re: Miyamoto

C O N T E N T S

P a r t   O n e

INTRO | 04.22.99
Emotion Engines
Austin Bunn introduces our Video Game Special Issue

ESSAY | 05.04.99
Camera Ready
Village Voice film critic Gary Dauphin looks at games' cinematic innovations

ESSAY | 05.04.99
The Uses of Sim Sidewalks
What happens when three urban scholars sit down to play Sim City? Steven Johnson investigates.

RE | 05.04.99
Shigeru Miyamoto
William O'Shea talks to the legendary designer of Donkey Kong, Mario, and Zelda about what video games have left to acheive.

BOTTOMFEEDER | 05.04.99
Chain of Command
FEED looks at the the people behind 3DO's Requiem.

DIALOG | 05.04.99
Next Level
The Frontiers of Game Design

ESSAY | 04.22.99
Trigger Finger
Game Designer Theresa Duncan finds redemption in today's violent videogames

LOOP | 04.27.99
The Voice of the Loop
FEED readers discuss video game violence and the Littleton massacre

ESSAY | 04.22.99
The Virtual History Lesson
Critic Neil West wonders if gaming has gone anywhere in 20 years

RE | 04.22.99
Lands of Promise
Myst creator Robyn Miller on His Next Big Secret

LINKS | 04.22.99
Replay
The Best in Game Journalism

DATA | 04.22.99
High Scores
Top Titles in the Game Industry

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SEARCH FOR THE WORDS "Mario" and "Nintendo" on Yahoo! and you'll come up with over 6,000 hits, with addresses from across the globe: Australia, Britain, Canada, New Zealand, Norway, and Sweden to name a few. By several accounts, Mario, Nintendo's pint-sized videogame hero, is the most lucrative fictional character ever. Whether he's edged out Mickey Mouse isn't really the point, of course. He's easily the most recognizable gaming character, and probably the one that's left the most lasting impression on two decades of game players. The man behind Mario, and much of Nintendo's success, is game designer Shigeru Miyamoto. In 1977, the young Miyamoto -- then a scruffy haired, guitar-playing art school grad -- approached Nintendo looking for a creative position. The company was searching desperately for engineers, not for artists. But after looking at his sketches and cartoons, Nintendo offered him a job as their first staff designer. Three years later Miyamoto's first major title, Donkey Kong, made a splash at arcades all over the U.S. and Japan. Its quirky storyline and plumber antihero gave Donkey Kong a distinct flavor and made it the hottest coin-operated game of the year. Miyamoto's success with this and other early projects helped to push the creative side of game development, previously in the hands of engineers and programmers, into the hands of designers. Enthusiasts began to see that game design could be a genuine art form.

Miyamoto's efforts have been more than simply aesthetic ones, though. His conceptual advances were giant leaps for game theory. Early innovations like the scrolling screen helped Nintendo to break from the rigid single-screen arcade mode and introduced new ideas of space. Building on that foundation, Super Mario Brothers was one of the first games that gave players a world to experience. Zelda 64It's hidden secrets made it a place you wanted to explore rather than just race through. More recent games like Zelda 64 have worked in stunningly cinematic camera angles. In a recent speech at the 1999 Game Developer's Conference Miyamoto sounded more like a veteran film director than a gamemaker: "Through our experience of making this interactive media called videogames, we have uncovered a number of methods to stimulate a player's emotion." So, in a sense, the Legend of Miyamoto has been to consider the questions that his predecessors weren't thinking about. While most other designers were updating Asteroids, Miyamoto was approaching design with a cinematographer's eye for pacing and tempo. In the following interview, Miyamoto tells FEED about the possibilities offered by new technologies and gaming's newest challenges.

--William O'Shea

FEED: One of the amazing virtues of videogames -- particularly games like Mario or Zelda -- is that they are enjoyed by 8-year-old kids and their 40-year-old parents. How is it that you accommodate both audiences?

Miyamoto: Basically, we are making games that we ourselves want to play, and when we are making games, we do not have any specific age groups in mind. When I create games, my priority is on the emotional feeling I can get through the controller while playing. So, by focusing on a human's emotion, which has nothing to do with age, I hope to appeal to a wide range of people.

FEED: In your recent speech at the Zelda 64game designer's conference you mentioned something interesting, that Zelda 64's innovations (with camera angles, etc.) give it a more emotive quality. The Playstation people have been talking about their own "emotion engine." Is this the next step for video games? Do you see videogames competing with or even surpassing movies?

