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[[Interview:GameBlog.fr April 21st 2011 (English)]] for a Translation
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|interviewer = GameBlog.fr
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|source = [http://www.gameblog.fr/interview_293_shigeru-miyamoto-notre-interview-integrale%29]
|source = [http://www.gameblog.fr/interview_293_shigeru-miyamoto-notre-interview-integrale%29]<br>Translated by [http://translate.google.com Google]
}}
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'''De passage à Paris hier, Shigeru Miyamoto nous a accordé une interview exclusive. Une heure de tête à tête privilégié avec le plus célèbre des Game Designers, véritable légende de Nintendo, pour revenir sur la récente sortie de la 3DS, les rumeurs concernant la Wii 2 / Project Café, et bien entendu les projets de la firme comme sa vision des remous importants que tous décèlent dans le marché du jeu vidéo, à commencer par le jeu mobile. Une rencontre en deux temps.'''
While in Paris yesterday, Shigeru Miyamoto gave us an exclusive interview. One hour of face to face with the most popular choice for Game Designers, legend of Nintendo, to return to the recent release of 3DS, rumors about the Wii 2 / Project Café, and of course the projects of the firm as its vision of large eddies that reveal all in the video game market, starting with mobile gaming. A meeting in two stages.
 
'''Bonne lecture !'''
 
'''Au-delà des questions traditionnelles, je souhaitais commencer cet entretien différemment. Dans un premier temps, je vais donc vous présenter différents éléments qui vous sont familiers, et je vous propose de me dire spontanément ce que cela vous évoque. Pour commencer, vous la reconnaissez forcément...'''
 
''Ah, la 3DS ! Regardez, moi aussi j'ai amené la mienne. En ouvrant, j'ai constaté que vous étiez sur l'Editeur de Mii. C'est vraiment le cœur de la machine. Les gens peuvent se rencontrer, et échanger. Cela donne une nouvelle dimension aux jeux. D'ailleurs je suis en France depuis quelques jours et j'ai déjà rencontré plein de joueurs grâce au Street Pass. Ca me fait vraiment plaisir. Et puis même si ça fait un peu marketing, vous savez, la 3DS est un objet dont j'ai rêvé quand j'étais petit. C'est vrai. On peut prendre des photos en 3D, on peut les montrer en 3D, on peut s'échanger des données... Pour moi, la 3DS est réellement un jouet. C'est la quintessence de Nintendo, et je trouve que les enfants d'aujourd'hui ont beaucoup de chance même s'ils ne s'en rendent probablement pas compte. Il faut bien comprendre que notre travail principal reste de vendre des jeux. Du coup personnellement je n'y joue pas autant que je voudrais. Je suis actuellement très occupé à produire un nouveau Zelda, un nouveau Mario, et un nouveau Mario Kart sur 3DS, et un nouveau Pikmin. On a aussi beaucoup travaillé sur Nintendogs, mais ça me fait plaisir d'être là aujourd'hui à Paris.''
 
'''Passons maintenant à ce que je considère comme l'une des belles surprises en devenir de la 3DS...'''
 
''Ah, les cartes de Réalité Augmentée ! Vous savez, ça fait longtemps que cette technologie nous intéresse. Mais nous ne voulions pas nous lancer directement. A l'époque c'était la mode, et nous ne voulions pas juste suivre cette tendance. Et puis finalement avec l'arrivée des écrans en 3D relief j'y suis revenu car je trouvais que là, cela avait enfin du sens. Les joueurs allaient pouvoir voir quelque chose sortir directement de leur propre environnement.''
 
''Selon la carte que vous montrez, forcément les actions seront différentes. Par exemple si vous mettez Mario sur votre épaule comme moi, il changera de pose. Ce qui était important pour nous, ce n'était pas de faire de la Réalité Augmentée pour la Réalité Augmentée, mais d'en profiter pour donner vie à une nouvelle manière de s'amuser. Pour tout vous dire, nous sommes en train d'étudier plusieurs pistes, et il y a plusieurs titres 3DS actuellement en préparation pour la Réalité Augmentée.''


''Et puis il y a tellement de possibilités... Regardez, j'ai pris en photo mon chien de Nintendogs qui est en train de regarder une statue de Link. On peut s'amuser à créer des petites interactions. C'est différent mais avant tout ludique.''
Happy reading!


'''Place à deux de vos créations majeures : Mario et Zelda, j'avais aussi Pikmin en stock...'''


