Miyamoto on Galaxy 2, Zelda and more

By Jorge Ba-oh 16.05.2010 33

Miyamoto on Galaxy 2, Zelda and more on Nintendo gaming news, videos and discussion

Shigeru Miyamoto continues his interview rounds by speaking to German site GamingMedia on Zelda, Mario Galaxy 2, and the original Donkey Kong.

Back in March the Nintendo game designer spoke on various key projects, and the resulting footage has now popped online. If you happen to speak German, then the following video interview with Shigeru Miyamoto might be of interest:

Zelda Wii

  • The image shown at last year's E3 plays an important role in the plot (that the game includes Link, perhaps? - ed).
  • Normally the team creates the video sequences, and these are expanded. However this time round they started with the game structure, and then worked on the video sequences. Nintendo will publish a lot closer to the game's completion.
  • "For us, it is important to the to optimize gameplay and make the controls easier. We do our best to make the controls player friendly, since ‘Zelda’ has become complicated".

On whether producing both hardware/software affects development for Nintendo

  • "We are already thinking in the design of the hardware out, which game we want to develop for it. This is obviously an advantage for us. On the other hand we have to produce our games, before the hardware is finished. This is a disadvantage for us. Our position is on the one hand advantageous, on the other advantageous".
  • The goal for Nintendo is to make hardware more flexible for the future for more games. If this concept is "correctly understood and implemented seriously by third-parties, then the end product quality is as high as our products and player-friendly".

On Nintendo's past... the playing cards and being unique

  • "Mr. Yamauchi, the former president has long worked in the entertainment industry and taught us a lot. He wanted us always to focus on entertainment in this industry and to seek a unique monopoly position. A monopoly sounds real dangerous, but in the entertainment branch it is important that a company creates something unique. Hence we must produce something that does is not offered by any other company."
  • "If you ask consumers what they want, they call features that others have. But in reality, they want get presented by the developers with new functions which the others have not produced. Therefore, it is our task to design something that which we meet the unconscious desires of consumers."

Miyamoto on the original "Jumpman" and Donkey Kong arcade game

  • "At that time I did not realize how important that was. I am of the opinion that pressure leads to nothing. You have to think in any situation, whether one can create something new. I set myself no goal but rather to go step by step. So I’m not afraid, even if I may not reach the goal. At that time I did not feel the gravity of the situation."
  • "I never would have thought it would achieve that success. I see very often the old versions of ‘Donkey Kong’ in the U.S. or at shows like E3, and old games/technology we don’t even have not in the company any longer. It gives me great joy."

Miyamoto putting fruit in his mouth: personal experiences in Galaxy 2

  • “Right, I’ve never been in space. But this time Yoshi puts fruit in the mouth and pulls the fruit from the ground, which is still stuck. And how this pull feels, I know from personal experience."
  • "What I experience in daily life, I bring it into the game. Yoshi is easy or difficult to control, but I want the players to try it. If successful, this is a great feeling. In action games that’s what’s fun. I challenge the players."

Box art for Super Mario Galaxy 2
Developer

Nintendo

Publisher

Nintendo

Genre

3D Platformer

Players

2

C3 Score

Rated $score out of 10  10/10

Reader Score

Rated $score out of 10  9/10 (1048 Votes)

European release date Out now   North America release date Out now   Japan release date Out now   Australian release date Out now   

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"For us, it is important to the to optimize gameplay and make the controls easier. We do our best to make the controls player friendly, since ‘Zelda’ has become complicated".

.....Oh dear. Smilie Zelda, complicated? Please tell me you're joking Miyamoto, any more simple and it'll be "My First Wii Zelda!"

Now I'm a little wary about the E3 reveal... I hope Aonuma has had more involvement in it this time around.

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Final boss: Open the treasure chest Smilie

I'm sure (hoping) he means the number of buttons/interface - with the new Zelda being more motion/pointer driven.

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If streamlining the new Zelda means we get something akin to Mario Galaxy then I'm all for it. Smilie

Phoenixus said:
If streamlining the new Zelda means we get something akin to Mario Galaxy then I'm all for it. Smilie

Zelda is an adventure game though, it was never meant to be simple like Mario.

They're too different to compare efficiently. If simplicity means a completely linear experience (and yes I know Zelda's kinda linear, but not nearly as linear as FFXIII) then that would be awful.

I agree with Jorge, I hope the controls are just made better. Having to open the pause screen to switch items so often is a real pain in the ass too, so I hope it doesn't end up with one or two attack buttons.

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Different motions for different items would work well I think (swing to side for boomerang, swing down for Hammer, point at screen and pull back for Bow + Arrows), would sidestep menu or assigning issues. Motionplus could help with something like that.

