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Features

Doing Mushrooms,
Miyamoto-Style (Special Edition)
The DS, the PSP, and Developing
New Styles of Play
JM: In developing multiplayer games, Microsoft
and Sony have both acquired an expertise in online
gameplay. Instead, Nintendo has traditionally focused
on in-person multiplayer experiences. The Wi-Fi-enabled
DS seems to signal a transition for Nintendo, to integrate
a broader range of players who are online. What accounts
for this change?
SM: What we're looking at with the DS really
stems from what we're doing with connectivity. We
introduced connectivity to the Gamecube, so that if
you also had a Game Boy Advance and a link cable,
the gameplay we offered was very fun. But unfortunately,
there were a lot of people who didn't have all these
elements. So with the DS, we thought, what if we took
all that and the fun elements we innovated with that,
and put them all into one system from the get-go?
So all you do is buy this one hardware system, and
right out of the box you have all these connectivity
options. Whether you've got one DS and one game pack,
and your friends have their DSes, you'll be able to
download the game from the game pack in one DS wirelessly
to your friends and you can all play together wirelessly.
So it's these kinds of "straight out of the box"
and "nothing more to buy" ideas that we're
excited about with the DS. It's because we're focusing
on that that we can look at other options. It's like
a jumping off point, where you can expand from there
into the online realm. But for us, the main focus
is that we want to provide people with this experience
straight out of the box.
JM: Given the fact that DS introduces
so many innovations at once, not just the dual screens,
combining 2D and 3D elements, but also two wireless
systems, both touch and voice as new game interfaces,
what advice would you give third party developers
for taking full advantage of the DS?
Ken'ichi Sugino: Rather than trying to give
them advice of what to do, I'm really looking forward
to seeing what they come up with on their own.
SM: There are a lot of people who have been
in the industry a long time, that have been making
games, and are always thinking up new ideas for games.
Part of the problem is that a lot of people who come
up with these ideas for games haven't had a hardware
system that's been able to bring these ideas to fruition.
One really good example of this is a game called Pac-Pix
that Namco has created on the DS. Essentially, what
you do is, on the touch screen, there are ghosts running
around on the screen, and you with the touch stylus
draw Pac-Man [draws a simple Pac-Man figure on his
notepad] like that, and the Pac-Man you just drew
starts animating. Then you draw a line like that [draws
a line underneath the Pac-Man figure] and Pac-Man
goes down, you draw a line that way [draws a line
to the side of the Pac-Man figure] and try to keep
Pac-Man on screen until he catches all the ghosts.
This was an idea that Namco had had for a long time,
and the problem was that they never had a hardware
system that would allow them to realize this. So when
we took the DS to them and told them that this is
the hardware we're making and these are the features
it has, immediately they said, "We have a game
we want to make." So, we're looking forward to
seeing what other ideas people have had that they
weren't able to realize before. And this is just one
example.
Another thing to look at is this whole idea of multiplatform
games. It's gotten to the point now where people are
fighting so hard for exclusivity on a particular game
for their platform and it's just gotten into this
big weird battle. Mr. Yamauchi, the former president
of Nintendo, was very averse to the idea of multiplatform
games. From the standpoint of a developer, it's very
easy for them to create one game and port it to other
systems, but from our perspective, we want to provide
people with new forms of gameplay and really fresh
ideas. And so rather than have the same game on every
system, we like the idea of having people bring their
games to a Nintendo platform and then add in new elements
that will make it very unique to the Nintendo platform.
The idea with the DS, with having these new features
like wireless, the touch panel, the built-in mic,
is that people who created a game for one hardware
system might bring it to the DS and say, "Well,
look at all the things I can do on the DS, I can add
all these new features." We think there are a
lot of ideas floating around like that, in addition
to those that people want to make strictly for the
DS, because of all the things we can do with it. And
so I think that's going to bring a lot of creativity
and freshness to the games that we'll see.
JM: What are your impressions of the PSP?
SM: I actually haven't seen it yet. I'm sure
it's probably got a big screen on there, and I'm sure
they've tried to pack as many technical specs in there
as they can, but I wonder how long their battery life
is going to be. I haven't heard anything about that
yet.