''Je vais être franc, ça me fait bizarre de voir Mario comme ça en figurine. C'est un personnage que j'ai conçu pour être représenté à plat. Et si vous pouviez imaginer la difficulté que ça a été pour réussir à le modéliser en relief. Par exemple, on ne savait pas si ses sourcils allaient être en-dessous, ou au-dessus de sa casquette. Du coup on se demandait s'il fallait les montrer. Il y a eu beaucoup de discussions sur la position et les proportions de chacun de ses membres. Forcément, ça me fait toujours quelque chose de l'avoir comme ça dans les mains.''
{{Interview/Q|GameBlog|Beyond the traditional issues, I wanted to start this interview differently. At first, I will show you the different elements that are familiar, and I suggest you tell me what it spontaneously evokes you. For starters, you recognize necessarily ...}}


''Autre chose qui a aussi beaucoup changé avec Mario, et que peu de gens ont remarqué, c'est que ses jambes sont plus grandes qu'avant. Moi j'ai toujours voulu qu'il ait les pattes un peu courtes pour être rapide et nerveux, mais pour que sa démarche soit réaliste, on a du lui rallonger les jambes. En tout cas je ne remercierai jamais assez ce plombier, car c'est grâce à lui que je suis devenu Game Designer ! Quant à ce Link, moi je l'appelle « Link aux yeux de chat ». Je vous avouerais qu'il nous a fallu beaucoup de courage pour passer à ce design plus cartoon. Au final si on a pris cette décision, c'est qu'à l'époque nous voulions vraiment faire un jeu typiquement Nintendo. Une aventure qui représente l'âme de notre société. Du coup Link qui est d'habitude un garçon plutôt classe, on l'a réinventé totalement avec un look plus simplifié. D'ailleurs cela nous a permis de créer une vraie distinction entre ses aventures sur console de salon et sur portable. Chacune a du coup une identité propre et c'est très bien comme ça.''
{{Interview/A|Miyamoto|Ah, the 3DS! Look, I also brought my own. In opening, I found that you were on the Mii Editor. This is really the heart of the machine. People can meet, and exchange. This gives a new dimension to games. Besides, I'm in France for a few days and I've met a lot of players through the Pass Street. It makes me really happy. And even if it's a little marketing, you know, the 3DS is something I dreamed when I was little. It's true. We can take pictures in 3D, we can show them in 3D, you can exchange data ... For me, the 3DS is really a toy. This is the epitome of Nintendo, and I think kids today are very lucky even if they do not render probably account. We must understand that our main job is to sell games. So personally I do not play as much as I want. I am currently very busy producing a new Zelda, a new Mario, and a new Mario Kart 3DS, and a new Pikmin. It has also worked extensively on Nintendogs, but it makes me happy to be here today in Paris.}}


''Alors oui, bon je sais, il y a plein de gens qui détestent en version cartoon... mais c'est comme ça !''
{{Interview/Q|GameBlog|Now for what I consider as one of the best surprises in the making of 3DS ...}}


''Evidemment, l'année dernière Mario fêtait ses 25 ans et cette année, c'est au tour de Link. J'espère que vous serez heureux d'apprendre qu'il y aura beaucoup de produits dérivés Zelda qui vont être créés pour l'occasion... et puis pour finir avec ces objets, je vous promets de tout faire pour vos livrer le nouveau Mario cette année !''
{{Interview/A|Miyamoto|Ah, the cards Augmented Reality! You know, it's been the technology of interest. But we did not want to run it directly. At the time it was fashionable, and we did not just follow this trend. And then finally with the arrival of the screens in 3D I returned because I thought there was this finally makes sense. Players would be able to see something directly out of their own environment.<br><br>According to the map you show, the shares will be necessarily different. For example if you put Mario on your shoulder like me, it will change poses. What was important for us, it was not to make Augmented Reality for Augmented Reality, but to take this opportunity to give life to a new way to have fun. To be honest, we are studying several tracks, and there are several titles in preparation for 3DS Augmented Reality.<br><br>And then there are so many possibilities ... Look, I took a picture of my dog ​​in Nintendogs that is looking at a statue of Link. You can have fun creating small interactions. It's different but above all fun.}}


'''A ce titre, dans les images dévoilées par Satoru Iwata lors de la GDC 2011, on a pu découvrir un logo de Mario avec une queue de tanuki... rappelant étrangement celle de Super Mario Bros. 3. J'imagine que ce n'est pas un hasard...'''
{{Interview/Q|GameBlog|Place two of your most important works: Mario and Zelda, Pikmin I also had in stock ...}}