I'd love a part of Zelda that is more linear, a mission mode that's an optional extra (locked till you finish the main game). Defeat various enemies in an environment, trading quests, races - sort of mini games that you can earn ranks etc in).

They make such a huge world to explore but it's really pretty lifeless apart from a few creatures aimlessly wandering about and the odd tree/river. The team spend ages creating it but it's pretty much wasted in the game itself. More use of the overworld would make things a lot more interesting imo.

As for control I reckon they'll really push the whole motion aspect, to the point where you'll literally be putting your sword away.

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Zelda is all about exploration. Finding those heartpieces all over a vaste landscape.
Going into an area and not knowing what to find. A cave, a hole, under a river...

Any moves towards linerness scare the hell out of me.

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Darkflame said:
Any moves towards linerness scare the hell out of me.

Yeah same... D:
I was hoping it was gonna take a step in Okami's direction, much better flow from place to place, deeper plot and massive amounts to explore, etc.

Linearity in moderation is fine, but TP's explorability was only a little dull because the fields felt huge and empty. Make more surprising goodies, make the game look more crazy and interesting, harder battles, etc. Just make the field more exciting to explore. That can't be too hard for Nintendo, right?

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There needs to be more things to actually explore. One must admit that the overworld in Zelda is a little boring. There are a few towns, but aside from that all you have are trees, trees, trees, river, random cave with a few bats and a heart piece. There needs to be more around - smaller settlements perhaps, more enemies, more inhabitants.

Sure, stumbling upon a random cave and earning a few ruppees and a heart is fine and dandy, but the huge landscape - especially in OOT and Twilight - lacks life.

It's like if you were dropped off in a huge field for a day - yep, you'll probably find a bit of treasure buried about, and the odd bit of wildlife, but for the rest of the day you'd be bored shitless.

Dare I say it, but I'd like an Animal Crossing esque side to Zelda - inhabitants that go way beyond "I have a ball, maybe you'd like to bounce it" and "Maybe you should visit this cave because there is fire around it" - and more involving script, bringing fellow NPCs together, so you feel part of the world you're exploring, rather than just passing through.

Majora's Mask's dialogue and characters are a good example of this, especially with the bar, and sidequests - this is the kind of world I'd like to explore in a Zelda game - plenty of characters, sidequests, and more use of all the weapons and tools you've slaved to collect.

I really do hope and pray Miyamoto doesn't get his aging hands on this - he's so linear in approach it's not funny anymore.

( Edited 16.05.2010 17:45 by jb )

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Guest 16.05.2010#10

Zelda just needs to surprise me again before I'll think of buying it.

NO hidden treasure chests with rupees in it. If you want to make a system where you need to get rupees to proceed, make Link work for his money.

Donald Duck on the C64 proved that doing shit jobs can be fun even. It is impossible to get excited over 100 rupees in a treasure chest somewhere for me.

And yes, make the world feel alive. I really don't want to feel forced to continue playing like the last two times. (Twilight Princess and Phantom Hourglass)

jb said:
Majora's Mask's dialogue and characters are a good example of this, especially with the bar, and sidequests - this is the kind of world I'd like to explore in a Zelda game - plenty of characters, sidequests, and more use of all the weapons and tools you've slaved to collect.

I really do hope and pray Miyamoto doesn't get his aging hands on this - he's so linear in approach it's not funny anymore.


I agree with this I guess. Majora's Mask was perfect with NPCs, every single one had a lot of feeling and heart, it was a game that was genuinely involving on an emotional level. And that's what Link is isn't he? The link between the player and the game world. What kind of immersive character is he if the world around him is an empty husk without feeling?

More like Majora's Mask, in terms of feel, plot, NPCs, whatever. It just needs to be ingenious again, and Aonuma can definitely do that.

Also on the idea of jobs, only, and I mean only do it if every single job is as fun as the main game. The fishing in TP was boring and it just stalled time between the real gameplay. A game shouldn't be like that, every single moment should be great in its own way.

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Guest 16.05.2010#12

Yeah, fishing has to be one of the shittiest ideas for a mini game ever. What's exciting about fishing?
I can't imagine anyone going fishing in real life to have a fun time(just to pass time), so you shouldn't recreate it in a game, imo.

( Edited 16.05.2010 18:35 by .Bart. )

You know how the overworld can be made much more interesting? If it just looked better. Ask most people who played Oblivion. That was interesting to explore because it was beautiful.

knighty said:
You know how the overworld can be made much more interesting? If it just looked better. Ask most people who played Oblivion. That was interesting to explore because it was beautiful.

I actually found that very boring to explore.... looking nicer is one thing, but it doesn't mean anything if all it is is aesthetics.

