-= Der Interview-Thread =-
- Olschi
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http://www.businessweek.com/magazine/co ... =rss_magzn
Meet Mario's Papa
Legendary designer Shigeru Miyamoto talks how he aims to bring the family together around Nintendo's new console
As the brains behind the video games at Nintendo, Shigeru Miyamoto has shown a knack for inventing games that kids would get hooked on. In 1985, his Super Mario Bros. -- the world's hottest-selling game ever -- was the first with a scrolling screen, which expanded the playing space vertically, not just horizontally. The next year, he came up with the labyrinthine fantasy world called The Legend of Zelda, which could take skilled gamers hours, and sometimes weeks, to complete. And in the 1990s, his Super Mario 64 was the first console title with 3D graphics. It even forced him to tweak the standard joystick to handle more complex commands.
Miyamoto, 52, recently spoke with BusinessWeek Tokyo Correspondent Kenji Hall about video games, how they have changed, and what to expect in the future. Edited excerpts of their conversation follow:
What do you think was the biggest innovation in video games since the 1980s?
The biggest change was when 3D graphics came to Nintendo 64 and PlayStation. Before that, arcades had the edge in game technology. In the pecking order, game consoles for homes came last. 3D changed that and made home consoles the front-runner.
But I had no idea how quickly technology would change everything. Economies of scale were allowing game hardware makers to spend lots of money to develop new consoles. Suddenly, we were working with consoles that were 10 times faster than anything I had ever imagined, and the disk-storage space was vast.
What's the secret to creating a hit game?
Whether it's a new game or a sequel, we want anyone to be able to play right away. That's why I think Rubik's Cube was so brilliant. I saw it for the first time at a toy convention in Japan in the early 1980s. The moment you see a Rubik's Cube, you know you're supposed to twist the pieces. And it's beautifully designed. Even if you've never handled one, you want to pick it up and try it. And once you do that, it's hard to walk away until you've solved it.
Supercomputing power has improved game graphics to the point where characters can be made to appear almost lifelike. But the characters in your games are mostly cartoons. Why?
Nowadays, software makers want games to be so realistic, but first and foremost games should evoke emotions. When I made Pikmin, I wanted people to feel a mix of sadness and happiness. The Japanese word itoshii is used when you think fondly of someone. You wouldn't normally feel that when playing games, but that's what I was striving for.
Games aren't just about recreation and getting to the next stage. People often tell me nobody would play a game that isn't that way -- it would be too boring. But I don't agree with them (see BW Online, 10/13/05, "Indie Gamers Hit the Right Buttons").
Does Nintendo target a certain age group with its games?
We want our games to be for anyone from 5 to 95 years old (see BW Online, 10/19/05, "Attack of the Gaming Grannies").
We disagree with people who say, "Nintendo is for kids, and Sony (SNE ) is for adults." There are plenty of 60-year-olds who will play the games we make. Women in their 20s haven't been a major target for game makers. But many young women have found our games fun, especially Nintendogs.
What's the most important ingredient in your games?
The most basic element is fun. Games are interactive. They must challenge you, and reward you when you rise to the challenge. In my view, the game begins the moment a person touches a console -- everything builds from that.
When I first started creating games, I mainly wanted to make something that would surprise people. Actually, I never imagined I would be making video games. I thought I would be designing toys, like Dr. Rubik of Rubik's Cube.
Where do you get ideas for your games?
It's hard to remember. Sometimes I rely on childhood experiences. For instance, what did I find scary? Some ideas are spontaneous, some come from notes I've kept. I used write down things I saw or heard on a Post-it, which I would stick in my scheduling book. It could be a game or something funny on TV I saw, or a story I heard someone tell.
Do you remember how you came up with Super Mario Bros.?
It started with a simple idea. I thought: "I wonder what it would be like to have a character that bounces around. And the background should be a clear, blue sky." I took that idea to a programmer, and we started working on it.
Mario ended up being too big, so we shrank him. Then we thought, "What if he can grow and shrink? How would he do that? It would have to be a magic mushroom! Where would a mushroom grow? In a forest." We thought of giving Mario a girlfriend, and then we started talking about Alice in Wonderland.
How will Nintendo's next-generation platform, Revolution, differ from others?
Most people think video games are all about a child staring at a TV with a joystick in his hands. I don't. They should belong to the entire family. I want families to play video games together. That was the concept behind the Revolution (see BW Online, 10/4/05, "Nintendo's Revolutionary Man").
