Note: this article is an extended editor's cut of
an interview feature that originally appeared in the
June/July issue of Game Developer magazine.
When people start reading subtexts into the events
of your works, such as Frodo inserting his finger
into Lord Sauron's ring of power, Lucy spreading apart
the professor's wife's furs to discover Narnia, or
Mario diving into a magical warp pipe fishing about
for her majesty, you know your time has come. The
trouble is maintaining that position.
Yet stamina doesn't seem to be an issue for Shigeru
Miyamoto. Whether it's a healthy supply of 'shrooms,
or little blue pills, he's definitely got access to
some good stuff. Since his creation of Mario Bros.
and Donkey Kong, through to The Legend of
Zelda, cart racing, and Pikmin, punctuated
by his introduction and refinement of handheld gaming,
analog control, and controller force feedback, Miyamoto
has dominated and deeply influenced the videogame
industry for decades. Furthermore, he has demonstrated
the ability to transfer his surreal development prowess
to others such as Eiji Aonuma, whose artistic and
commercial success as director of The Legend of
Zelda: The Wind Waker earned him the authority
to oversee the entire Zelda franchise. Recently,
Miyamoto's infectious innovative spirit flourished
yet again at E3 with the unveiling of the Nintendo
DS, which he co-created with Game Boy Advance SP industrial
designer Ken'ichi Sugino.
Given this mentoring trend at Nintendo, we thought
it might be possible to have a few batons passed your
way. What follows is a Triforce of interviews, with
all three of these leading Nintendo developers sharing
their insights.
The
Zen of Game Development
Jamil Moledina: How do you create that elusive
fun factor, and how do you know you're getting it
right?
Shigeru Miyamoto
Shigeru Miyamoto: The most important thing is
that the game director not lose sight of the point
of origin, the reason they're creating the game they're
creating. Every game starts off with some core element
that you want to create and you want people to experience,
but gradually a lot of times when people are creating
games, things don't develop the way they expect them
to, so to solve that problem, people gradually add
new elements to make that game better. In doing that,
you can end up going down this path where you've added
all these different elements, and the game changes
from what it was originally intended to be. Now, of
course, if in doing that the game gets better, that's
not a problem, but a lot of times it's very important
for directors to refer back to that starting point
and make sure that they're staying true to that. And
obviously, there are exceptions to the rule where
you do have to add on new elements, then the problem
with that is that the game development never really
ends, because you keep adding new things until you
decide it finally becomes interesting.
Eiji Aonuma: For us, we're always thinking of
new ideas, even during the development of say the
previous title, and we'll look at what we're doing,
what we want to do with that title, that we weren't
able to accomplish for whatever reasons, be they technical
or time constraints, and then try to use those core
elements and find ways to expand them, find ways to
do them better in the next game. And essentially,
use these ideas from past games or ideas we had while
creating a game and kind of let that evolve into the
theme of the next game.
Another thing for us that's very important is that
we don't just try to think up ideas, but we actually
allow our experiences to spawn ideas, or instigate
ideas for us. Even if I'm out with my family and I
find something interesting, or experience something
that I think is very fun, I might look at that and
say, "That's kind of fun. How can I take that
and bring it back to Zelda games?" And
implement it in a way that people can interact with
it and experience the same feeling of fun that I experienced
when I first saw it in the real world. With Zelda,
we've created this world for the player to go play
in, and in this world we put in things that we think
the player might want to do-that they might want to
play or might want to interact with. And in doing
that, what we've done is that we've given the players
the opportunity to use their own imagination to come
up with their own way of playing. I think that's what
makes Zelda fun.
JM: As the game industry has grown,
games have been subject to political scapegoating,
particularly with relation to violence in society.
How do you feel about the way the industry is treated?
SM: Any new media or industry that grows rapidly
is going to be criticized. That's just because the
older, more established media have been around, and
a lot of adults can be very conservative. They may
not have an open mind to new things that weren't around
when they were growing up, and are replacing the things
they grew up with. You know, looking at the games
that I've made, fortunately they haven't met with
a lot of the same criticism that a lot of the other
games have. That's really important to me. I want
to create games that don't fall into those strong
stereotypes about videogames and instead I want to
create games that others will instantly see primarily
as a fun entertainment form to be enjoyed. With things
like the DS and its touch panel and the new style
of control that that's going to offer, and the Donkey
Konga drums we've introduced with the Gamecube,
I think those are really going to change little by
little the image that videogames have. You know, over
the years I've seen this standard image of a child
playing a videogame in which the child is alone in
a darkened room, with his face very close to the TV,
with the light of the TV reflecting off his face,
holding the controller, and just staring at the TV.
I'd really like to be able to change that image of
videogames into something that's a little more positive.
JM: There's a growing sense in the game development
community that developers need to make a bigger name
for themselves, as the creators and representatives
of a burgeoning art form-like film, painting, and
other things that are commonly accepted in world culture
as art. Do you perceive games as an art form?
Eiji Aonuma
EA: As someone who studied art, it's a very
important question to ask: Where do you draw the line?
What is art, and what isn't? To me, I don't necessarily
feel that games have to be considered as art. If you
really think about art, the people that really understand
it are those that have studied art, and know art,
and are art buffs really. Whereas, if you look at
what Nintendo tries to do with games, we want to create
games and present them to as many people as possible,
young, old, middle-aged, teen-aged, we really want
to entertain people, and entertain as many people
as we can. I think a good example is the film industry.
You have two directions it's going in. You have the
mass market films that anybody can go watch, and enjoy,
and be entertained by, and say "Wow, this a great
movie!" And you have arthouse films, where really
the masses don't get to experience or enjoy the art
of those films, and instead it's just really people
who are film buffs who get to go and experience that.
While there's nothing wrong with that, our goal is
to just make games that are fun and entertain people,
and thus we want to entertain as many people as we
can.
On the other hand, I think it's very important that
games retain individuality and the individuality of
the people creating them. I mean, if you look at art,
even if it's not art for the masses, it's very distinct,
and each piece of art is very unique. And it's going
to have its own flavor. If games go forward and gradually
become more and more alike so that there is no more
individuality in games, that's not going to be good
for the industry. So to me, it's very important to
have that uniqueness and those distinct characteristics
and try to continue to evoke that in the games that
we make.