''Effectivement, Mario risque encore de s'envoler avec sa queue de Tanuki en faisant... flop, flop, flop... soyez patients.''
{{Interview/A|Miyamoto|I'll be honest, it feels weird to see Mario figurine in like that. It's a character I designed for flat represented. What if you could imagine how difficult it was to succeed in the modeling in relief. For example, it was unclear if her eyebrows were going to be below or above his cap. So we were wondering whether to show them. There was much discussion about the position and proportions of each of its members. Inevitably, it always makes me have something like this in your hands.<br><br>Another thing that has changed a lot with Mario, and that few people have noticed is that his legs are bigger than before. I always intended to have the legs a little short to be fast and nervous, but that his approach is realistic, we had to lengthen her legs. Anyway I can not say enough what a plumber, because it is through him that I became a game designer! As for that link, I call it "Link with cat eyes." I'll admit it took a lot of courage to move to this more cartoon design. In the end if we took this decision is that the time we really wanted to make a game typically Nintendo. An adventure that is the soul of our society. So [[Link]] is a boy rather usual class, we have completely reinvented with a more streamlined look. Moreover it allowed us to create a real distinction between his adventures on home console and portable. Each has a distinct identity of the coup and that's just fine.<br><br>So yes, well I know, there are plenty of people who hate cartoon version ... but that's how!<br><br>Obviously, Mario last year celebrated its 25th anniversary and this year it was the turn of Link. I hope you will be pleased to know that there will be [[25th Anniversary|many products]] that Zelda will be created for the occasion ... and then to finish with these objects, I promise to do everything to deliver your new Mario this year!}}


'''Enfin pour conclure avec les objets, je vous ai ramené une tasse de... café ! Vous aurez compris que je fais référence au fameux « Projet Café », la Wii 2 en rumeur depuis quelques jours sur le net...'''
{{Interview/Q|GameBlog|As such, the images revealed by Satoru Iwata at GDC 2011, we discovered a logo of Mario with a tail tanuki ... eerily reminiscent of the Super Mario Bros. 3. I guess it's not a chance ...}}


''Oui, j'ai vu qu'on retrouve des rumeurs parlant de « Café ». A la fois j'ai envie de dire que c'est normal. Vous savez pour Nintendo, comme pour l'ensemble des autres constructeurs, notre métier est de concevoir de nouvelles machines. Nous estimons qu'il faut 5 ans pour faire de la Recherche & Développement intéressante. Après, j'avoue qu'il n'y a pas de fumée sans feu. Il faut bien voir que nous passons notre temps à développer des consoles de jeu en interne. Certaines que vous ne verrez jamais. Chez nous, tant que nous ne savons pas exactement où nous allons, et quand est-ce que nous sortirons notre prochaine console, nous ne communiquons pas publiquement. Mais il ne faut pas croire tout ce qu'on peut lire...''
{{Interview/A|Miyamoto|Indeed, Mario might still fly with its tail ... by Tanuki flop, flop, flop ... be patient.}}


'''Pour revenir à l'actualité de la 3DS, malgré un démarrage en demi-teinte de la console, le StreetPass s'est immédiatement imposé comme une composante essentielle. Un réel succès. Peut-on dès lors s'attendre à de prochaines mises à jour des mini-jeux comme l'aventure dans les donjons, de nouveaux tableaux ?'''
{{Interview/Q|GameBlog|Finally, to conclude with the objects, I have brought a cup of ... Coffee! You'll understand that I am referring to the famous "Project Café" Wii 2 rumors in recent days on the net ...}}


''De nombreuses choses sont envisageables, et pas que de la part de Nintendo. Les éditeurs tiers pourront aussi proposer des programmes de ce style. Maintenant pour être franc, nous avons été particulièrement surpris par la réception des joueurs au sujet du StreetPass. C'est un élément beaucoup plus populaire que ce nous imaginions. Nous allons forcément devoir le prendre en compte pour nos prochains développements...''
{{Interview/A|Miyamoto|Yes, I saw found rumors speak of "Coffee". At the time I want to say that this is normal. You know Nintendo, like all other manufacturers, our job is to design new machines. We believe it takes five years to make the R & D interesting. After, I admit that there is no smoke without fire. We must realize that we spend our time developing in-house gaming consoles. Some of you will ever see. With us, as we do not know exactly where we are going and when do we get out our next console, we do not disclose publicly. But we should not believe everything you read ...}}