I don't just want hidden mini dungeons, I want hidden sidequests, NPCs, even weapons and items upgrades like in the early 2D games. I miss the huge sidequest chains to get a super sword or shield powerup.

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SuperLink said:
knighty said:
You know how the overworld can be made much more interesting? If it just looked better. Ask most people who played Oblivion. That was interesting to explore because it was beautiful.

I actually found that very boring to explore.... looking nicer is one thing, but it doesn't mean anything if all it is is aesthetics.

Dunno, I kinda agree with Knighty there. I spent hoouurs just wandering around in Oblivion, just 'cause it was so huge and prettyful. Could walk for hours and keep finding new places. You can see everything Hyrule Field has to off in an hour or two. :/ Whether it's empty or not, the scale and beauty of Oblivion made it way more fun to explore.

( Edited 16.05.2010 19:08 by Ikana )

But (aesthetics aside) Oblivion was empty... and the overworld served hardly any purpose seeing as the map could let you instant travel to any major location you wished. There was no sense of limitation, and I know that was the idea but I simply wouldn't want something like that for Zelda. Using new items to go back and explore new places and secrets is one of the things that makes it Zelda in the first place.

Oblivion was fun to explore partly because it looked so nice, but aside from the major locations there was little to do. I doubt that most people have the patience to search the entire Oblivion map "for fun" seeing as the novelty of exploring could wear off.

Zelda I want to be bigger, but still moderate. TP's Hyrule Field was boring but only because it was barren and not very fun other than horseback. Oblivion is its own game, if Zelda became more like Oblivion I'd get very bored of exploring with no sign of 100% clear anywhere in sight.

( Edited 16.05.2010 19:17 by SuperLink )

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Aesthetically I was fine with how the overworld in Twilight Princess looked. Its problem was that there was nothing to do. Once I finished hunting bugs and poes (and that was a lot of fun), you realized how empty it was. Superlink and Jb are on the money here -- it needs real stuff to do. Not just higher res textures (though they certainly wouldn't hurt).

I really do hope and pray Miyamoto doesn't get his aging hands on this - he's so linear in approach it's not funny anymore.

I wonder if there's any hope there. Spirit Tracks was one of the most stiflingly linear game I've ever played. And I don't know if Miyamoto had much to do with that. Maybe Aonuma himself is the problem..




( Edited 16.05.2010 19:25 by Jacob4000 )

Jacob4000 said:
Aesthetically I was fine with how the overworld in Twilight Princess looked. Its problem was that there was nothing to do. Once I finished hunting bugs and poes (and that was a lot of fun), you realized how empty it was.

Yeah exactly. Needs more goodies! Just look at the Oracle series, every other area in the overworld has a point of interest!

I wonder if there's any hope there. Spirit Tracks was one of the most stiflingly linear game I've ever played. And I don't know if Miyamoto had much to do with that. Maybe Aonuma himself is the problem..

I thought Spirit Tracks was less linear than Phantom Hourglass.
Also Miyamoto had little involvement with these games, but Aonuma had very little aswell, the DS Zeldas were made by Aonuma's apprentice's team.
Also Aonuma made Majora's Mask in a year.

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I thought Spirit Tracks was less linear than Phantom Hourglass.

I'd say they were equally linear, the difference is that Phantom Hourglass atleast provided the illusion of freedom. Sure, I may have been going from point A to point B, but darn it I decided how I was going to get there.

Spirit Tracks didn't even try to make you feel free. It was incredibly claustrophobic to me. The temples were great stuff -- good old Nintendo cleverness. But I couldn't stand the commute. Still have a temple or two left to beat..

Back to the new Zelda

There really needs to be new villages on the maps, farms too. Things to make the place feel real. I never got the impression that Hyrule was a grand kingdom. I honestly think Ocarina's Hyrule city felt more real.

I like Jb's angle of adding a slight Animal Crossing feel to the game, just to ground things better in reality.



( Edited 16.05.2010 19:39 by Jacob4000 )

Jacob4000 said:
Spirit Tracks didn't even try to make you feel free. It was incredibly claustrophobic to me. The temples were great stuff -- good old Nintendo cleverness. But I couldn't stand the commute. Still have a temple or two left to beat...

I'm not saying I like the overworld, I pretty much despised the overworld of both games (ST more bearable because the environments looked great compared to PH and the music was so <3), they were just time lengtheners when all you're really doing is getting from A to B, they may as well just let us instant teleport between locations Oblivion style. The game gains little/nothing from them, unlike other Zelda games.

The illusion of freedom means nothing to me if I generally don't even want anything to do with that part of the game.