For us, we didn't make the DS because we wanted to
make our console games portable, or because we wanted
to make our Game Boy Advance games more gorgeous.
We really wanted to create the DS so that people could
create completely new styles of games that no one
has ever experienced before. And so in that sense,
looking at what they're doing with the PSP, I don't
really see it being a competitor with the DS, because
it's really similar to all the systems we've seen
before; it's just more specs.
JM: How did the DS come together?
KS: Rather than being one idea that started
in one spot and was brought somewhere else, we kind
of always had a two-way street between me the hardware
developer, and Mr. Miyamoto, the software developer,
with an exchange of ideas. Rather than him saying,
"Hey I want this," and us saying, "Okay,
we'll do that," we brought our ideas to the table
at the same time. It had only been six months since
we introduced the touch panel and in just those six
short months, we've seen all kinds of ideas that have
come up since then. So it was really an ongoing communication
of going back and forth between each other, exchanging
ideas, and coming up with it.
SM: So the DS is a result of a two-year process,
and it's only been six months since we've had a working
version of the touch panel, and that's where all the
ideas have come from. We have different research tracks
going on at Nintendo, one that was researching the
touch panel, one that was researching the wireless,
and one that was researching the high-tech graphics
chips, and so it was really a question of how do we
combine these elements together in a way that we can
create this hardware. So it was really an amalgamation
of these research tracks that resulted in the DS.
JM: Speaking of new styles of gameplay,
Nintendo has a habit of innovating in this area, with
Super Mario Bros., Super Mario 64, and
more recently taking the complex adult genre of strategy
games and making it fun for all ages with Pikmin.
What ideas do you have for refining future gameplay?
SM: A good way to look at it is too at the way
we launched the NES. At that point, there were only
computer games in the market. The PC games back then
were set up with so many buttons on the keyboard that
you didn't know which button to press to do anything.
If you just turned the power off on the computer,
you could do funny things to the computer software
that probably wasn't very good for it. With the NES
we said we're just going to have this button that
says "Start," and you press that button
and start the game. And you've got two buttons to
control with. No matter what, you've got those two
buttons to control with, and it's very simple, very
easy gameplay, you're going to learn to control it
right away. And with the DS, we have the buttons on
the face of it, but you also have the touch panel.
With the touch panel, you're going to see people take
ideas from the past and take games in new directions
and see things we've never seen before. And if you
go and play the games, and even just stand back and
watch people play, it's very funny to see people just
tapping away at the screen and try to do whatever
it is they're trying to do in the game, but it's very
to play and very fun to watch, and I think that's
going to lead us to a lot of innovation and lot of
new ways to expand existing franchises and genres.
Cooperative Links and the Reinvention
of 2D Gaming
JM: Let's take a look at a specific
recent game. Aonuma-san, the gameplay of Four
Swords resides on both a console and a handheld.
What were some of the design challenges that you faced
in creating the game?
EA: The big challenge was the connectivity.
Our question was, "How do we use the Game Boy
Advance screen, and how do we use the GameCube screen,
and find a way to make that fun?" The best example
I have of making it fun is actually a very simple
one. Basically, a giant bomb will fall onscreen on
the GameCube, and there'll be this giant bomb sitting
out there, and a timer starts counting down. And essentially,
anyone who's still on the GameCube screen when that
bomb goes off, it's game over for them. And so at
that point, what those characters have to do is they
have to find a hidden hole or passageway that will
lead them down to the Game Boy Advance screen where
they can take shelter from this giant bomb. So essentially
it becomes almost like a hide and seek game. So that's
a very simple example, but yet it's something that
couldn't be done without the two screens connected,
without connectivity. So for us, the hard part is
not simply forcing the gameplay onto two separate
screens and saying, "We have two screens, so
at this point let's make them go down here, and at
this point let's make them go up to the GameCube screen,
and oh, over here they can go back down to the Game
Boy Advance, and over here, let's just make them go
over to the GameCube." It's about taking that
connection and finding a way to take advantage of
the fact that you have those two screens, and turn
into something that's fun to experience. And so that's
what I think is the big challenge, which is to come
up with those ideas that make the connectivity mechanism
fun.
