Nintendo
Power invites you to pull up a chair and listen in on an
exclusive conversation with Nintendo's master of game
development, Shigeru Miyamoto.
Nintendo Power spent several hours at E3 talking to
Shigeru Miyamoto and members of Nintendo's EAD
development group. Miyamoto hardly needs an introduction
to readers of Power. His status as the best video game
designer in the world has become virtually a legend
within the industry. As the producer and guiding spirit
of The Legend of Zelda: The Ocarina of Time, his insight
into this upcoming game and other gaming topics are of
particular interest as we await the release of Zelda this
fall.
Power:
Congratulations on being chosen as the first
member of the Academy of Interactive Arts & Sciences
Hall of Fame. How does it feel?
Miyamoto: It's an honor to be the first. I also
think the awards are good for the industry.
Power: What's the secret to a
great game?
Miyamoto: I think it has to do with balance. My
formula for success is that 70% of the game should have
to do with objectives and the rest should be secrets and
exploration - things such as burning trees to find a
hidden dungeon entrance like in the first Zelda game.
Power: What is the biggest
difference between developing Zelda and Mario 64?
Miyamoto: I was director for the development of
Mario 64, but I'm the producer this time. There are four
different directors for Zelda. [Toru Osawa, Yoshiaki
Koizumi, Yoichi Yamada, and Onozuka.] I have to listen to
the opinions and ideas of each of them. It's a touch job
coordinating all of their efforts, and I have my own
ideas, too. I suppose it's just as tough for them
(laughing).
Power: How big is Zelda? Or how
long will it take for a player to finish?
Miyamoto: That's hard to say since not everything
has been combined. It's at least as big as A Link to the
Past, and there's more freedom to roam about the
overworld. I think it will take at least 40 hours to
complete.
Power: Will there be a lot of 3-D
cinema scenes in Zelda?
Miyamoto: Perhaps more than 40 minutes worth of
scenes. I think it's important to have cinema scenes in
order to keep people actively involved in the game.
Power: Who's in charge of
creating the story?
Miyamoto: There's one scenario writer. He wrote
drafts and I made comments and changes.
Power: What's the greatest
technical challenge of this game?
Miyamoto: I think the challenge is to create
visual expressiveness using lighting and textures - for
instance, the smooth skin of the horse and the realistic
movements of Link's hood. How much realistic expression
we can make is the biggest challenge for me. But I would
like to see less emphasis on the technical aspects. I'm
hoping to make a "minature world" where people
can play, the same idea as in Mario 64 but more
realistic. Meeting a variety of characters is more
important than the story line. And action is very
important, things like simplifying the button controls
for complex actions. In Zelda, players will be able to
customize their (C Button) controls and use weapons and
items on whatever button they choose.
Power: Is Link able to go back
and forth through time?
Miyamoto: yes, he can and he must.
Power: How about magic?
Miyamoto: The magic system is one of the few
things that isn't finished yet. You'll be able to apply
different types of magic to weapons on the item screen.
If you apply fire magic to the bow, you can use a fire
bow. That's the basic magic system. I'd also like to talk
a bit more about a technical issue. I think the use of
real time cinema scens is something we really haven't
seen much of before.
Giles: FMCG
Power: What's that stand for?
Giles: Full Motion Computer Graphics. I named it.
Miyamoto: We used motion capture technology for
the FMCG to capture more realistic movements such as Link
mounting his horse. We had to make a mock horse in our
studio.
Power: So you had to creat a
motion capture studio?
Miyamoto: Yes. Actually, we rebuilt and expanded
it several times. Did you see the treasure box in the
demo game? We also motion captured the box opening
sequence using a real treasure box.
Power: Who performed as Link?
Miyamoto: It was a professional actor, although
not a famous one. We also hired a professional stunt men
to capture Link's sword fighting. There is a famous
Universal-Studio-type amusement facility in Kyoto called
Eiga Mura. [Movie Village.] We hired a professional
Samurai sword stunt actor from there.
Power: The horse action looks great.
Miyamoto: Thanks, but we still have more work to
do on the details.
Power: What is the role of "Voice" in
this game, and will Link speak?
Miyamoto: Basically, I think enviromental sound is
the most important. For example, we need some sound
effect indicating when Link was surprised, like in a
movie. I place our highest priority on that type of use
of sound. As for Link, he doesn't speak.
Power: In the show demo, we heard Link yell when
he fell a long way.
Miyamoto: Yes, that's the type of sound effect we
want to use.
Power: How about facial expressions?
Miyamoto: We have several types of expression:
Link showing surprise, blinking his eyes, that sort of
thing.
Power: What is your favorite thing in this game?
Miyamoto: What I'd like to do is to create a
totally realistic atmosphere. For example, if you went to
a dungeon, you could almost smell it (laughing.) Or even
within the same body of water, you could see differences
between cold water and hot water. That would be my dream
(laughing). With the N64 I've tried to do that kind of
thing.
Tezuka: I like the play control of this game. We
tried to come up with a system for 3-D action and simple
play control. I hope it becomes a standard for 3-D action
games.
