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Miyamoto on the challenging Skyward Sword prototype, Zelda stories are important, enjoying Pikmin 3 development, more

Posted on February 13, 2012 by (@NE_Brian) in 3DS, General Nintendo, News, Wii, Wii U

Shigeru Miyamoto has opened up about his most/least favorite Mario Kart characters, what it and means to him to be working on Mario/Zelda for so long in a new PopWatch interview. Spoiler alert: he hates Toad.

Miyamoto also commented on a Skyward Sword prototype that was more challenging that the final product, how he feels about the story element in Zelda games, his enjoyment on making Pikmin 3, and more.

All of Miyamoto’s responses can be found after the break.

Miyamoto on how motion control changes the video game development process…

“First of all, thank you for completing Skyward Sword. You probably know more than I do when it comes to the game, because the version I played was actually the prototype. The version I played through was more challenging than the version you did.

“The very first Legend of Zelda game for Wii was Twilight Princess. At the time when we were designing the Wii remote, we were thinking about incorporating the pointer functionality into the new Legend of Zelda game. I think, to some extent, our efforts worked out. For example: When players were trying to aim at some objects in order to shoot an arrow, or fire the hookshot, we came up with something really handy. Unfortunately, when the player was required to take a sudden and immediate action, and aim at something with a pointer, it took some time. And Link could not perfectly reproduce whatever you were doing.

“We really wanted to do that. With the Wii Motion Sensing technology, it became possible. So we were able to incorporate the real sword-fight feature. It’s not like you’re just fighting by freely waving your sword. [In Skyward Sword], you need to see how your opponent is acting. You’re taking into consideration your opponent’s movements. It’s actually a real sword fight!”

Miyamoto on how much more challenging the “earlier version” of Skyward Sword was…

“As the development period goes on, we get accustomed to the content and the gameplay and the riddles and whatnot. The developer is almost always thinking, ‘It’s too easy for me. It must be too easy for the player, as well.’ The same with designing bosses: Because the developers are supposed to be very, very skillful in challenging these tough enemies, they often make the boss too tough. It’s a dilemma we always have as developers.”

Miyamoto on whether or not he’d make guides similar to the ones in Skyward Sword/Galaxy 2/New Super Mario Bros. if he could go back in time…

“Back in those days, the ways in which we could entertain people in the videogame world were rather limited. And because of that, [having the gamers] find out any and all the solutions themselves was one of the most important elements. Today, there are many, many ways to entertain people in one single videogame. And the Internet has made it so easy for people to ask for clues. We are mindful of that changing circumstance. Whenever we are making the game, we are making it for those who really need and want to know about a solution or a hint. But there are those who do not want to ask for those kind of hints. They really want to solve any riddles or challenges for himself, for herself. We are mindful of both of these types of people whenever we are making these games today.”

Miyamoto on whether or not the story in Zelda interests him, or if he focuses more on gameplay…

“Story is very important for Zelda. In terms of the priority order, first of all, of course, is making the best possible game ever over anything else. Second, we are doing best to make the story consistent throughout the entire series. Hopefully people won’t point out any contradictions.”

Miyamoto on what it’s like to still be working on Mario and Zelda…

“When I first worked on the very first Mario game, I thought I would make Mario again and again, so that it would grow in conjunction with the technology. Mickey Mouse is a character that grew with the evolution of animation technology and motion picture technology. I thought that maybe I could do the same thing with Mario — he would be the character who grew with the evolution of digital technology. But I didn’t know if Mario could really be appealing to fans. The fact that Super Mario could celebrate the 25th anniversary last year might be the testament that people are appreciating it.”

Miyamoto on what a typical day for him is like when he’s working on big games…

“At any given time, I am overseeing approximately seven titles at once. When one game is coming to the final tune-up period — the final development completion period — I I need to concentrate on one game, regardless sof how many other titles I am overseeing. Other than that period, I’m often involved in taking care of the basic control system of any software titles. Usually, my day goes by seeing a lot of the data. I play the prototype myself, and give the feedback to developers via e-mail.”

Miyamoto on his excitement of bringing back Pikmin on Wii U…

“Originally, I was making Pikmin 3 would be launched on the Wii platform. Because the Wii U is capable of HD quality pictures, and will be accompanied by the subscreen on your hand. I thought that I would be able to make a Pikmin that was closer to my ideal. I am now actually enjoying myself, working on the game.”

Miyamoto on his favorite Mario Kart character…

“That’s the most challenging question! I’m sorry that I cannot come up with an interesting answer. Somehow, it’s habit to me, but I play with Mario. He’s a very balanced character.”

Miyamoto on his least favorite Mario Kart character…

“Toad. [Laughs] …I understand that he has some popularity. Somehow.”

Miyamoto on the mysterious hands in Zelda games, like the one that appears in a toilet…

“In the original Legend of Zelda game, a gigantic hand appears and grabs you at the entrance to a dungeon. Actually, that has nothing to do with Skyward Sword. [Laughs] It’s actually something from a Japanese ghost story. Not a specific ghost story. There are some ghost stories in Japan where — when you are sitting in the bathroom in the traditional style of the Japanese toilet — a hand is actually starting to grab you from beneath. It’s a very scary story.”

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