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  Shinji Mikami On Mechanics
by Brandon Sheffield [Design, Interview]
10 comments Share on Twitter Share on Facebook RSS
 
 
July 2, 2010 Article Start Previous Page 2 of 3 Next
 

What is the first gameplay element that you start with when you're designing? Do you choose that ideal character speed? Do you change the design based on how fast the character is? Does that come first, or do you set up a level and then figure out how fast you want a player to get through it?

SM: We work on both of those at once in parallel.



In the past I've noticed you do a good job of having visual short, medium and long-term goals for the player -- you can see that castle off in the distance, you know you'll eventually get there, and there are a lot of interesting things along the way.

What is your philosophy for those kind of player goals?

SM: I suppose it depends on the game that you're making. Deciding what to show the player and what doesn't need to be shown is part of the total structure of the game, after all.

Some things are best when they're shown off right at the forefront, but other things would spoil the game too early. Figuring out which of those categories each game element fits into is one of the difficult parts of game design.

Do you do a lot of iteration and playtesting to determine when those things should be revealed and when those moments should happen in gameplay, or do you plan it all out at the onset?

SM: That process happens at a pretty early level of development -- figuring out the structures of the stages, you could say, the flow of the game. We decide upon the general structure. We ignore all the little setting details at that point; we take the larger elements of the game and figure out whether to put them in the first or second half, or to have this or that scene serve as the halfway point for the story. That's the basic way we think about it.

You've gained a reputation for knowing when it's time to cut content or switch directions. How do you know when that needs to happen? What advice would you have for other people who are having trouble with their scope getting too large, or development going too far down the wrong path?

SM: Once you build up enough experience over time and learn what works and what doesn't in development, you start to naturally know when it needs to happen. It's really no unique skill on my end. (laughs)

Of course. For yourself, when do you know it's time to do it?

SM: It's a matter of what the time schedule is, and a matter of how motivated the director and his team are. You look at the project schedule and see how much time you have left to implement this or that section, and you say to yourself "If I don't say something about this right now, then it's all over."

We always cut it really close like that, waiting until we absolutely have to make a decision. If I pulled the trigger too soon, team members wouldn't have a full understanding of why their section got cut out so early, and it'd impact their motivation level.

 
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Comments

Matt Zeilinger
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Ever since the first Resident Evil game, I've been fascinated with Mikami's process of game design. While this is not a horror game, it's very intriguing to see him making a change and how his process does not fundamentally change. And I have to say, kudos to him for avoiding the overused QTEs. We really need a new innovation for this type of game interaction, and I feel confident that Mikami can pull it off (if anyone). I'll be keeping an eye on this title, and thanks for the informative interview!

brandon sheffield
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Andre, this is a web site for game developers, and meant for intelligent discussion. If you wish to participate, please think carefully before you decide to comment.



Shooters have their roots in America, beginning with Spacewar, developed at MIT, if you want to go so far back. It was developed in 1962. But that isn't what I was talking about. I was talking about the third person shooter genre, which is utterly dominant in America, for better or for worse. I happened to know that Mikami was interested in this genre and wanted to get an interesting answer out of him, so I posed the question that way. Since I am answering you seriously, please endeavor to make serious comments in the future.

Lo Pan
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Vanquish, coming out of E3, has moved into must buy territories. I am optimistic that Mikami-san can properly balance the game and add a logical save system. The visuals are outstanding and to me quote refreshing...

nana koduah
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first off: *facepalm* @ Andre(getting too personal) and brandon(he kind of got your goat didn't he?)



It's interesting to see what SM is doing with the 3ps genre. I have been eager to see a concept like this since i played lostplanet and gears. I found gears a bit too slow and lostplanet well...lets say it had loads of potential.



I bet it really gets to SM when people refer to Vanquish as a fast paced gears (when in fact gears is inspired by killswitch which was made in the east. talking about the whole cover mechanic thing).



seeing the gameplay vids, there seem to be a lot happening on the screen at any one time. I hope the controls will be simple enough to allow split second decision making (i read about the slowmo feature but...read my above comment about gears)



As a fan of Treasure' shooters (Alien soldier and Gunstar) it was easy enough dealing with the onslaught in two dimensions but in three with a 3p camera?! I'm thinking intuitive controls would be the make or break factor here. Looking at a game like lostplanet especially the mech battles it always took a second too long to activate the strafing boosters which frustrated me(much more than getting knocked down). i see vanquish has a smiliar mechanic for closing the distance. Shinji if you pull it of i owe you 1yen.



oh,and the story, the whole Russian and USA thing...i'll be looking forward to only the gameplay then.

Chris Remo
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Nana,



I can't imagine Mikami would be offended by comparisons to Gears of War. I've seen him bring that game up unprompted numerous times, including in this interview. In another interview, he said, "Of late, most of the games I personally like are foreign, so if asked what I referred to, it would be the Gears of War and Call of Duty series."



Given that answer, it would be very odd if Mikami let Gears comparisons get to him when he so strongly makes them himself. It also makes it unlikely he would be irritated by comparisons to Western games generally, since they are what he seems to be enjoying most at the moment.



Also, as far as Kill.Switch goes, I don't think that game in fact was developed in "the east." Check the credits list: http://www.mobygames.com/game/ps2/killswitch/credits I don't know where the studio was physically located, so it's technically possible you're right, but the actual people there seem to be Westerners. (As an interesting note, at least one member of the team went on to work on Gears of War at Epic.)

Dedan Anderson
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Great interview brandon, now to ask a tough question. What is it about Vanquish that gives it that Japanese feel? Or not just Vanquish but I see this point brought up all the time...



looking at vanquish and comparing it to say a gears of war, there's a subtlety that Vanquish has, it says to me that a player doesn't have to be a football player on steriods to be a hero. The world doesn't have to be dark browns and grey to be foreboding. Plus the animation system on Vanquish seems second to none, no robotic "my-legs-have-a-mind-of-their-own" side strafing here.



Anyway great interview! Can't wait for the release! Here's hoping that sega has locked down another batch of P* titles!

nana koduah
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@chris. Thanks for the link. hmmm... interesting the game was developed by Namco but most of the credits read western(non asian). I wonder if these may be the credits for the localization team(i could be wrong though since there are modelers and other on the list).At times like these i wish i had explored the game disc more. Yeah, i know about the ex-dev from killswitch who is at Epic. In an interview i saw on kikizo.com, Cliffyb/dude huge made mention of him being on the initial concept team.



I like that SM is taking the best of western design and removing the worst part of it (he's not the only person who's sick of QTE i mean i was nice as a mini but when it becomes the major it feels like theres DDR in my GOW) which were actually great till they got stale.

Taure Anthony
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Great article interesting answers. I especially want to point out the "From a development standpoint FPS's are easy to make" thank-God this was said....thats why the industry has a boatload of them....easy to make and equals $...sad but true.

Taure Anthony
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Great article interesting answers. I especially want to point out the "From a development standpoint FPS's are easy to make" thank-God this was said....thats why the industry has a boatload of them....easy to make and equals $...sad but true.

Bryan Fu
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I'll get any game developed by Shinji Mikami. Goof Troop for the SNES is still one of my favorite games.


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