Interview:Nextgame February 16th 2002: Difference between revisions

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{{Interview/Q|Nextgame.it|Talking about design, which are the ideas on which you created the GameCube?}}
{{Interview/Q|Nextgame.it|Talking about design, which are the ideas on which you created the GameCube?}}


{{Interview/A|SM|GameCube's design is pretty peculiar, different from what we are in the habit to see in a gaming console. First thing we had in mind was the evolution of video gaming itself: the reduced size of the GameCube allows you to carry it form room to room quite easily. Every family has at least two TV-sets at home, and it is very easy to bring the GameCube from the living-room to the sleeping-room, if you want, not to consider a friend's place. We looked for simplicity and practicalness: GameCube wants to be a console that fits all the family, from the youngsters to the elders. Another main issue we considered was the gamepad: I don't want to appear self-important, but I was the first to put four buttons on the right hand of the pad, when -I designed the Super Nes controller and Sega, Sony and now even Microsoft have followed that idea. I don't want to state they copied from us, but it is obvious that the four buttons became a standard.<br><br>Now I have decided to renounce this shape (I invented it and I can afford to renounce it - smiles); I wanted to focus on the immediate recognition of the main button on the joy-pad. In SNES it was the "A" button, in the GameCube it is the green one. It is pleasant to the touch and the player is immediately aware what button is the most important one, the main control between him and what permits him to interact, for example, with Mario. A concept linked, again, to simplicity and directness.}}
{{Interview/A|SM|GameCube's design is pretty peculiar, different from what we are in the habit to see in a gaming console. First thing we had in mind was the evolution of video gaming itself: the reduced size of the GameCube allows you to carry it form room to room quite easily. Every family has at least two TV-sets at home, and it is very easy to bring the GameCube from the living-room to the sleeping-room, if you want, not to consider a friend's place. We looked for simplicity and practicalness: GameCube wants to be a console that fits all the family, from the youngsters to the elders. Another main issue we considered was the gamepad: I don't want to appear self-important, but I was the first to put four buttons on the right hand of the pad, when -I designed the Super Nes controller and Sega, Sony and now even Microsoft have followed that idea. I don't want to state they copied from us, but it is obvious that the four buttons became a standard.<br/><br/>Now I have decided to renounce this shape (I invented it and I can afford to renounce it - smiles); I wanted to focus on the immediate recognition of the main button on the joy-pad. In SNES it was the "A" button, in the GameCube it is the green one. It is pleasant to the touch and the player is immediately aware what button is the most important one, the main control between him and what permits him to interact, for example, with Mario. A concept linked, again, to simplicity and directness.}}


{{Interview/Q|Nextgame.it|Let's talk about the next Zelda: why did you decide for the Cel-Shaded engine? It seems the video gamers split in two parties, and half of them didn't appreciate the idea. Are you planning to change the visual of the game because of this?}}
{{Interview/Q|Nextgame.it|Let's talk about the next Zelda: why did you decide for the Cel-Shaded engine? It seems the video gamers split in two parties, and half of them didn't appreciate the idea. Are you planning to change the visual of the game because of this?}}