'''Le marché du jeu nomade a été bouleversé par l'arrivée d'Apple et ses jeux à petits prix. Monsieur Iwata a semblé préoccupé lors de la dernière Game Developpers Conference. Une position que vous partagez ?'''
{{Interview/Q|GameBlog|To return to the news of the 3DS, despite a lackluster start to the console, the StreetPass immediately established itself as an essential component. A real success. Can we therefore expect future updates of mini-games such as adventure in dungeons, new boards?}}


''C'est une réalité aujourd'hui : le marché est séparé en deux branches distinctes. D'un côté vous retrouvez les jeux sur consoles traditionnelles, dédiées au jeu vidéo. De l'autre, les titres sur smartphones. Je n'ai aucun problème à confesser qu'il m'est moi-même arrivé d'être accro à des jeux sur téléphone portable. Je ne me souviens plus de son nom, mais il y avait un jeu qui ne demandait d'appuyer que sur un seul bouton. Je ne m'en lassais pas, mais à la fois, je me disais « c'est vraiment bon... pour un téléphone portable ».''
{{Interview/A|Miyamoto|Many things are possible, and not only from Nintendo. Third-party publishers can also offer programs of this style. Now to be honest, we were particularly surprised by the reception of the players on the StreetPass. This is a much more popular than we imagined. We will necessarily have to take into account for our future developments ...}}


'''Mais vous ne pensez pas que les choses s'accélèrent aujourd'hui ? Qu'on dépasse le stade de simples « petits jeux » ?'''
{{Interview/Q|GameBlog|The handheld gaming market has been disrupted by the arrival of Apple and its games at a great price. [[Satoru Iwata|Mr. Iwata]] seemed preoccupied during the last Developers Game Conference. A position that you share?}}


''C'est vrai que les smartphones proposent une offre plus riche. On peut télécharger des applications, téléphoner bien sûr, mais aussi s'amuser. Cependant pour moi l'important reste d'avoir des jeux adaptés à leur support. Aujourd'hui la position de Nintendo est claire. Nous souhaitons poursuivre sur notre tradition qui est de vendre des jeux en boîte. A nous de prouver que ce style de jeux a toujours de l'intérêt. Ce sont des titres qui ont été créés spécifiquement pour une console, qui elle-même a été pensée exclusivement pour le jeu. Ca ce sont des différences fondamentales que nous continuerons à démontrer. Il est important que les gens comprennent bien la différence. Ce ne sont pas les mêmes styles d'expériences.''
{{Interview/A|Miyamoto|It is a reality today: the market is separated into two distinct branches. On one side you find the traditional console games, dedicated to video games. On the other titles on smartphones. I have no problem in confessing that I was myself happened to be addicted to games on mobile phones. I can not remember his name, but there was a game that did not require support on a single button. I'm tired, but at the same time, I thought "this is really good ... for a mobile phone. "}}


''Pour le grand public, il y a aussi forcément l'argument du prix... Oui, mais ce qui est important n'est pas que les gens jouent à tel ou tel jeu parce qu'il est gratuit, ou pas cher. C'est naturel d'avoir envie d'essayer quand la barrière du prix est basse. Mais ce qui est crucial à nos yeux c'est que les gens aient envie de continuer à acheter des jeux pour le plaisir qu'ils leur procurent. Et pour nous tout le défi reste de produire des choses qui les motivent à s'y intéresser, des choses qui les surprennent. Avoir un produit payant est une responsabilité de qualité. C'est notre engagement.''
{{Interview/Q|GameBlog|But do not you think that things are accelerating now? That moves beyond mere "little games"?}}


'''Débrider la créativité des développeurs, innover, faisait d'ailleurs aussi partie du message envoyé par Satoru Iwata...'''
{{Interview/A|Miyamoto|It is true that smartphones offer a richer offer. Can download applications, call of course, but also fun. But for me the important thing is to have games suited to their support. Today Nintendo's position is clear. We hope to continue our long tradition of selling boxed games. Let us prove that this style of games has always interest. These are securities that were created specifically for a console, which itself was designed exclusively for the game It is this fundamental difference that we will continue to demonstrate. It is important that people understand the difference. These are not the same styles of experiences.<br><br>For the general public, there is also necessarily the price argument ... Yes, but what is important is not that people play a particular game because it is free or cheap. It's natural to want to try when the price barrier is low. But what is crucial for us is that people want to continue to buy games for the pleasure they provide. And for us all the challenge remains to produce things that motivate them to be interested, things that surprise them. Have a paid product quality is a responsibility. It is our commitment.}}