I also redesigned the Revolution's controller to look more like a regular TV remote, so anyone who saw it would know instantly how to use it, and so they wouldn't think they had to always stash it away.
Do you have a favorite video game?
The only time I play is maybe the 20 minutes I spend testing rivals' new machines. I don't play video games in my free time. On the weekends, I fix things around the house, garden, or play the guitar. Or I'll exercise, go swimming, take the dog for a walk, or go for a hike.
In the future, what do you think video games will be like?
It's convenient to make games that are played on TVs. But I always wanted to have a custom-sized screen that wasn't the typical four-cornered cathode-ray-tube TV. I've always thought that games would eventually break free of the confines of a TV screen to fill an entire room. But I would rather not say anything more about that.
You've been called the Steven Spielberg of video games. Recently, some gamers have been making movies using game software. Are games and movies converging?
It's a common comparison, but I don't think it's an appropriate one because movies aren't interactive the way games are. Even so, I've learned a lot from movies. For instance, I pay attention to how movies use music to create a mood, how many camera angles there are, or how the director sets up a scary scene.
Meet Mario's Papa
Legendary designer Shigeru Miyamoto talks how he aims to bring the family together around Nintendo's new console
As the brains behind the video games at Nintendo, Shigeru Miyamoto has shown a knack for inventing games that kids would get hooked on. In 1985, his Super Mario Bros. -- the world's hottest-selling game ever -- was the first with a scrolling screen, which expanded the playing space vertically, not just horizontally. The next year, he came up with the labyrinthine fantasy world called The Legend of Zelda, which could take skilled gamers hours, and sometimes weeks, to complete. And in the 1990s, his Super Mario 64 was the first console title with 3D graphics. It even forced him to tweak the standard joystick to handle more complex commands.
Miyamoto, 52, recently spoke with BusinessWeek Tokyo Correspondent Kenji Hall about video games, how they have changed, and what to expect in the future. Edited excerpts of their conversation follow:
What do you think was the biggest innovation in video games since the 1980s?
The biggest change was when 3D graphics came to Nintendo 64 and PlayStation. Before that, arcades had the edge in game technology. In the pecking order, game consoles for homes came last. 3D changed that and made home consoles the front-runner.
But I had no idea how quickly technology would change everything. Economies of scale were allowing game hardware makers to spend lots of money to develop new consoles. Suddenly, we were working with consoles that were 10 times faster than anything I had ever imagined, and the disk-storage space was vast.
What's the secret to creating a hit game?
Whether it's a new game or a sequel, we want anyone to be able to play right away. That's why I think Rubik's Cube was so brilliant. I saw it for the first time at a toy convention in Japan in the early 1980s. The moment you see a Rubik's Cube, you know you're supposed to twist the pieces. And it's beautifully designed. Even if you've never handled one, you want to pick it up and try it. And once you do that, it's hard to walk away until you've solved it.
Supercomputing power has improved game graphics to the point where characters can be made to appear almost lifelike. But the characters in your games are mostly cartoons. Why?
Nowadays, software makers want games to be so realistic, but first and foremost games should evoke emotions. When I made Pikmin, I wanted people to feel a mix of sadness and happiness. The Japanese word itoshii is used when you think fondly of someone. You wouldn't normally feel that when playing games, but that's what I was striving for.
Games aren't just about recreation and getting to the next stage. People often tell me nobody would play a game that isn't that way -- it would be too boring. But I don't agree with them (see BW Online, 10/13/05, "Indie Gamers Hit the Right Buttons").
Does Nintendo target a certain age group with its games?
We want our games to be for anyone from 5 to 95 years old (see BW Online, 10/19/05, "Attack of the Gaming Grannies").
We disagree with people who say, "Nintendo is for kids, and Sony (SNE ) is for adults." There are plenty of 60-year-olds who will play the games we make. Women in their 20s haven't been a major target for game makers. But many young women have found our games fun, especially Nintendogs.
What's the most important ingredient in your games?
The most basic element is fun. Games are interactive. They must challenge you, and reward you when you rise to the challenge. In my view, the game begins the moment a person touches a console -- everything builds from that.
When I first started creating games, I mainly wanted to make something that would surprise people. Actually, I never imagined I would be making video games. I thought I would be designing toys, like Dr. Rubik of Rubik's Cube.
Where do you get ideas for your games?
