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Shigeru Miyamoto's Keynote Speech The pilgrimage began at 6 p.m. on March 18th. A line five wide and hundreds deep poured into the San Jose Civic Auditorium, stretched down to the end of the block and twisting across the street. But that wasn't all. Another line, just as deep, formed from the Game Developer's Conference entrance to the auditorium entrance, filled with developers thirsty for knowledge. What was all this for? A little forty-something man from Japan. Who plays the banjo. Developers know better than this, though. He isn't any man. He's the Master. He's Shigeru Miyamoto. And on this rare occasion, members of the game development community could literally hear the insights of the creator of Mario, Zelda and StarFox. Now head of the Entertainment Analysis and Development Department, Miyamoto started at Nintendo in 1977 as their first staff artist. Since then, he basically created "the Nintendo game", and, with over 60 titles, raised(and continues to raise) the standard of game design excellence. And here he was, fresh from designing the fastest-selling video game of all time (The Legend of Zelda: The Ocarina of Time for N64), doing the Keynote Speech for the 13th Annual Game Developer's Conference. Isn't life great. Getting Miyamoto there didn't happen overnight, however, as GDC and GAMEXecutive Director Jennifer Pahlka readily admitted when introducing him at the speech. His presence at the GDC has been a goal for a while. "Four years ago (at a Miller Freeman meeting) I asked what would be the our dream conference. Ernest Adams then said two simple words: Shigeru Miyamoto," Pahlka said. Jim Merrick, Product Support Group and Software Engineering Manager for Nintendo, also expressed the reverence the gaming community has for Miyamoto. "(He has and) he is still, undisputedly, on top of his game today,"Merrick said. On the two big-screen projection TVs, the audience was then treated to a video history of Miyamoto's greatest games, starting with Donkey Kong. The crowd yelled and screamed like a rock concert. Then, finally, out came the humble middle-aged man everyone came to see. Most of the crowd stood up, yelling and shouting, as if releasing all of their emotions aroused by years of playing his games. Miyamoto shyly smiled, repeating "Thank you" and "Okay", giving a hand motion for people to sit. But they wouldn't sit. They stood and clapped for at least a minute, paying homage to the man. He nervously smiled, rubbed his face, shook his head and almost seemed overwhelmed, almost to tears. As a show of respect to English/American culture, Miyamoto did the first minute of his speech in English. A Japanese interpreter then arrived and Miyamoto finished the 75-minute speech in Japanese. His speech was split into three sections: the history of game design, theconcepts behind the latest Zelda and the future of game design. The speech dealt with other issues as well, like programming. One main topic was how games changed with the advent of the home console. "The goal of the arcade was to see how many quarters people would use to play your game," but, when the NES was created, "the gameplay time changed to just selling play time." This required a change of focus, as home systems gave him the opportunity to create whole worlds. In regards to inspiration, Miyamoto puts no limitations on himself. "I have seen an idea for a hit title happen from a conversation with an ordinary person," he said. Perhaps most comforting, however, Miyamoto admitted that he shared the same problems as many of the developers there. "Recently, I have hit brick walls in development and can't quite finish a game. Maybe some of you have been in the same boat. Some of you have probably released a game that was not quite complete, much to your mortification," he said. He continued, "I'm sure each case is unique, but when developers and publishers work without a sufficient grasp of the game concept, you may work hard, but it won't be that fun." In regards to the much argued definition of game designer, Miyamoto provided his own unique definition."How can I go to the next level of entertainment within the constraints of the hardware limitations and budget. This is what I mean by designer," Miyamoto said. He also gave advice about good design. He recommended being as explicit and specific in design documents as possible, so the programmers can understand what you need. He also said that not every idea for a game will get in. Miyamoto said "The more inexperienced a designer is, the more likely he will think everything will get in. Games are limited and represent less than one-third or one-fourth of the actual vision." He provided insight into his Zelda: Ocarina of Time team, which was split into different groups, all doing, as he put it, "experiments". The groups included scenario and planning (storyboarding), sound, item interaction and motion capture/animation. They then took all the successful experiments and integrated them into the game. Regarding a Zelda sequel, we shouldn't hold our breath. He said he couldn't guarantee an improvement in gameplay right now. "Even with very high technology, better graphics and quicker response, I can't guarantee (the next Zelda) will be fun. I think this is something we as designers all should think about. Also, I want to do new ideas. I don't want to worry about management and inflated development costs." The audience responded with a resounding clap, relating to his dilemma. He finished, "Of course, the video game move to popular or mass markets is good, but I'm afraid we are repeating some of the same experiments. Even with (the latest) Zelda, it didn't feel as exciting as (the original) Super Mario Brothers." Regarding the future, Miyamoto said wants to do something new. He did show a new N64 game though, featuring dancing characters with big heads. Though the game looked inspired by Enix's Bust A Groove, it will utilize the Gameboy camera so players can photograph their face and put it on the dancing game characters. As noted in the Gamasutra interview, Miyamoto wants to keep the future open. And, like his humble appearance and his unpretentious attitude, Miyamoto seems to cut away the garbage, revealing the simple truth. "It is the new and unique expression of ideas that brings new games," Miyamoto said. Maybe it is that simple. |
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