Power: The attention mode using the Z Button is
one of those things? We felt it was very impressive.
Miyamoto: Yes, we spent a long time on it even
after we came up with the basic idea. It took a lot of
fine-tuning in order to find the easiest control for
players.
Power: How many people are working on Zelda now?
Miyamoto: Forty of fifty. It's the biggest
development group I've ever had. We also have a
programming company working closely with us. If I include
those people, maybe 120 people are working on Zelda
altogether.
Power: Here's a question for Giles. Who is your
favorite character in 1080(degrees)?
Giles: The Panda!
Power: Are you working on a sequel?
Giles: I've been discussing that with Mr.
Miyamoto. I'd like to make another game with a similar
style but with some differences. It should be easier this
time around since we built some great tools for making
small adjustments to the physics of the control. We'll
use the same engine in the sequel. The production system
that Mr. Miyamoto and I designed worked very smoothly
too, so the whole development of 1080(degrees) was much
faster than anyone expected.
Power: Will we see anything on a sequel this year?
Miyamoto: If we have a show this fall, perhaps we
can show a little bit, but it might only be a video. It
might be a problem to have a sequel ready for the next
snowboarding season this fall, which is when we'd like to
release a new game.
Power: Mr. Konno, are there any plans to make a
Mario Kart 64 sequel?
Konno: Maybe when we introduce a new piece of
hardware.
Miyamoto: He's just upset that he didn't win the
award for best racing game (laughing).
Konno: No. (Big laugh.)
Power: Let's get back to Zelda. You said
the game's "System" is more important than its
"Story" when you develope a game. Is that true
for Zelda this time?
Miyamoto: Yes, but since I have an excellent staff
that is stron in every area, I think you'll find that the
story-telling is a real strength in this game.
Power: But the "System" is still the
most important part of the game?
Miyamoto: Yes. I don't think that a story alone
can make a game exciting. I'm afraid that people think
that I ignore story lines or that I don't feel that the
story has any value. My first priority is whether the
game play is interesting. What I mean by that is that a
player is actively involved in the game. The story is
just one of the ways to get players interested, like the
enemies or puzzles. If you just want a good story, you
should pick up a novel or see a movie. The difference is
in the participation. In a game, you might meet a
character, but you don't find out his story until later,
after you do something that reveals the truth about him.
It's all up to the player. You only get that sort of
experience with the interactive entertainment. Of course,
the scenario, characters and graphics are all important,
but its this active attitude that is the most important
element.
Power: Will this Zelda be the end of the saga?
Miyamoto: No. Not at all. The action system of
this Zelda is completely different from previous games.
To me, Zelda games are a always about the concept of the
system rather than about a particular story.
Power: So how did planning of this Zelda begin?
What was the "System" that you had in mind?
Tezuka: In the beginning of the development
process, we were thinking about several different
approaches. One was a system similar to that used in
GoldenEye. It was more of a 3-D shooting style system.
Miyamoto: We also had an idea for a style similar
to Mario 64. We combined ideas from both system, but in
the end the Mario elements became the major part of the
game. Perhaps we could have created a whole new system if
we chose the GoldenEye style, but we went in a direction
that the entire team agreed upon. What was important was
creating the sense of the player being Link.
Tezuka: I think we can produrce a completely new
type of Zelda game in the future.
Miyamoto: Yes. We've already talked about a
network Zelda as an interesting idea. The assistance of
other players in the network could motivate a player's
active participation instead of the traps or secrets that
I create.
Power: So what is your next game going to be be?
Miyamoto: I'm working on a new project right now
where I'd like to spend most of my time. But I'm also
responsible for several titles including Mario Artist and
Mario RPG. This new project is very interesting. The
development time should be only about six months, and it
doesn't require a big team. The game itself could keep
players busy for more than a year. This is an ideal
scenario, but if our idea works, it will be a reality.
Power: When will we see something of this new
game?
Miyamoto: There's still the possibility that it
won't be a game. I'm challenging Giles to develop the
basic ideas. It will be a completely new way to enjoy the
N64 system. The N64 is a great machine that can be used
to do things that no one has even thought up yet.
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Shigeru Miyamoto
had recently graduated from art school when he was given
the project of developing Nintendo's first arcade game,
which turned out to be Donkey Kong. Since then, he has
created the most successful video games of all time,
including the Mario Bros. and Legend of Zelda series.
Takashi Tezuka
has worked closely with Mr. Miyamoto since the
development of Super Mario Brothers for the NES. He was
also the director of Yoshi's Story and Link's Awakening,
among other titles. In addition to helping Mr. Miyamoto
with Zelda 64, he is also directing the Game Boy Color
version of Link's Awakening.
Hideki Konno
has worked on many of the masterpieces for the Super NES,
including Super Mario Kart, SimCity, and Yoshi's Island.
Mario Kart 64 is his biggest title as a director to date.
He was also the lead developer Yoshi's Story.
Giles Goddard
worked on StarFox for the Super NES as a programmer for
Argonaut Software. He liked working with Mr. Miyamoto so
much that he stayed on in Japan to work at EAD. He was
the lead programmer for 1080(degrees) Snowboarding.
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