It's hard to remember. Sometimes I rely on childhood experiences. For instance, what did I find scary? Some ideas are spontaneous, some come from notes I've kept. I used write down things I saw or heard on a Post-it, which I would stick in my scheduling book. It could be a game or something funny on TV I saw, or a story I heard someone tell.
Do you remember how you came up with Super Mario Bros.?
It started with a simple idea. I thought: "I wonder what it would be like to have a character that bounces around. And the background should be a clear, blue sky." I took that idea to a programmer, and we started working on it.
Mario ended up being too big, so we shrank him. Then we thought, "What if he can grow and shrink? How would he do that? It would have to be a magic mushroom! Where would a mushroom grow? In a forest." We thought of giving Mario a girlfriend, and then we started talking about Alice in Wonderland.
How will Nintendo's next-generation platform, Revolution, differ from others?
Most people think video games are all about a child staring at a TV with a joystick in his hands. I don't. They should belong to the entire family. I want families to play video games together. That was the concept behind the Revolution (see BW Online, 10/4/05, "Nintendo's Revolutionary Man").
I also redesigned the Revolution's controller to look more like a regular TV remote, so anyone who saw it would know instantly how to use it, and so they wouldn't think they had to always stash it away.
Do you have a favorite video game?
The only time I play is maybe the 20 minutes I spend testing rivals' new machines. I don't play video games in my free time. On the weekends, I fix things around the house, garden, or play the guitar. Or I'll exercise, go swimming, take the dog for a walk, or go for a hike.
In the future, what do you think video games will be like?
It's convenient to make games that are played on TVs. But I always wanted to have a custom-sized screen that wasn't the typical four-cornered cathode-ray-tube TV. I've always thought that games would eventually break free of the confines of a TV screen to fill an entire room. But I would rather not say anything more about that.
You've been called the Steven Spielberg of video games. Recently, some gamers have been making movies using game software. Are games and movies converging?
It's a common comparison, but I don't think it's an appropriate one because movies aren't interactive the way games are. Even so, I've learned a lot from movies. For instance, I pay attention to how movies use music to create a mood, how many camera angles there are, or how the director sets up a scary scene.

Shit happens.
Interview mit Jim Merrick von Nintendo
31.10.05 - Meristation.com hat ein Interview mit Jim Merrick, dem Marketing Director von Nintendo of Europe, veröffentlicht. Die wichtigsten Aussagen in der Zusammenfassung:
- In Mario Kart DS soll man nur mit Leuten chatten können, die man kennt. Dadurch soll die Privatsphäre von jungen Nutzern geschützt werden. Jeder Nintendo DS besitzt einen MAC-Code, den man seinen Freunden geben muss, um mit ihnen chatten zu können.
- Der USB Wi-Fi Adapter soll Euro 39,95 kosten und ab dem 25.11.05 in Europa erhältlich sein. Dieser Adapter ist auch mit Revolution kompatibel.
- In Europa sollen über 25.000 Hotspots für die 'Nintendo Wi-Fi Connection' etabliert werden. Dazu plant Nintendo auch, dass man öffentliche Hotspots (z.B. auf dem Flughafen oder in Fast Food Ketten) benutzen kann.
- Ob man für die Errichtung auch mit McDonald's kooperieren wird wie in den USA, ist unklar. Nintendo will sich nicht an einen einzigen Partner binden und stattdessen so viele Hotspots wie möglich mit mehreren Partnern errichten.
- Revolution soll weltweit gleichzeitig erscheinen: Diese Markteinführung soll innerhalb von höchstens 14 Wochen abgewickelt werden, so dass die Konsole in diesem Zeitrahmen in allen Territorien erhältlich sein wird. Merrick hofft, dass es vielleicht sogar noch schneller gehen wird.
- Die Mehrspieler-Modi auf Revolution sollen ähnlich sein wie beim Nintendo DS, so dass mehrere Leute nur ein Spiel benötigen.
- Das Herunterladen von Klassikern ist aus verschiedenen Regionen möglich. So kann ein Europäer Super Mario RPG (SNES) von einem US-Server laden.
- Nintendo 64 Spiele sollen auf Revolution eine bessere Framerate haben, weitere erhebliche grafische Verbesserungen wird es aber nicht geben.
- 2005 werden keine Revolution-Spiele gezeigt.
- Es wird keine bedeutenden Unterschiede in der Grafik zwischen Revolution und den anderen Konsolen geben.
