Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



Iwata Asks Home

Nintendo 3DS



Steel Diver

Depth More Than Volume

Iwata

Imamura-san, what did you find when you switched from the Nintendo DS system to the Nintendo 3DS system?

Imamura

At first, the 3D wasn't apparent at all.

Giles

No, not at all.

Iwata

So it turned out the way it did after a lot of trial and error?

Imamura

Yes. We thought we could just switch it over and it would look stereoscopic, but when we did, we couldn't see it.

Giles

There wasn't any depth at all. It was just vaguely sort of 3D-ish.

Imamura

We were among the first to develop software for the Nintendo 3DS system, so a sufficient development kit didn't exist at the time.

Iwata

Ah, I see.

Giles

We tried a number of approaches, and then one day it suddenly started popping out.

Imamura

That was impressive.

Giles

Yeah. Amazing. It started looking 3D about the day before our presentation. If it hadn't, the whole thing might have ended.

Iwata

(laughs)

Imamura

No, it's true!

Giles

Yeah.

Iwata

But even though you were among the first ones, you ended up doing more than just introducing a sense of depth. It turned out great, including light filtering down from above the water surface.

Miyamoto

At first, the bubbles didn't look realistic, so we added a number of elements to make the game look more real.

Sugiyama

It ended up looking a lot like an aquarium.

Imamura

So I'm really glad we changed it over to the Nintendo 3DS system. But I think it would have turned out even better if Miyamoto-san had told us sooner that he wanted to make it for the Nintendo 3DS system! (laughs)

Miyamoto

No, I mean... Okay. (laughs)

Everyone

(laughs)

Iwata

Lastly, I'd like each of you to say something to the fans.

Sugiyama

It may be a little inaccessible for some people at first.

Iwata

Wow! That's quite a thing for the producer to say! (laughs)

Sugiyama

Well, what I mean is the gameworld. (laughs)

Iwata

So gameplay isn't inaccessible.

Sugiyama

No. We lowered those hurdles. There are certain hurdles, though. Once everyone gets over them, I think they will find this game to be incredibly fun. Once you're able to move that big submarine around the way you want, a world awaits that you can thoroughly enjoy. I hope everyone will plumb those depths of the game.

Imamura

There's a lot I would like to say. In particular, depth charges fall from above in the Missions mode. Since you move so slowly, avoiding them is a tense experience.

Iwata

Because submarines don't move quickly.

Imamura

It feels just like when you watch a submarine movie. The enemy attacks and they need to get out of the way, so it's tense. But that's what makes it so real. You shout, "Hard a' starboard!" and try to evade an attack, but then take a hit from a depth charge. I think the game does a good job presenting that kind of excitement.

We also paid a lot of attention to when you suffer a hit and water starts pouring in. You really feel relieved when you narrowly avoid a hit, so I hope people enjoy that.

Giles

Like Sugiyama-san, I think this game has a high learning curve at the start, but once you get better at it, it's all the more fun because of that.

Iwata

You have to jump a high hurdle, but once you do, it feels great.

Giles

Right. I hope everyone will give it their best shot and enjoy operating a big submarine.

Miyamoto

What I'd like to say is how, to put it in car terms, you have automatic cars and manual cars. Of course, driving an automatic is easier, but you can experience the joy of driving a car better with a manual transmission.

Playing Steel Diver is like driving a car with a clutch. You have to learn how to do it: "If you don't do this, it won't move." "Oh?" "If you don't do this, it won't stop." "Okay, I see." It's really fun to do several things at once that you have learned.

Iwata

Learning how to do several things simultaneously is fun.

Miyamoto

Right. Then sometimes you act without thinking and you're like, "Whoa! No way! Did I just do that?!" (laughs) I don't think it really applies to say this game has good or poor operability. It's more fun if you just play the game saying "Whoa! Whoa!" So I hope people will give it a try.

Iwata

It turned out to be quite a rewarding game. Lots of games made by EAD are that way, but I get an even stronger sense of that with Steel Diver. You didn't just throw in more and more material, but rather you generated a surprising amount of fun within a limited world.

Miyamoto

Making something concentrated requires a lot of work, like making something big and gorgeous. For example, making a single ring—even though it's small—is as hard as making the kind of fancy dress with lots of ornamentation that you might wear to a ball.

Iwata

A craftsman would put about the same amount of work into it.

Miyamoto

So this time, we ruled out getting by with making lots of submarines or courses and instead focused on something limited that you could play again and again.

Imamura

Several times, I actually told Miyamoto-san and Sugiyama-san that we should add more stuff, but they said it wasn't necessary.

Iwata

They wanted something with depth more than volume. By the way, Imamura-san, you have a history of coming up with striking characters, like for Star Fox and F-Zero. (laughs)

Imamura

Yeah. (laughs wryly)

Iwata

You didn't give in to the temptation to create characters this time?

Imamura

No. Sugiyama-san repeatedly told me "No!" about that, too! (laughs)

Sugiyama

If you let him, Imamura-san will immerse himself in making characters.

Everyone

(laughs)

Sugiyama

Besides, he was director this time—not a designer.

Imamura

But at the very end, they did let me draw the captains. (laughs) If there's a sequel, I want to fill it out with all sorts of characters!

Miyamoto

For that to happen, we need lots of people to play this one.

Imamura

Right. So everyone reading this, please play Steel Diver!

Iwata

(laughs) Thank you, everyone.

Everyone

It was our pleasure.