JM: Lately, there's been a renaissance
of cooperative play, as opposed to competitive play.
What were your feelings about creating a game driven
by cooperation?
EA: The thing that I think is interesting is
that cooperation is actually a different style of
gameplay, and gives a different response than competition.
The thing about Four Swords that's funny is that although
it's a game that four players have to cooperate to
solve puzzles, when you play it four-player with three
of your friends, you actually end up competing a lot
more in that game than you do cooperating. Because
they're all cooperating to solve the puzzles, but
then they're all racing to be the first one to get
treasure, and items. So they end up fighting each
other a lot. The thing that I think is really fun
about that game is the shift between cooperation and
competition, and how it can just turn suddenly, where
you're cooperating, and then competing, and cooperating.
It really makes for a really different interactive
vibe between the players, and a very different environment.
I think a lot of people are going to sit down to play,
maybe not expecting that, and realize, "This
is really fun!" [Laughter].
JM: There's a mix of traditional 2D
Zelda gaming and the 3D cel-shaded animation
and explosions of your Wind Waker title. Was
there any added complexity in integrating these two
styles into the new game?
EA: Actually we're using a 3D engine on the
GameCube, and with that engine creating 2D graphics
on the GameCube. And we found that it's easier to
display 2D on a 3D engine on the GameCube than it
was to display 2D on the 2D engines of the Super NES.
It's very interesting, because creating 2D in a three-dimensional
space allows us the freedom to do things we couldn't
do in a 2D game, and it's really freed up the designers
and programmers to really do some things that were
to them really fun, that they didn't have the opportunity
to do before back then, and really make the game look
and feel different. And so they're feeling a lot more
freedom and surprisingly doing it this way has made
the game much more easy to develop.
We're calling this 2.5D [laughter], but I'd be very
happy if we could get other developers to take a look
at this and see what we've done, and then go back
and start making more of these 2.5D games.
JM: The industry took a headlong plunge
into the world of 3D graphics, almost at the expense
of fun 2D gameplay. There have been a couple of instances
of great games that have come out in the 2.5D space
like Viewtiful Joe. Do you feel that there
is still room to develop more great 2D-style games,
or are we at the end of that curve?
EA: With the technological advances of the hardware
increasing and the computer graphics increasing, it
was both natural and almost necessary to take franchises
like Mario and Zelda and push them into
the 3D realm, but that doesn't necessarily mean we've
abandoned 2D gaming at all. I think with those technological
capabilities, you want to go from one dimension to
the next, and at the same time we've continued our
development in both dimensions. You can look at the
GBA and you can see Zelda development going
on there, and more developments to come, particularly
with the DS. We don't think it's the end of 2D gaming,
we're actually looking at how we can push it onto
other platforms, we've got Four Swords out
now, which is going back to 2.5D, and so I think we're
going to continue to look at these options and decide
what best suits the gameplay and go forward from there.
Who's on First
JM: What games are you playing now?
SM: Right now I'm mostly playing the DS games
I'm working on, and I'm having a lot of fun with those.
I don't have a lot of time to play other products
beyond what falls under my sphere of influence. I've
been playing The Legend of Zelda: Four Swords Adventures,
and Mario vs. Donkey Kong for the Game Boy
Advance, which I think is really fun.
KS: I'm not just saying this because I'm in
an interview, and I'm supposed to behave for the PR
guy, but I'm actually playing a lot of Super Mario
Bros. from the NES classics series. That was from
the era of gaming that I grew up in, so I really like
that.
EA: Before attending the Game Developers Conference,
I saw the list of nominations for the Developers Choice
Awards, and in there I saw Prince of Persia
listed. I had heard from various people that this
game was supposed to be very fun, and so I managed
to get my hands on a U.S. copy of the game, and played
it. I thought the game was indeed very well done and
very fun.
Note: Special thanks to Bill Trinen, Yasuhiro Minagawa,
and Chris Olmstead for their translation and facilitation
services.
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