''Et je ne peux qu'y adhérer. Vous savez, une partie de mes fonctions m'imposent des responsabilités de gestion au sein de Nintendo. Souvent on me pose la question « comment faire pour qu'un jeu rapporte de l'argent ? ». C'est toujours un équilibre très complexe. Je trouve néanmoins que dans notre industrie, de plus en plus de productions sont là uniquement pour faire du chiffre. Les priorités du business, du commerce sont perceptibles. Dans le même temps, ce qui fait la qualité de Nintendo justement c'est de concevoir des jeux qui sont amusants, et comme ils sont amusants leur audience va être large, et ainsi ils seront rentables. C'est pour moi la clef.''
{{Interview/Q|GameBlog|Unleash the creativity of developers, innovate, as was also part of the message sent by Satoru Iwata ...}}


'''Le pouvoir reste donc dans le camp des idées...'''
{{Interview/A|Miyamoto|And I can not accede. You know, part of my duties require me managerial responsibilities within Nintendo. Often I get asked the question "how can a game makes money? ". It is always a very complex balance. I find however that in our industry, more and more productions are only there to make up the numbers. The priorities of the business, trade can be seen. At the same time, making the quality of exactly what Nintendo is making games that are fun, and they are fun as their audience will be broad, and so they will be profitable. It is for me the key.}}


''Je ne prétends pas que cela soit facile. Mais il faut se concentrer sur les manières de divertir les gens, pour que le jeu vidéo vive. Sinon, c'est un monde où les commerciaux l'emporteront, ce qui aura pour effet de tuer la créativité. J'ai envie de dire aux créateurs du monde entier : « courage, osez ! »''
{{Interview/Q|GameBlog|The power remains in the camp of ideas ...}}


'''Pour autant, avec la 3DS vous semblez vous éloigner de la pensée latérale des technologies désuètes chère à Gunpei Yokoï, ce qui ne vous a pas toujours réussi...'''
{{Interview/A|Miyamoto|I do not pretend this is easy. But we must focus on ways to entertain people, so the game live. Otherwise, it's a world where trade will prevail, which will effectively kill creativity. I want to tell the world designers: "courage, dare! "}}


''J'aurai du mal à vous dire que la 3D relief sans lunettes ne va pas être perçue comme quelque chose de nouveau. Et c'est tant mieux. Cela étant dit je ne pense pas que nous nous éloignons de la voie tracée par Gunpei Yokoi. En fait la 3DS est la concrétisation d'une volonté que nous avons depuis très longtemps. Pour la petite histoire, nous avions fait des tests de relief dès la GameCube. Mais à l'époque tout cela coûtait trop cher, nous n'aurions pas pu proposer une console à moins de 500-600€ ce qui est impensable à nos yeux. Il était important pour nous d'arriver avec une bonne technologie, compatible avec une production à grande échelle, le tout pour une machine dont le prix tiendrait dans une fourchette comprise entre 150 et 250€.''
{{Interview/Q|GameBlog|However, with the 3DS you seem to think laterally away from outdated technologies dear to Gunpei Yokoi, what you do not always succeed ...}}


''Après il est certain qu'il y a beaucoup de nouvelles technologies incluses dans la 3DS. La 3D, la réalité augmentée, le gyroscope, le StreetPass... mais ce sont des éléments auxquels on s'habitue très vite et qui vont nous permettre de rendre encore plus amusants des concepts que nous avions déjà traités auparavant.''
{{Interview/A|Miyamoto|I have a hard time telling you that without 3D glasses will not be seen as something new. And that's good. That being said I do not think we stray from the path set by Gunpei Yokoi. In fact the 3DS is the realization of a desire that we have a very long time. For the record, we did tests of relief from the GameCube. But at the time all this was too expensive, we would not have been able to offer a console less than € 500-600 which is unthinkable to us. It was important for us to come up with good technology, compatible with a large-scale production, all for a machine whose price would be in the range between 150 and 250 €.<br><br>After it is certain that there are many new technologies included in the 3DS. 3D, augmented reality, the gyroscope, the StreetPass ... but these are items that you get used very quickly and that will enable us to make more fun of the concepts we had previously treated.}}


'''Tout de même, après la DS et son double écran, la Wii et ses capteurs, la 3DS et la 3D... Nintendo est-il désormais obligé de surprendre technologiquement ? N'y a-t-il pas là une fuite en avant poussant au gimmick ?'''
{{Interview/Q|GameBlog|Still, after the DS and its double screen, the Wii and its sensors, the 3DS and 3D ... Nintendo Is now obliged to surprise technologically? No there not a headlong rush pushing the gimmick?}}


