GS:
How much involvement do you have with Soul Calibur II?
SM: Yeah it’s actually kind of weird. I’ve
found that I’m more involved with meetings about projects that aren’t even
being developed by Nintendo, so I’ve had a lot of meetings lately and I’ll
bring the artists along and they’re very involved in that process. But it
struck me one day that I’m in all these meetings on outside projects and the
number of Nintendo-related projects has really fallen off--I’m starting to
think I’m paying more attention to what other people are doing rather than
what we’re doing. [laughs]
Namco, the guys that are creating this game, they are big
fans of Link and they really wanted the opportunity to use him in this game.
From the very beginning they’ve been giving a lot of thought on how to use
Link in the game and what sort of attacks he would perform, so they’ve been
very attentive to how Link appears and what he’s doing in the game.
GS: Some of the attacks in Soul Calibur are
somewhat violent? Are there any sort of attacks that you didn’t want to see
Link doing?
SM: We didn’t give Namco any guidelines to follow
but they’ve been very considerate with how they’re using the Link character,
so they would say, “we’re going to have him do this, is that OK?” So
that’s been very good to us.
GS: You’ve talked about how much you’ve enjoyed
working with different third parties, so what’s your involvement with Capcom
been like lately?
SM: Yeah, it’s really fun working with Capcom,
and actually the Capcom Zelda team is almost like a part of Nintendo now since
we’re so used to working with them. We would totally feel comfortable with
them just joining us [laughs], but not that would happen [laughs]. They’re
really great to work with, even though it’s certainly true that the two
companies are quite different. Capcom is more of a regimented company whereas
Nintendo is more free-spirited, so it’s funny that we’re able to work
together and get along so well.
There were a number of people working on Wind Waker who
are big fans of the work Capcom has done with Zelda, and the people that are
working on Zelda are huge Zelda fans and love the Zelda universe. But since
they’re always working, they rarely have a chance to play Capcom’s Zelda
games and vice versa. One day Capcom came by and showed us the game they were
working on, The Four Swords, and our staff members were so excited that they
started playing it right away. Of course, we would send them updated builds of
The Wind Waker and tell them to try it out as well. We have a great working
relationship.
GS: Sega’s a well-known developer, what strengths
do they bring to the table for the F-Zero project?
SM: F-Zero’s always been an intense game with its
focus on high-speed racing and it’s the type of game that people get really
dedicated to. Mr. Nagoshi took a liking to the F-Zero franchise early on and
thinking about the F-Zero franchise we always try to hype it as being a game
about speed and in that sense that’s something that we felt that Sega and Mr.
Nagoshi’s team are very good about doing that, creating games with a sense of
speed. I think the two of them together [F-Zero and Sega] are a perfect fit.
They’re also working very hard to bring new ideas to
gaming with this project with the idea of bringing the game to the arcades and
having the interactivity with the console version--even what they’re doing
with the arcade cabinet and how it moves is something new. We’re really
excited about it.
GS: So what’s going with Konami and the reported
Metal Gear Solid game on the GameCube?
SM: I spoke out of turn I suppose [laughs]. Yeah,
we’re actually working on a couple of projects with Mr. Kojima--he’s working
on his new Game Boy Advance project. Actually, quite a while ago, he talked to
us about wanting to bring the Metal Gear franchise to the GameCube and that
plan’s been in motion for a couple of years now. I spoke about it when I
shouldn’t have so if you want details on that project, you might want to try
asking Mr. Kojima.
GS: Will do.
SM: He might say no [laughs].
GS:
Lately, there’s been some grumbling from third parties about working on the
GameCube, how do you feel about the concerns of third party developers? Also,
how do you feel about the GameCube hardware? Is there anything you would’ve
gone back and changed?
SM: Well, I really think the video game market
overall is seeing declining sales of individual games. Of course, now you see a
lot of publishers that are using multiplatform strategies. Nintendo has always
used the philosophy that a multiplatform strategy is not the best path for a
profit-oriented company. I think a lot of the third parties are starting to find
out that this is accurate.
