Miyamoto
Interviews> January 8th 1999, Tech
TV
Lauren
Fielder: Zelda hasn't even been released, and
people are talking about it being the best game
ever made.
Shigeru
Miyamoto: Well I really don't know. The
people who have played a little bit of Zelda and
the game magazine people have all liked it. I am
very glad to hear the initial response was so
very good.
Fielder:
You've also said that you believe that Zelda
might be "the best game I've ever
made." Is that so?
Miyamoto:
I must tell you that I had the most difficult
time in making this game, and so I hope it will
be my best game ever. But at the same time, I
will try my best on the next game, and I hope the
next game will be even better.
Fielder:
A lot of game journalists and people in the
industry believe that it takes years for
developers to really learn how to use the system
to its full capacity, yet Super Mario 64 was
shipped with the Nintendo 64's launch, and it's
still considered one of the best examples of what
the Nintendo 64 is capable of. Do you think
developers have really learned to use the
capacity of the 64-bit system?
Miyamoto:
Yes, that may be the case. I can tell you that
Mario 64 used about 60 percent of the total power
of N64, and Zelda is using about 90 percent, so
we still have 10 percent to explore. And there
are a lot of things we can do and share with our
licensees and developers, so there will be a lot
more things that we can do with N64.
Fielder:
One of the largest and most frequent complaints
is that developers are focusing on graphics, and
that is preempting game play. Your creations are
a prime example of excellent graphics and
excellent game play. If you could give the
developers one bit of advice, what would you say?
Miyamoto:
Well I am not in the position to give any advice
to any other developers, but what I can say is
that we are working with interactive media, and
we are always trying to make something new, and
so we are always encouraging developers inside
our team to welcome more interactivity. Because
there are now many people who are accustomed to
prerendered, computer-generated, beautiful CD-ROM
graphics, Zelda or other games may not be
satisfactory to them in a graphics sense.
Therefore we encourage the development of more
interactivity in the games, but we still hope
that the developer will create an environment
that he is able to walk inside. That is the key
to success, I think.
Fielder:
What is the difference between a game concept
that is a trend and is very popular the first
time around and a game concept that builds a
lasting enterprise, like Zelda? What is the key
creative element that makes something last?
Miyamoto:
Well, in fact, we are always making constant
efforts to create something new. Even though, for
example, Mario 64 belongs to the so called Mario
series, it is actually quite a new type of game.
Using the technology of N64, we were able to
develop a 3D world and install, or incorporate,
quite a few new types of camera actions. So Mario
64 was quite a new game, although it's in the
series called Mario. And this time, with The
Legend of Zelda, we have kept the same concept
and the same theme as the preceding Legend of
Zelda games-- you are going to encounter similar
problems, issues, and riddles, and you've got to
think for yourself, you've got to find a way,
you've got to find similar items and weapons in
order to make your own way through the
difficulties-- yet we implemented many different
elements into it. For example, in the case of
Mario, especially the N64 version of Super Mario
64, the point was that your Mario character is
doing many unique movements. On the other hand,
in the case of Zelda, you are not playing Link,
but you become Link and are looking around and
seeing the dynamic scenario of the world through
the eyes of Link himself. I think we could
achieve that kind of concept with the N64
technology for the first time in this newest
Legend of Zelda game. We kept the same concept in
it, yet we have adapted quite a new approach so
people who are accustomed to playing the so
called movielike games may say that this is not
that kind of game-- that it's a new concept for a
game. It's an action, real-time 3D adventure type
of game. Keeping the same concept but adding new
technology has always been an important element
and policy that Nintendo intends to keep.
Fielder:
Where do your ideas for the games and the
characters come from?
Miyamoto:
I wish I could find somewhere where I could get
ideas, but unfortunately, I don't have any
specific place. Rather, in my case, I often come
up with ideas while I am talking with my
programmers and creators.
Fielder:
What have you found to be the ideal size team to
work on a game? The ideal number of developers,
programmers, and artists?
Miyamoto:
Well, I believe the ideal number would be around
15. When it comes to Zelda, we started with about
25 people, and during the last eight months or
so, we had about 50 people. I think that's too
large a number of people to take care of.
Fielder:
What are your favorite parts in the Legend of
Zelda?
Miyamoto:
Oh, there are many parts I like, but if I had to
pick, I would say riding on the horse because
Link is riding on a horse and riding across a
huge field, and while riding on the horse, the
sun rises, the sun sets, and there are shifts of
time, and you feel the weather changing and so
forth. I like that best. I also enjoy a lot of
parts that are not actually necessary things you
have to do in order to get to the end of the
game. There are many events that are incorporated
in the game which you find yourself doing and are
a great joy to do, such as the fishing games,
playing the musical instrument, and many others.
So several people can complete this same game but
will have different memories about the game. It's
not a multiscenerio, or a multiending game, but
it's a game that will give you different memory
depending on where you have been and what you
have done in the game.
Fielder:
Are there plans for future games that you can
tell us about? What are you working on?
Miyamoto:
We boast among ourselves that we are always
trying to make something new-- something
unprecedented. Specifically, I am working on the
Mario Artist series. The game players will be
more actively involved in the creative process.
We are also working on other RPG games, like
Mario RPG II and Earthbound. We are also not
working only on these N64 games, we are working
on some other experiences, like connecting the
N64 with a Game Boy and conducting many other
trials.
Fielder:
One more question. You are a master of creating a
game world experience. What do you think about
the future of the technology leading away from
strictly audio and visual and perhaps bringing
other sensory features into the games?
Miyamoto:
Well, I really have no idea what kind of things
are going to happen in the future, and I have to
tell you that I am not sure when it comes to the
creation of interactive entertainment media like
video games what will happen, because every day
there is some new discovery. And every time there
is a new discovery, there's got to be some new
way for us to explore, and so we are just going
to keep going on to what's new. Technology is
going to lead us to more unknown areas, and
that's where we will we head. So I honestly don't
know, but of course, with the evolution of the
technology, the graphics will get even better,
clearer, and yet that's not the only cause we
should aim for. Rather, we should put more
emphasis on the ideas-- new ideas--
unprecedented, unique ideas. Ideas that aren't
connected to the available technology. I would
like to encourage everybody to think that way,
otherwise we will not find a new way to further
explorer and adventure in this unprecedented
media called video games.
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