''Forcément nous sommes obligés d'user des nouvelles technologies pour raffiner les expériences de jeu. Les rendre plus accessibles aussi. Mais à l'image de la réalité augmentée que nous expérimentons pour la première fois, je conçois la technique avant tout comme un ensemble d'outils mis au service du divertissement. Le plaisir de jeu reste notre crédo.''
{{Interview/A|Miyamoto|Inevitably we are forced to use new technology to refine the game experience more accessible too. But the image of augmented reality we experience for the first time, I understand the technique primarily as a set of tools in the service of entertainment. The pleasure of play is our credo.}}


'''J'apprécie particulièrement les « Iwata Demande ». Ces interviews où vous livrez de nombreuses anecdotes, parfois très personnelles. Vous en auriez une justement à nous confier ?'''
{{Interview/Q|GameBlog|I especially like the "[[:Category:Iwata Asks|Ask Iwata]]". These interviews where you deliver many stories, sometimes very personal. You would have just one to trust?}}


''Hum... eh bien vous savez je voyage souvent à l'étranger et il m'arrive d'être plus qu'inspiré par l'architecture des lieux que je découvre. En Europe plus précisément, certains bâtiments sont marqués par l'Histoire. Je me dis que cela a du prendre un temps fou à construire. Et forcément je fais le rapprochement avec mon métier. Moi, je suis un créateur d'éléments virtuels. Je ne peux que me nourrir de l'énergie de ces bâtisseurs, car j'admire leur travail. Cela m'aide à avancer.''
{{Interview/A|Miyamoto|Hmm ... Well you know I often travel abroad and I happen to be more inspired by the architecture of places that I discover. In Europe specifically, some buildings are marked by history. I figure it must have taken forever to build. And inevitably I do my job with the approximation. I am a creator of virtual elements. I can only feed me the energy of these pioneers because I admire their work. This helps me to improve.}}


'''Mario est né des limitations techniques de l'époque, Pikmin de votre amour pour les jardins, Nintendogs de votre chien... l'année dernière, vous avez déclaré qu'il était temps pour un nouveau héros. Peut-on en savoir plus ?'''
{{Interview/Q|GameBlog|Mario was born of the technical limitations of the time, Pikmin your love for gardens, Nintendogs your dog ... last year, you said it was time for a new hero. Can you tell us more?}}


''Vous savez cette année, nous allons sortir de nouveaux Mario, Zelda et il faudrait aussi que je travaille sur Pikmin, dans le but d'amener les héros traditionnels de Nintendo sur 3DS. Croyez-moi cela requiert beaucoup d'efforts. Mais bon, je me dis aujourd'hui qu'à mon âge, l'heure a peut-être sonné d'enfin passer la main aux jeunes équipes concernant ces personnages... et me dégager du temps pour travailler pour moi-même. Et qui sait...''
{{Interview/A|Miyamoto|You know this year we will release new Mario, Zelda and I should also working on Pikmin, in order to bring the traditional heroes of Nintendo 3DS. Believe me it is hard to push. Anyway, I tell myself today at my age, time may have finally sounded to pass out to young people on these teams ... and I find time to work for myself. And who knows ...}}


{{Cat|Interviews In Need of Translation}}
{{Cat|Interviews In Need of Translation}}
{{Cat|Interviews with Shigeru Miyamoto|2011-04-21}}
{{Cat|Interviews with Shigeru Miyamoto}}

Revision as of 03:57, April 6, 2012

GameBlog.fr April 21st 2011

Date

April 21, 2011

Interviewee

Interviewer

GameBlog.fr

Source

[1]
Translated by Google

While in Paris yesterday, Shigeru Miyamoto gave us an exclusive interview. One hour of face to face with the most popular choice for Game Designers, legend of Nintendo, to return to the recent release of 3DS, rumors about the Wii 2 / Project Café, and of course the projects of the firm as its vision of large eddies that reveal all in the video game market, starting with mobile gaming. A meeting in two stages.

Happy reading!


