原文地址http://www.ggl.com/news.php?NewsId=3208
He's the man behind Mario. That dude who discovered Donkey Kong. A visionary auteur who hails from a golden age of game design. And, oh yeah, also the cat that doubles as senior marketing director and general manager for Nintendo of Japan's Entertainment Analysis & Development Division. (Fun fact: Amazing how the guy's business card can support a title that long, but mysteriously lacks an email address…)
That's right, kiddies – we're talking about Shigeru Miyamoto, the legendary software developer who, for more than 20 years, has brought you a spate of hits ranging from "The Legend of Zelda" to "Pikmin." Currently masterminding the Big N's long-awaited holiday 2006 comeback, we sit down with the famed auteur to discuss modern game production, media hype and whether or not the Wii's actually named after a certain bodily function…
Q: First, why "Wii?" Think that one up while draining the lizard?
A: [Laughs] No. It may sound like that in English, but it's not the case. When we were thinking the name up, we decided that we needed to pick a selection which would resonate with a worldwide audience. It had to be short and simple to recall and be something that wouldn't actually sound like a gaming system. Wii sounded just right.
Q: That seems kind of counterintuitive, don't you think?
A: Does it? What's the point of creating a name that sounds like a traditional videogame system if you're trying to entice new people into the market? If I don't play videogames in the first place, I don't think it would sound all that appealing.
"The Wii isn't a next-generation console for Nintendo, as far as we're concerned..."
Q: Touché. Anyhow, moving right along, it's a pretty chaotic year for the game industry, what with the impending launch or recent debut of so many cutting-edge consoles. What makes you think Nintendo will come out on top of the looming next-generation war?
A: Because we're not even participating in it. The Wii isn't a next-generation console for Nintendo, as far as we're concerned. We see it as a new generation for us instead. It's the media who's saying there's a war going on out there, not us. Microsoft and Sony are very good when it comes to creating products for a specific market. But if you keep playing to the same market, you can never grow beyond its boundaries. We're trying to go beyond the traditional gaming market and reach people of all ages, from 5 to 95. We're trying to give them something they can't get anywhere else.
Q: Given how accessible and user-friendly the Wii hardware is, especially from a beginners' standpoint, we have to ask: Are you just secretly trying to help gamers get laid by giving them something appealing to monkey around with on date night?
A: Perhaps. [Laughs] Hopefully, gamers will see that women and girls are playing the games, and they'll want to go out and buy the system so they can be that guy who knows about all the titles the girls are playing and be seen by the women as cool.
Q: Hubba-hubba, indeed. By the way, in case you haven't noticed back in Kyoto, it's a crappy year for the game biz. What's the general problem, as you see it?
A: The problem is that no one is doing anything to attract a new audience. Look at what we accomplished with the Nintendo DS – we've sold an extremely large number of these systems. Wii will achieve the same results. We'll bring people back to gaming. We'll introduce new people to gaming. And we'll inspire other game designers, even those used to doing the same types of title year in and year out, to try new things. Eventually, enough people will be playing games that we'll be able to look beyond our current troubles as an industry.
Q: "New Super Mario Bros." just shipped, and we have to say it's the bomb. What's the deal, man… you know, the secret to your success? You've been making games longer than some designers have been alive, and you're still the king…
A: It's a question of philosophy. Some people design specific mechanics or gimmicks to entice audiences. I tend to focus on the player and the environment. To me, the biggest thing is to capture people's attention and involve them in the experience. Putting amazing graphics up on the screen won't motivate someone to stick with a game. Showing them new ways to play and making sure they're having so much fun that when somebody sees them playing, that person is immediately intrigued… That's how you create a classic, and is something so many designers today don't understand.
Q: What other developers' work do you see out there that you admire, and how badly do you want to kick Konami's ass for copying "Pikmin's" visual design in "Elebits?"
A: As far as creators go, I very much like Yoot Saito, who created "Odama." I also like Will Wright's work. They're both very interesting people, and as game designers are very independent and creative as well.
As for "Elebits," I actually think the game is very interesting because they've taken the concept of the Wii controller and found a unique way to implement it. As they work towards finishing the game, I think it's just going to become more and more fun.
Q: How many interns did you accidentally lose to brain hemorrhages as a result of trying to perfect the feel and handling of the Wii controller?
A: Well, we haven't lost any yet. [Laughs] But the main thing that we're doing with the games is we're playing close attention to the movements that you're doing and how tired that makes people. I certainly don't want to be playing a game and wind up getting tired because I'm being forced to swing my arm around too much. We also don't want to force people to go to so much trouble or exertion that they get exhausted too quickly or hurt themselves or anything like that.
Q: "Super Mario Galaxy": What's so special about it?
A: It's the exact opposite of most of today's action games. Rather than make things more complex, we focused on simplifying matters for the player. We want casual gamers and hardcore gamers to both take pleasure in the experience. The focus here is on moving around and enjoying yourself in a 3D space. After doing "Super Mario World," it was only natural that our next adventure would have to be spread throughout the entire universe…
Q: Nintendo's proved a lot of people wrong with the DS. Now you're looking poised to clown a lot of haters again with the Wii. How, to quote American marketing head Reggie Fils-Aime, do you guys keep kicking ass and taking names?
A: Because we're always moving in a different direction than anybody else. They tend to do the same games and things over and over again. Change is good. Once people start seeing things from another viewpoint, they never go back. Our continued success is proof enough of that. |