Interview:Famitsu October 27th 2001

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https://web.archive.org/web/20110714104012/http://www.miyamotoshrine.com/theman/interviews/102701.shtml

F: You've said in the past that a game like Mario, in which you play and fail/die, then try again was not what people want anymore, but is Pikmin one of the answers to this question?

M: Well, I think the games that people want have been changing, but I don't think that the quality has decreased really. People have often said recently that the quality of games has been going down when they see the fact that games aren't selling well. But I think there are a lot of people who want to play games, and the reason people don't buy games is that there aren't any games they want to play.

F: The environment surrounding games has been changing a bit as well.

M: Right. I think that games used to be something that were habitual and it was comfortable for people to play them every day and that's why people used to think "I haven't finished that stage yet, so I'll try it again today". But if you try to play games with that energy or passion, people tend to tire of it after a while. Still, the thought that they want to play games hasn't changed, so I thought - what people who liked playing games would enjoy, regardless of their age.

F: I see.

M: Then what came up was something fun that makes you feel that you're playing a game but not tired, just fun. A good example of this is Dobutsu no Mori(Animal Forest). This might not be enough for game fans who like goal oriented titles, but that game was accepted by a lot of people, and is one of the answers for people who don't want to play a game that simply issues a difficult challenge.

F: You mean a game that you don't need a high degree of skill to play, or a game where no goal is set?

M: That's right. For example, in Pikmin, one 'day' ends in around fifteen minutes but you can also waste your day, that's what I planned. So I think you can play this game very casually.

F: Who would you like to see playing this title?

M: Well, I maybe hoping for too much, but the ideal would be that people would talk about it, and someone who hadn't played (games) for a while would hear about it, and try playing again.

F: So you wish people who've been away from games will come back?

M: Right. As I told you, I think everyone still likes games. I feel that especially when I see kids. I think I need to see things with a broader perspective.

F: What do you mean by that?

M: I've been making games in which certain skills were required, but the way in which kids think incorporates a wider perspective. when adults think "Is this really interesting?", you usually find that kids find it so. To kids, the fact that they play together is actually more important than what they play. Kids may get together to play games, but they don't have to play videogames. If they don't have videogames, then they can do something else together. If you think about that, games can be approached from a broader perspective. When we sell games that we've made, we often worry too much about whether it will sell well because of its technical quality or because of its addictive nature, but that's not the most important thing. We've been making games aimed at a core group of fans for years, and I think there is a danger in that. Although I say something like this, we always make games for those people when I'm involved in a project (laughs). I think the game itself can be looser, but on the other hand, you ask yourself whether it will sell well.

F: So you're saying that if you pursue a game that can be played easily, then that makes the game too loose and people won't find them addictive?

M: That is the difficult part. But I can say that Pikmin has both elements, so it's not an action title, like Mario, but has more action than Dobutsu no Mori.

F: That's right isn't it. It has the looseness and addictiveness. It doesn't contain too much action, but nothing would happen if you didn't act, so are things you need to do in that respect.

M: That's what I hoped for. Pikmin do all the work, while you don't do anything directly, but you are busy in giving them instructions. I wanted to make an action game, in which you weren't directly involved.

F: Don't you think that's quite similar to your position when you make games?

M: Eh?

F: You used to do the work yourself, but now you're more involved in instructing others (laughs).

M: Ahh, I see (laughs). But I think I'm more useful than Orima (laughs). He can do nothing put punch, so I think I'm a bit better than him (laughs).

F: Excuse me (laughs). Was this the first time that you joined the development of a title since Ocarina of Time?

M: That's right. I was the director of Mario 64, and half producer, half director on Zelda. As for Pikmin, I'd say half producer, half director.

F: Ahh, when I hear that, I really expect good things.

M: You can count on me (laughs).