GameBlog: Beyond the traditional issues, I wanted to start this interview differently. At first, I will show you the different elements that are familiar, and I suggest you tell me what it spontaneously evokes you. For starters, you recognize necessarily ...
Miyamoto: Ah, the 3DS! Look, I also brought my own. In opening, I found that you were on the Mii Editor. This is really the heart of the machine. People can meet, and exchange. This gives a new dimension to games. Besides, I'm in France for a few days and I've met a lot of players through the Pass Street. It makes me really happy. And even if it's a little marketing, you know, the 3DS is something I dreamed when I was little. It's true. We can take pictures in 3D, we can show them in 3D, you can exchange data ... For me, the 3DS is really a toy. This is the epitome of Nintendo, and I think kids today are very lucky even if they do not render probably account. We must understand that our main job is to sell games. So personally I do not play as much as I want. I am currently very busy producing a new Zelda, a new Mario, and a new Mario Kart 3DS, and a new Pikmin. It has also worked extensively on Nintendogs, but it makes me happy to be here today in Paris.
GameBlog: Now for what I consider as one of the best surprises in the making of 3DS ...
Miyamoto: Ah, the cards Augmented Reality! You know, it's been the technology of interest. But we did not want to run it directly. At the time it was fashionable, and we did not just follow this trend. And then finally with the arrival of the screens in 3D I returned because I thought there was this finally makes sense. Players would be able to see something directly out of their own environment.

According to the map you show, the shares will be necessarily different. For example if you put Mario on your shoulder like me, it will change poses. What was important for us, it was not to make Augmented Reality for Augmented Reality, but to take this opportunity to give life to a new way to have fun. To be honest, we are studying several tracks, and there are several titles in preparation for 3DS Augmented Reality.

And then there are so many possibilities ... Look, I took a picture of my dog ​​in Nintendogs that is looking at a statue of Link. You can have fun creating small interactions. It's different but above all fun.
GameBlog: Place two of your most important works: Mario and Zelda, Pikmin I also had in stock ...
Miyamoto: I'll be honest, it feels weird to see Mario figurine in like that. It's a character I designed for flat represented. What if you could imagine how difficult it was to succeed in the modeling in relief. For example, it was unclear if her eyebrows were going to be below or above his cap. So we were wondering whether to show them. There was much discussion about the position and proportions of each of its members. Inevitably, it always makes me have something like this in your hands.

Another thing that has changed a lot with Mario, and that few people have noticed is that his legs are bigger than before. I always intended to have the legs a little short to be fast and nervous, but that his approach is realistic, we had to lengthen her legs. Anyway I can not say enough what a plumber, because it is through him that I became a game designer! As for that link, I call it "Link with cat eyes." I'll admit it took a lot of courage to move to this more cartoon design. In the end if we took this decision is that the time we really wanted to make a game typically Nintendo. An adventure that is the soul of our society. So Link is a boy rather usual class, we have completely reinvented with a more streamlined look. Moreover it allowed us to create a real distinction between his adventures on home console and portable. Each has a distinct identity of the coup and that's just fine.

So yes, well I know, there are plenty of people who hate cartoon version ... but that's how!

Obviously, Mario last year celebrated its 25th anniversary and this year it was the turn of Link. I hope you will be pleased to know that there will be many products that Zelda will be created for the occasion ... and then to finish with these objects, I promise to do everything to deliver your new Mario this year!
GameBlog: As such, the images revealed by Satoru Iwata at GDC 2011, we discovered a logo of Mario with a tail tanuki ... eerily reminiscent of the Super Mario Bros. 3. I guess it's not a chance ...
Miyamoto: Indeed, Mario might still fly with its tail ... by Tanuki flop, flop, flop ... be patient.
GameBlog: Finally, to conclude with the objects, I have brought a cup of ... Coffee! You'll understand that I am referring to the famous "Project Café" Wii 2 rumors in recent days on the net ...
Miyamoto: Yes, I saw found rumors speak of "Coffee". At the time I want to say that this is normal. You know Nintendo, like all other manufacturers, our job is to design new machines. We believe it takes five years to make the R & D interesting. After, I admit that there is no smoke without fire. We must realize that we spend our time developing in-house gaming consoles. Some of you will ever see. With us, as we do not know exactly where we are going and when do we get out our next console, we do not disclose publicly. But we should not believe everything you read ...
GameBlog: To return to the news of the 3DS, despite a lackluster start to the console, the StreetPass immediately established itself as an essential component. A real success. Can we therefore expect future updates of mini-games such as adventure in dungeons, new boards?
Miyamoto: Many things are possible, and not only from Nintendo. Third-party publishers can also offer programs of this style. Now to be honest, we were particularly surprised by the reception of the players on the StreetPass. This is a much more popular than we imagined. We will necessarily have to take into account for our future developments ...
GameBlog: The handheld gaming market has been disrupted by the arrival of Apple and its games at a great price. Mr. Iwata seemed preoccupied during the last Developers Game Conference. A position that you share?
Miyamoto: It is a reality today: the market is separated into two distinct branches. On one side you find the traditional console games, dedicated to video games. On the other titles on smartphones. I have no problem in confessing that I was myself happened to be addicted to games on mobile phones. I can not remember his name, but there was a game that did not require support on a single button. I'm tired, but at the same time, I thought "this is really good ... for a mobile phone. "
GameBlog: But do not you think that things are accelerating now? That moves beyond mere "little games"?
Miyamoto: It is true that smartphones offer a richer offer. Can download applications, call of course, but also fun. But for me the important thing is to have games suited to their support. Today Nintendo's position is clear. We hope to continue our long tradition of selling boxed games. Let us prove that this style of games has always interest. These are securities that were created specifically for a console, which itself was designed exclusively for the game It is this fundamental difference that we will continue to demonstrate. It is important that people understand the difference. These are not the same styles of experiences.

