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Miyamoto talks Pikmin origins

Posted on December 17, 2012 by (@NE_Brian) in GameCube, News, Wii, Wii U

Shigeru Miyamoto opened up on the origins of Pikmin in an interview with GamesMaster.

Miyamoto told the magazine that the game wasn’t born from a clear vision. With Pimin, there was “a very vague image” as to what the team hoped to create. Miyamoto added that the idea for Olimar came later on in development.

He said:

“There are a variety of different ways for us to create videogames. Sometimes from the very outset we have some clear-cut goals towards which we start working. On the other hand we have cases when we don’t have any kind of clear-cut image as to what kind of game it will eventually be but rather we have a very vague image of whatever we would like to establish or realise. In the case of Pikmin 1 our original idea was how it would be nice if we would be able to see a bunch of small creatures doing something. Something like, they are protecting their own village and at the same time they are trying to grow and expand that village. Later on we added the feature so that the player character will be there. But at the beginning I thought that it wouldn’t be interesting enough because in that original development mode the Pikmin were used as if [they were] weapons. To be utilised, to be shot by the player themselves.”

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