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jb said:
There needs to be more things to actually explore. One must admit that the overworld in Zelda is a little boring. There are a few towns, but aside from that all you have are trees, trees, trees, river, random cave with a few bats and a heart piece.

umm...you dont sound like you have played zelda much from that :-/

Theres normaly some puzzle or gimick involved with getting a chest in the landscape. Its those little puzzles that make it worth it.
They arnt just slapped in caves.
Those chests then either have a heart piece, or some money.

Aside from that theres also quite a few minigames (more in TP then any other game thus far), the odd "unique" bit to find (like infinite dungeon), and normaly 1 or two collectables.
(ie, the soul's to rip from peoples hearts as a worf, or the insects to find).

There can always be more, absolutely.
But tree's tree's tree's is flat out wrong Smilie (there isnt even that many tree's....)

I was hoping it was gonna take a step in Okami's direction, much better flow from place to place,

Okami had a less predictable structure and I think that worked massively better.
You didnt know what you were going to come accross, the "dungeons" wernt clearly defined.

Thats what zelda needs Smilie

In terms of actual content, I daresay Okami had less in its landscape. It just laid it out a lot better.

( Edited 16.05.2010 19:53 by Darkflame )

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Darkflame said:

umm...you dont sound like you have played zelda much from that :-/

Jorge's post kinda sounds like TP, but other Zelda titles like the pre-DS 2D games and OoT/MM were definitely much richer, overworld wise. I'd be happy with it being more like that, but with more sidequests. Can't get enough of those.

Theres normaly some puzzle or gimick involved with getting a chest in the landscape. Its those little puzzles that make it worth it.

There were a few of these in TP and I loved them, but they were so few and far in between.

Aside from that theres also quite a few minigames (more in TP then any other game thus far), the odd "unique" bit to find (like infinite dungeon), and normaly 1 or two collectables.
(ie, the soul's to rip from peoples hearts as a worf, or the insects to find).

Disagree, TP may have mini-games but quality wise they're not up to much. I say if it's not good enough to be a whole game, it doesn't belong in a title where the general quality is so high. The insects and Poe Souls were incredibly sub-standard Zelda collectables, nothing particularly interesting about them, the rewards gotten from Mask collecting and Gold Skulltulas were far more worthwhile.

Okami had a less predictable structure and I think that worked massively better.
You didnt know what you were going to come accross, the "dungeons" wernt clearly defined.

Thats what zelda needs Smilie


Yes, exactly. Nintendo really need to take a leaf out of Okami's utterly seamless book.

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SuperLink said:
But (aesthetics aside) Oblivion was empty... and the overworld served hardly any purpose seeing as the map could let you instant travel to any major location you wished. There was no sense of limitation, and I know that was the idea but I simply wouldn't want something like that for Zelda. Using new items to go back and explore new places and secrets is one of the things that makes it Zelda in the first place.

Oblivion was fun to explore partly because it looked so nice, but aside from the major locations there was little to do. I doubt that most people have the patience to search the entire Oblivion map "for fun" seeing as the novelty of exploring could wear off.

Zelda I want to be bigger, but still moderate. TP's Hyrule Field was boring but only because it was barren and not very fun other than horseback. Oblivion is its own game, if Zelda became more like Oblivion I'd get very bored of exploring with no sign of 100% clear anywhere in sight.

Are you joking? There was a metric fuckton of stuff in the world in Oblivion. It wouldn't work for Zelda because there's no concept of items in the way Oblivion has items, but I'm sure they could come up with lots of interesting places with puzzles to solve for heart pieces.

In fact, you know what? That's EXACTLY what WW did....

( Edited 16.05.2010 23:15 by knighty )

knighty said:
Are you joking? There was a metric fuckton of stuff in the world in Oblivion. It wouldn't work for Zelda because there's no concept of items in the way Oblivion has items, but I'm sure they could come up with lots of interesting places with puzzles to solve for heart pieces.

In fact, you know what? That's EXACTLY what WW did....


WW was great once but it was huge and empty and it took far too long to get from place to place, like Oblivion except without the teleporting. I wouldn't want that to happen again without something to make the travel much more fun.

Yes I know there's loads in Oblivion, but it's not the same as Zelda and it shouldn't be. There aren't puzzles, just enemies and loot and missions and stuff, and I'm not saying that's bad, it just feels like the bonuses are a little repetitive, like there's no real incentive to explore other than aesthetics.

Kinda like TP, all it had was rupees.

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I'm not saying it has to be even a 100th of the size of Oblivion. That's not the kind of game Zelda is. I'd agree it was a detriment. My original point was just that, even if the world isn't chock full of stuff to do, if it's at least beautiful to look at while you're meandering through it's better than nothing. I mean, that's why people like walking in real life isn't it? Smilie

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