For the general public, there is also necessarily the price argument ... Yes, but what is important is not that people play a particular game because it is free or cheap. It's natural to want to try when the price barrier is low. But what is crucial for us is that people want to continue to buy games for the pleasure they provide. And for us all the challenge remains to produce things that motivate them to be interested, things that surprise them. Have a paid product quality is a responsibility. It is our commitment.
GameBlog: Unleash the creativity of developers, innovate, as was also part of the message sent by Satoru Iwata ...
Miyamoto: And I can not accede. You know, part of my duties require me managerial responsibilities within Nintendo. Often I get asked the question "how can a game makes money? ". It is always a very complex balance. I find however that in our industry, more and more productions are only there to make up the numbers. The priorities of the business, trade can be seen. At the same time, making the quality of exactly what Nintendo is making games that are fun, and they are fun as their audience will be broad, and so they will be profitable. It is for me the key.
GameBlog: The power remains in the camp of ideas ...
Miyamoto: I do not pretend this is easy. But we must focus on ways to entertain people, so the game live. Otherwise, it's a world where trade will prevail, which will effectively kill creativity. I want to tell the world designers: "courage, dare! "
GameBlog: However, with the 3DS you seem to think laterally away from outdated technologies dear to Gunpei Yokoi, what you do not always succeed ...
Miyamoto: I have a hard time telling you that without 3D glasses will not be seen as something new. And that's good. That being said I do not think we stray from the path set by Gunpei Yokoi. In fact the 3DS is the realization of a desire that we have a very long time. For the record, we did tests of relief from the GameCube. But at the time all this was too expensive, we would not have been able to offer a console less than € 500-600 which is unthinkable to us. It was important for us to come up with good technology, compatible with a large-scale production, all for a machine whose price would be in the range between 150 and 250 €.

After it is certain that there are many new technologies included in the 3DS. 3D, augmented reality, the gyroscope, the StreetPass ... but these are items that you get used very quickly and that will enable us to make more fun of the concepts we had previously treated.
GameBlog: Still, after the DS and its double screen, the Wii and its sensors, the 3DS and 3D ... Nintendo Is now obliged to surprise technologically? No there not a headlong rush pushing the gimmick?
Miyamoto: Inevitably we are forced to use new technology to refine the game experience more accessible too. But the image of augmented reality we experience for the first time, I understand the technique primarily as a set of tools in the service of entertainment. The pleasure of play is our credo.
GameBlog: I especially like the "Ask Iwata". These interviews where you deliver many stories, sometimes very personal. You would have just one to trust?
Miyamoto: Hmm ... Well you know I often travel abroad and I happen to be more inspired by the architecture of places that I discover. In Europe specifically, some buildings are marked by history. I figure it must have taken forever to build. And inevitably I do my job with the approximation. I am a creator of virtual elements. I can only feed me the energy of these pioneers because I admire their work. This helps me to improve.
GameBlog: Mario was born of the technical limitations of the time, Pikmin your love for gardens, Nintendogs your dog ... last year, you said it was time for a new hero. Can you tell us more?
Miyamoto: You know this year we will release new Mario, Zelda and I should also working on Pikmin, in order to bring the traditional heroes of Nintendo 3DS. Believe me it is hard to push. Anyway, I tell myself today at my age, time may have finally sounded to pass out to young people on these teams ... and I find time to work for myself. And who knows ...