Interview:MSNBC September 24th 2000: Difference between revisions

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{{Interview/Q|MSNBC|You mentioned during your presentation (at Nintendo's Spaceworld trade show in Tokyo last month) that it is extremely easy to make games for GameCube. What makes it so easy... a superior tool set, better architecture?}}
{{Interview/Q|MSNBC|You mentioned during your presentation (at Nintendo's Spaceworld trade show in Tokyo last month) that it is extremely easy to make games for GameCube. What makes it so easy... a superior tool set, better architecture?}}


{{Interview/A|Shigeru Miyamoto|There are a variety of ways [GameCube makes programming easier]. There are many aspects. In each aspect of N64, we found difficulty. We made improvements, so it is not just one specific point upon which we made an improvement that makes it very easy to create games for GameCube.<br><br>When we introduced "Super Mario" on the N64, we wanted it to be appealing to the public. We, as professional game creators, did everything possible to make it shine. As a result, other creators saw Mario 64, and somehow misunderstood that anybody could make [a game] like "Super Mario 64." They took it for granted that they could do it without any problem; but, of course, they could not. That was the problem we faced at the beginning for N64.<br><br>What I said about GameCube was that what you expected with N64, with GameCube we have removed the difficulties.}}
{{Interview/A|Shigeru Miyamoto|There are a variety of ways [GameCube makes programming easier]. There are many aspects. In each aspect of N64, we found difficulty. We made improvements, so it is not just one specific point upon which we made an improvement that makes it very easy to create games for GameCube.<br/><br/>When we introduced "Super Mario" on the N64, we wanted it to be appealing to the public. We, as professional game creators, did everything possible to make it shine. As a result, other creators saw Mario 64, and somehow misunderstood that anybody could make [a game] like "Super Mario 64." They took it for granted that they could do it without any problem; but, of course, they could not. That was the problem we faced at the beginning for N64.<br/><br/>What I said about GameCube was that what you expected with N64, with GameCube we have removed the difficulties.}}


{{Interview/Q|MSNBC|How far along is Mario 128?}}
{{Interview/Q|MSNBC|How far along is Mario 128?}}
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{{Interview/Q|MSNBC|From games you have seen on PlayStation 2, has anything left you impressed?}}
{{Interview/Q|MSNBC|From games you have seen on PlayStation 2, has anything left you impressed?}}


{{Interview/A|SM|I think "Tekken Tag Tournament" is very well done and a lot of people are enjoying it. As far as today's dedicated PlayStation 2 games are concerned, I have not seen anything new when compared to the past [generation of] software. So what kind of new software should we be looking forward to? That should be the mission of game creators.<br><br>I started this career with the arcade business. One thing that is important for arcade games is that they have to be appealing to the person who is passing by so that they will be attracted to at least play the game once. As far as this point is concerned, I think the next generation games are doing a fine job. But there is something missing. After playing the game once, will people be addicted to the gameplay? I think that people are putting so much energy into giving games beautiful appearance and boosting the high-performance of the hardware; but unfortunately they are too busy to work on something else that is more important - the creative side of the matter.}}
{{Interview/A|SM|I think "Tekken Tag Tournament" is very well done and a lot of people are enjoying it. As far as today's dedicated PlayStation 2 games are concerned, I have not seen anything new when compared to the past [generation of] software. So what kind of new software should we be looking forward to? That should be the mission of game creators.<br/><br/>I started this career with the arcade business. One thing that is important for arcade games is that they have to be appealing to the person who is passing by so that they will be attracted to at least play the game once. As far as this point is concerned, I think the next generation games are doing a fine job. But there is something missing. After playing the game once, will people be addicted to the gameplay? I think that people are putting so much energy into giving games beautiful appearance and boosting the high-performance of the hardware; but unfortunately they are too busy to work on something else that is more important - the creative side of the matter.}}




{{Cat|The Wind Waker Interviews|2000-09-24}}
{{Cat|The Wind Waker Interviews|2000-09-24}}
{{Cat|Interviews with Shigeru Miyamoto|2000-09-24}}
{{Cat|Interviews with Shigeru Miyamoto|2000-09-24}}

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