[Quelle: http://www.gamefront.de]
P.S.: Da sind ja einige wichtigen Aussagen drin... Am besten finde ich davon, dass man sich alle Spiele runterladen kann, also auch ein Sin & Punishment oder SM RPG!!!
31.10.05 - Meristation.com hat ein Interview mit Jim Merrick, dem Marketing Director von Nintendo of Europe, veröffentlicht. Die wichtigsten Aussagen in der Zusammenfassung:
- In Mario Kart DS soll man nur mit Leuten chatten können, die man kennt. Dadurch soll die Privatsphäre von jungen Nutzern geschützt werden. Jeder Nintendo DS besitzt einen MAC-Code, den man seinen Freunden geben muss, um mit ihnen chatten zu können.
- Der USB Wi-Fi Adapter soll Euro 39,95 kosten und ab dem 25.11.05 in Europa erhältlich sein. Dieser Adapter ist auch mit Revolution kompatibel.
- In Europa sollen über 25.000 Hotspots für die 'Nintendo Wi-Fi Connection' etabliert werden. Dazu plant Nintendo auch, dass man öffentliche Hotspots (z.B. auf dem Flughafen oder in Fast Food Ketten) benutzen kann.
- Ob man für die Errichtung auch mit McDonald's kooperieren wird wie in den USA, ist unklar. Nintendo will sich nicht an einen einzigen Partner binden und stattdessen so viele Hotspots wie möglich mit mehreren Partnern errichten.
- Revolution soll weltweit gleichzeitig erscheinen: Diese Markteinführung soll innerhalb von höchstens 14 Wochen abgewickelt werden, so dass die Konsole in diesem Zeitrahmen in allen Territorien erhältlich sein wird. Merrick hofft, dass es vielleicht sogar noch schneller gehen wird.
- Die Mehrspieler-Modi auf Revolution sollen ähnlich sein wie beim Nintendo DS, so dass mehrere Leute nur ein Spiel benötigen.
- Das Herunterladen von Klassikern ist aus verschiedenen Regionen möglich. So kann ein Europäer Super Mario RPG (SNES) von einem US-Server laden.
- Nintendo 64 Spiele sollen auf Revolution eine bessere Framerate haben, weitere erhebliche grafische Verbesserungen wird es aber nicht geben.
- 2005 werden keine Revolution-Spiele gezeigt.
- Es wird keine bedeutenden Unterschiede in der Grafik zwischen Revolution und den anderen Konsolen geben.
[Quelle: http://www.gamefront.de]
P.S.: Da sind ja einige wichtigen Aussagen drin... Am besten finde ich davon, dass man sich alle Spiele runterladen kann, also auch ein Sin & Punishment oder SM RPG!!!
- Fabicom
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Dolphin5 hat geschrieben:Revolution soll weltweit gleichzeitig erscheinen
Dolphin5 hat geschrieben:Die Mehrspieler-Modi auf Revolution sollen ähnlich sein wie beim Nintendo DS, so dass mehrere Leute nur ein Spiel benötigen
Dolphin5 hat geschrieben:Das Herunterladen von Klassikern ist aus verschiedenen Regionen möglich
Dolphin5 hat geschrieben:Nintendo 64 Spiele sollen auf Revolution eine bessere Framerate haben

Dolphin5 hat geschrieben:Es wird keine bedeutenden Unterschiede in der Grafik zwischen Revolution und den anderen Konsolen geben

- ~X~trovertiert
- Level 3-4: Schatztruhe

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Sehr interessante Aussage... zum Glück wurde der Revolution schon weitestgehend enthüllt, sonst würde hier jetzt wieder wie wild rumspekuliert werden. Da darf man gespannt sein, ob das nur ein verrückter, spontaner Gedanke von Miyamoto war oder ob man tatsächlich daran arbeitet, sei es auch vorerst nur rein theoretisch.Olschi hat geschrieben:In the future, what do you think video games will be like?
It's convenient to make games that are played on TVs. But I always wanted to have a custom-sized screen that wasn't the typical four-cornered cathode-ray-tube TV. I've always thought that games would eventually break free of the confines of a TV screen to fill an entire room. But I would rather not say anything more about that.