Miyamoto: Novels, movies, and games for primitive game machines can't completely express the creators' ideas (including the NES), but nonetheless make use of peoples' imaginations in order to successfully stimulate their minds. Thanks to the recent technological evolution, games' visuals now come closer to that of movies. In response to that, we have been trying to learn a lot of modes of expression from movies. The camera system adopted in Legend of Zelda: Ocarina of Time is something new. It combines movie methods and techniques we created in making interactive videogames. Will videogames surpass movies? Videogames and movies each belong to a completely different genre, so they cannot be compared. It's like asking, have movies surpassed novels?

FEED: It seems like the accomplishment of games like Zelda are largely environmental -- the game world has become increasingly more fluid and convincing. The narrative of these types of games have been relatively static and linear, however (finish the level, save the princess, etc.). Do you think that new technologies can enable the narrative goals of these games to grow?

Miyamoto: It is a good question and a hard one to answer. I think that this is the subject we have to tackle next. What I can say is what I find most attractive about creating videogames is the potential of unique interactive media. I believe in the importance of creators' messages being contained and asserted in videogames. I know that we need to have good scenarios.

However, will those games in which creators put the higher priority on making better story lines be suited for interactive media? I have not seen the answer yet. If I can find the answer, I may start making games by finding the best scenario. There are many entertainment commodities around us. It may be okay that videogames happen to put more priority on interactivity than story line. By the same token, I do not think that the stories in the video games made so far are all simple.

FEED: You have mentioned that the early arcade culture was designed to eat your quarters, and that carried over to early video game design. When did games begin to move beyond the constraints of the arcade? Do you think that contemporary games are still dealing with this legacy?

Miyamoto: When Nintendo launched Famicom (Nintendo Entertainment System) in 1983, the game creators were able to shift the designing policy from "making games which can let consumers use as many coins as possible" to "the games players want to play as long as possible." However, I am not denying the arcade game designing concept. I just wanted to say that our creative minds were given more chances.

FEED: What do you mean when you say that creating a game is like composing music?

Miyamoto: For me, game creation is like expression through music. While I always try to hit upon new plots as a director of a game, I place great importance on the tempo of the game and the sound effects. I feel that those directors who have been able to incorporate rhythm and emotional stimuli in their games have been successful. When I am holding the controller and setting the tempo, I feel that my own, personal game is in the midst of creation. This is because I have been putting so much emphasis on the kinds of emotions players can get when they are actually playing our games.

FEED: You make the point that new technologies have been plentiful in game design, and that new ideas have been far less common. Can you give a few concrete examples here?

Miyamoto: I believe that a lot of gamesSuper Mario 64 made advances, but allow me to refrain from identifying any one of them. Throughout the history of video games, a number of "similar games" have been created from time to time, following the trend in each occasion. On the other hand, a handful of very unique and different software has also been created, which has created a new area of gaming experiences and attracted new users. Now that we are able to make games for state-of-the-art game machines, we would like to be more engaged in heated discussions on the creative freedom and inventions of the new form of the entertainment. But, on the contrary, everybody seems to be obsessed with the specifications and abilities of new hardware, and I am very concerned about that.

FEED: What was the original inspiration for Mario or Zelda? Did it come out of a conversation or something you saw or read?

Miyamoto: When I began creating Super Mario Brothers for the NES, I wanted to make a game in which a large character moved around all the parts of a TV screen that scrolls. These ideas were unprecedented at that time. The theme of NES Legend of Zelda was a "miniature garden that you can put inside your drawer." The original concept was for the players to travel many different places and encounter a variety of events in a world players would see from the above with an oblique angle. Some of those original concepts have constantly been found in each game in each series.

FEED: How would you describe the Miyamoto style? How is it distinctive from the styles and aspirations of other game designers?

Miyamoto: Every creator in this industry keeps on working simply because they love to surprise or to entertain others. My style may be, as I mentioned above, to focus on tempo and pursue unprecedented interactivity. Also I was fortunate to have been able to work in the video game industry from its dawn, and I have been able to design games with the understanding of why certain technologies exist in their current form. Most of the parts of our games have been created by staff members. So, do you believe that the "Miyamoto way" can still be found in that context? Or, maybe making games with the support of other creators is my style.

FEED: Why do you think that so many distinctive and important games have come out of Japan? Are there any historical factors that you think have contributed to Japan's focus on gaming and technology?

Miyamoto: What I can tell you about the Japanese way of making games, through my own experiences of working with Japanese creators, is that they always make games with the potential players in mind and they never compromise. The developers always work hard until the very end so that what they want to really convey to a game player actually appears in the game, even at the sacrifice of their private lives. Also, game making requires a lot more team members than before, so that the Japanese tendency to create "harmony" among friends may have contributed to the number of games we've created. On the other hand, it seems to me that very unique and different game ideas are more often found in games made outside Japan.

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