovation in the games to do that.
So, when you get into companies trying to sell hardware
based on technological abilities, you get into this console war that we're in
now. When you get into this kind of situation, price drops are a lot harder on
the companies that have drawn in things like DVD playback and hard discs into
their hardware. When you think of things in that respect, really GameCube is
best positioned.
Mario is more than 20 years old now. How do you feel to
be in this position after so long a period?
Miyamoto: I feel as though I've been very, very
lucky, not only to get the kind of reactions from the users that we've got, but
also to have the really strong teams of people I've worked with consistently
over the past 20 years. We all get along really well and we work really well
together. I really feel that a lot of things have come together for me and I
truly feel as though I'm a very lucky person.
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