Auf jeden Fall wie immer eine sehr sympathische Aussage... bei Sony redet man den ganzen Tag von HD Fernsehern, deren Auflösung, 120 fps usw und Miyamoto empfindet es eher als störend, dass Videospiele überhaupt auf einen genormten Fernsehbildschirm angewiesen sind, aber der versucht ja auch keine Fernseher zu verkaufen
- Olschi
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Vielleicht meint er einen Beamer.~X~trovertiert hat geschrieben:Sehr interessante Aussage... zum Glück wurde der Revolution schon weitestgehend enthüllt, sonst würde hier jetzt wieder wie wild rumspekuliert werden. Da darf man gespannt sein, ob das nur ein verrückter, spontaner Gedanke von Miyamoto war oder ob man tatsächlich daran arbeitet, sei es auch vorerst nur rein theoretisch.Olschi hat geschrieben:In the future, what do you think video games will be like?
It's convenient to make games that are played on TVs. But I always wanted to have a custom-sized screen that wasn't the typical four-cornered cathode-ray-tube TV. I've always thought that games would eventually break free of the confines of a TV screen to fill an entire room. But I would rather not say anything more about that.
Auf jeden Fall wie immer eine sehr sympathische Aussage... bei Sony redet man den ganzen Tag von HD Fernsehern, deren Auflösung, 120 fps usw und Miyamoto empfindet es eher als störend, dass Videospiele überhaupt auf einen genormten Fernsehbildschirm angewiesen sind, aber der versucht ja auch keine Fernseher zu verkaufen
Einen Beamer im Revolution.
Ich habe noch eine Wand frei!

Shit happens.
-
Raptile
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Epic im Gamasutra-Talk: http://www.gamescathedral.de/gamescat/m ... e&sid=4607
Na ja, besonders die letzte Frage (oder wars die Vorletzte), hat was mit Nintendo zu tun... Nicht besonders sympathisch die Herrn.
Morgen gibt's Teil 2 des Interviews auf GameCathedral.de
Na ja, besonders die letzte Frage (oder wars die Vorletzte), hat was mit Nintendo zu tun... Nicht besonders sympathisch die Herrn.
Morgen gibt's Teil 2 des Interviews auf GameCathedral.de
over and out
- Fabicom
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jaa.....*hust*, sehr aufschlussreich und unparteiisch:
die bekloppte Entwicklercrew von Epic hat geschrieben:GS: Wie würdet ihr das beim Nintendo Revolution machen?
CB: Einfach den Controller an den Bildschirm schmeißen.
MR: Ich würde nach einer Weile müde werden.
CB: Jep, du wirst eine ganze Generation von Spielern mit Popeye Armen haben.
- Olschi
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http://www.eurogamer.net/article.php?article_id=61492
Rev specs may not be released
[...]
Regarding the specifications, we will probably never 'release' this information as we feel that it is largely irrelevant.
Zuletzt geändert von Olschi am Di 1. Nov 2005, 22:08, insgesamt 1-mal geändert.

Shit happens.
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Raptile
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Der Kollege hat mir für Teil 2 "stuff zu fehlendem quick save, cliffy b´s traurigstem spiel und uhm...super metroid!°^" versprochen. Mal schauen ob da noch was gegen Nintendo kommt ^-^Fabicom hat geschrieben:jaa.....*hust*, sehr aufschlussreich und unparteiisch:
die bekloppte Entwicklercrew von Epic hat geschrieben:GS: Wie würdet ihr das beim Nintendo Revolution machen?
CB: Einfach den Controller an den Bildschirm schmeißen.
MR: Ich würde nach einer Weile müde werden.
CB: Jep, du wirst eine ganze Generation von Spielern mit Popeye Armen haben.
Fänd ich nicht so schlimm, wenns keine technischen Daten zur Revo gibt. Hauptsache ich kann damit zocken und die Grafik ist halbwegs ordentlich.
over and out
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Godofthedarkness
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- TheSmashmaster
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-
rumbleball
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Genau, hat man früher noch mario bros 2: the lost levels durchgezockt (und das war hart) mit nur ein paar leben, wovon die extra lives wohl verdient sein mussten, sind heute lives massenware oder man hat eh unendlich, ich fänd gut, wenn es das im leicht mode und im normalen mode halt lives oder os gibt.
l
l
- SoulBringer
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Lost Levels war für mich und meinen Kumpel damals so etwas wie eine Prüfung. Wir waren jung, versaut (bitte keine pervesen Gedanken jetztSpike hat geschrieben:Lost Levels habe ich mit Luigi fast an einem Stück durchgezockt

- TheSmashmaster
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