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  The Elegance Of Metroid: Yoshio Sakamoto Speaks
by Christian Nutt [Design, Art, Interview]
3 comments Share on Twitter Share on Facebook RSS
 
 
April 23, 2010 Article Start Previous Page 3 of 3
 

I want to talk to you about the relationship with Team Ninja. You're working with Hayashi-san, I believe, on the game. I've met him, and he is a young, smart guy. I want to talk about the relationship you guys have; how you chose them and your working relationship with that team.

YS: First I'll address how we chose Team Ninja for this collaboration. I had come up with the Other M storyline and the rough outline for the game design, but I realized that what we had around us was basically a team that had been working on handheld games for quite awhile and we were looking at trying to make a 3D game here, so we realized that we needed some help.



We looked out there at who'd be available and who'd be interested in both the concept and the storyline, and when we finally contacted Team Ninja they were very interested in the project and realized this was also a very good fit for them. Once we had a clear understanding of the shared goals, we were able to move forward.

As for my relationship with Mr. Hayashi, probably the best way to say it is that I like to see him as a peer. I absolutely feel that we are equals. As you say, he's smart, he's young, and he's absolutely excellent at what he does.

He works hard and he works well, but he also has a really amazing, dynamic brain. He's able to put his hand on a lot of different things and succeed. So I thought he would be a fantastic fit for this project.

Now, when we first brought him on, I didn't just hand him a pile of documents and say, "Here you go. Please make this game." Rather, we talked about what was essential and what was good in the Metroid series and tried to figure out how best to use his arts background and know-how to really push those goals forward.

One thing that I really appreciate about him is he can really say some unexpected things every once in awhile that seem to come out of left field, but, since I know that we have the same end-goal in mind, even if we occasionally disagree or are surprised by each other's means or routes of getting there, we know we're going to end up in a good place. It's the right kind of conflict, and our individuality comes out in the best way possible.

One thing that's always struck me when making games with other people -- and, honestly, you're always making games with other people; it's not something that you usually come on as an individual endeavor -- is that you have to find all of the different ways necessary to express yourself to the other team members. There are some team members every once in awhile where, no matter how you describe something in words, it seems to just not be getting across.

But one thing I especially appreciate about Mr. Hayashi is that he seems to have some sort of intuitive sense to understand me. Perhaps it's because we already have shared interests and similar backgrounds, but I feel like he just gets me. There's something about this partnership that feels destined. I would like to ask you, since you've met him, what you thought of Mr. Hayashi.

I met him first when he was working on Ninja Gaiden Sigma, and I immediately thought, "Any guy who can stand up to Itagaki has probably got something going for him." That was my first impression.

In Japan, often when companies work with an external developer, they treat them like a subcontractor. They hand them planning documents, and they may have them make the game exactly as it stands in those documents.

But Nintendo, in particular with Metroid, seems very open. I got to play the Other M demo; you can definitely feel Team Ninja. Obviously, as you said, with Prime, you can definitely feel Retro's style. You're open to that collaboration. What about that collaboration excites you and allows that freedom for the creativity to shine through?

YS: Well, it's a little hard to say exactly how the collaboration on Prime might have resulted in the areas where you really felt Retro shined through there because I wasn't actually very closely involved with that project, but you can certainly say that there are a lot of common Metroid elements; those are always the foundation for any of these projects, even if you have a lot of other elements arranged in a slightly different way.

What you're dealing with is a large vessel that is very firm and can hold all of those elements and still retain its own identity. The best way to accomplish that, to find that sort of firmament that you can then put different arranged elements into, is to find the things that you can't budge on -- find the things that are essential, important, and you don't want to change. Once you've got that established, you can bring in all sorts of talented people and let them collaborate and contribute to what you have there.

Ultimately, what you're going to end up with is something where the Metroid world-sense is still intact: this is a really good game. And certainly this has to be possible on other types of game projects; all you really need to do is make sure that you're very clear in your communication and you talk to people a lot about those goals.

As an end note to all of this, I'd have to say that, if you wanted to maintain some sort of unilateral, top-down control over every aspect of the project, that's probably easier to do in the long run, but that's not something that I've ever wanted. I don't feel like that's something that yields the best results.

 
Article Start Previous Page 3 of 3
 
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Comments

Michael Kolb
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The main reason Super Metroid did so well was the exploration and rpg elements such as finding the missile launchers to open up red doors and such. You can see this with the classic Doom game as well where the player always had to hunt down colored key cards. Shadow Complex did this again and it was very well received. Small things like that go a long way for the game's depth. I really enjoyed Fusion and Zero Mission, tend to like the retro looking Metroid games more than 3D first person although I feel there is room for both to exist.

Joshua Dallman
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The first Metroid like the first Zelda had an open-ended world that expanded one's imagination and begged exploration. Forget GTA3 these were the first open world sandbox games filled with secrets, mini-games, meta-game, the works. Super Metroid had an opening that was downright cinematic up there with Another World etc. I discovered Metroid Zero on GBA only last year and it was the best game I had played all year on any system, so many good design points I don't know where to start, immense design accomplishment.

Kale Menges
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All I know is that Metroid is the game that made me want to make video games when I grew up. The original is still my all-time favorite game ever. One thing that I wish maybe had received some form of mention in this article is the primary difference between original Japanese version of Metroid (for the Famicom Disk system) and the North American Release, that being the North American version had a password system implemented en lieu of the disk version's save system. Personally, I find that the password system created an amazing meta-feature for the game. I probably spent as much time exploring the password system as playing the game itself. The passwords worked, effectively, like a debugging console for the game, allowing the player to more often that not create "impossible scenarios", i.e. be in an area without items that would've been required to get there in the first place. And who can forget the infamous "Justin Bailey" codes? If you really wanted to break the game, entering "NARPAS SWORD ------ ------" would give the player every power-up, infinite missiles, and God mode. If I recall correctly, this code was actually a testing mode, implemented to allow developers to quickly move through the game to test levels and features. Interestingly, though, no other Metroid game ever featured anything like the password system again (although the same system was found in a few other first-party Nintendo titles of that era). I could talk about Metroid forever... Gumpei Yokoi and Yoshio Sakamoto are two of my heroes as a game developer.


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