If we can increase the user-base, I think a lot of
developers are going to come and support the GameCube with great enthusiasm. One
way were trying to do that is by focusing on games that players can only enjoy
on the GameCube and games that specifically take advantage of the GameCube
hardware and the Game Boy Advance. We’ve been in talks with companies like
Electronic Arts to take advantage of the connectivity idea and bring new ideas
to gaming. I think by supporting this and by working with third parties to
increase the user-base will be able to win back some of that support.
GS: Third parties haven’t done a whole lot with
GBA connectivity or online functionality when it’s there, how frustrating is
that?
SM: It doesn’t bother me that much. I mean,
obviously, we need to work to increase the install base, but also I don’t
think we’ve even shown all the strengths of connectivity ourselves. Nintendo
needs to take the lead in doing that, coming up with new ways to use
connectivity, and when third parties see that they’ll think they can make a
project off that too. At that point, I think we’ll have so much support that
we’ll have to turn people down [laughs].
It’s important for the industry to look at these new
forms of games that are going to expand beyond the current styles you see now
because developers are so focused on creating gorgeous games and incredible
graphics, which requires so much more time, energy, and money--I think all of
the software publishers are having a hard time with some of these costs.
GS: Similarly, is it frustrating when people talk
about the user base when it’s approximately three million? That’s not
exactly a small amount.
SM: It used to be in the toy industry that you
could sell a million units, it would be considered a success. Now with Nintendo
where the software titles are selling 600,000 to 800,000 units, we consider that
to be a big success for us in Japan, so looking at our user base we want all of
our games to achieve that level, but we need [to sell more consoles] for that to
happen. In that sense, it is kind of funny that despite our user base we need to
sell more, but at the same time, the industry as a whole is focusing on how a
game sells across all platforms. So ultimately, I think we need to increase the
user base to get up to that level.
GS: You’ve often talked about the pressure of
having to get certain games out, and we’ve noticed that Pikimin 2 is coming
out rather quickly. Did you feel pressure to get this game out?
SM: The original plan was actually to release
Pikmin 2 in October of last year, but because so many members of the EAD
development staff had to lend support to The Wind Waker, it’s a little behind
schedule [laughs].
GS: On the subject of sequels, can you say anything
about Mario Kart?
SM: Well after winning the innovation award for
Animal Crossing at DICE, I wish we could discuss some of the innovation that
we’re going to be introducing with Mario Kart but I can’t just yet. I can
tell you that work is progressing on it and just the other day a North American
localization group just completed voice recording for the game.
GS: What about online possibilities for the game?
SM: We’ve been conducting online experiments with
Mario Kart for quite some time. This time around, we’ve looked at it and I
still feel that [the kind of experience Mario Kat delivers] would be very
difficult to pull off online.
GS: What kind of expectations did you have for
Animal Crossing since it was such a different game? Also, in terms of a sequel
for Animal Crossing, how do you improve on a game like that?
SM: I really didn’t know at all whether or not
the game would be a hit, but I really did think that for the style of gameplay
that it offers, it definitely has a place in life and it’s a game that’s
suited for everyday life. I came to this conclusion watching my kids play Zelda
games with their mother, specifically Majora’s Mask. They would try to help
her through it and urge her on, and they would sit there and play for hours on
end. My wife complained about the fact that you would have to play for such long
periods of time to get anywhere in the game. So the thing I like about Animal
Crossing is that it’s a style of game that if you want to play it for a long
period of time you can, but at the same time, you can also play it for a few
minutes per day.
There are also a lot of families that want to play
videogames but they find them too difficult to play. One thing that we’re
doing in terms of a sequel is bringing the connectivity features of the North
American version to Japan, which didn’t have them originally. I think that
expanding on that connectivity and the non-network network style of gaming is
one way to expand on the game. That doesn’t mean that it’s going to an
online Animal Crossing game, but it will be the Animal Crossing experience with
a network style application to it. It will be very difficult.
GS: Thanks for your time.