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.



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Nintendo DS




The Unchanging Qualities of Pokémon

Iwata

Now I'd like to ask about something entirely different. Masuda-san said he wanted to make big changes because you were making a completely new sequel for the same hardware, but Pokémon is Pokémon, so there are some things you just can't change. Sugimori-san and Masuda-san, I'd like to ask you if there are any parts when you're working on a Pokémon game that you hold sacred and don't want to change. Sugimori-san, would you go first?

Sugimori

Let's see… In making this generation, Pokémon Diamond and Pokémon Pearl Versions were once labeled the "grand culmination" of all the games that had gone before, so…

Iwata

They truly were a "grand culmination."

Sugimori

These games come after those two and the hardware is the same, so I knew people would not be tempted to play them unless we really surprised the players.

Iwata

And Pokémon Diamond Version is a rather grand name to follow.

Sugimori

So everyone on the team was working under that pressure. But whenever we ask to ourselves "What is Pokémon?" there are always some things that we cannot change. You can tell what we considered inviolable by looking at what didn't change this time.

Iwata

Oh, I see. You changed a lot, so what you didn't change must be what's important for making the Pokémon games be Pokémon games.

Sugimori

That's right. After all, beginning with a professor speaking is surprisingly important. That alone makes a game feel like a Pokémon game.

Iwata

Part of Pokémon is beginning with a professor telling you to choose a Pokémon.

Sugimori

Yeah. Another thing is a certain down-to-earth characteristic. Until now, the stories have been small in scale—set in Japan, telling the tale of one young boy's summer. That's the basis for the Pokémon games.

Iwata

The story of a young boy catching bugs in the summer.

Sugimori

Yeah, it's like an extension of that. The basis for the Pokémon games is development of a story in a land the size of part of Japan about a regular boy without any special powers who sort of goes out and catches bugs and grows up a little in the process.

This time, the setting is a place like New York, so the scale is big, but we kept that basis in mind when designing all the characters, and um, how should I put it? We tried not to do anything too out of place or to veer too much into fantasy. I think a sense of being grounded and of being an extension of the real world is important.

Iwata

I see. Masuda-san, what do you think is important to preserve in the Pokémon games?

Masuda

Like Sugimori-san just said, the first part is the most important. In these games, you cross a big bridge partway through the story. Up until then, the world hasn't changed that much.

Iwata

Was that on purpose?

Masuda

Yes. We purposely refrained from changing it.

Iwata

You changed so much but didn't change that. I understand it's because you were certain that changing it would stop it from feeling like a Pokémon game.

Masuda

First, there's a sign that tells you the name of the town where you are…

Iwata

You've kept that.

Masuda

Yes. The reason we explain in an orderly fashion what Pokédex are, that there are gyms, or that there are Pokémon Centers, and so on, is that we consciously wanted players to fit right into the world as soon as possible.

Iwata

You kept the same structure as previous Pokémon games up until crossing the big bridge because you didn't want players to be confused about how to play the game.

Masuda

Right. But after you cross the bridge, it's more open and we say, "Now go play however you want."

Another important aspect in terms of worldview is how we always try to achieve a sense of love and peace. I don't want to create a world where people won't give their seat to an elderly person on the train if there aren't any special seats set aside for the elderly.

Iwata

The Pokémon world has been like that from the start.

Masuda

Yes. That's important.

Iwata

Ishihara-san, what do you think is important for keeping Pokémon like Pokémon?

Ishihara

I think one important aspect of the games that has kept people playing them for so long is how whether it's your first time, second time or tenth time, everyone starts the same way and without any confusion enters into the world of Pokémon and experiences fresh wonders. And even if generations change, the Pokémon games are a kind of tool that you keep on playing with.

But only preserving something good in the past won't make it last. Making changes is very important, but the only ones who can do that are the developers, like Masuda-san and Sugimori-san. This time, they really went all out and changed a lot, I think. When I got a look at the games, I was like, "Wasn't that something we needed to keep?!" That's how much they had broken it down.

Iwata

Like what, for example?

Ishihara

For example, they told me the Technical Machines15 wouldn't disappear after one use.

Iwata

Huh?!

Ishihara

I was like, "Is that all right?!" (laughs)

Iwata

I would say so! (laughs) 15. Technical Machine: An item for helping Pokémon learn new moves.

Ishihara

Until now, they disappeared after one use. For that reason, they were an item that some players would collect all 50 of but never use.

Iwata

The purpose for some was just collecting them.

Ishihara

But if someone were to ask, "Don't you want the players to try out a bunch of different moves?" I'd have to say, "Yes, I suppose so…" But, like Masuda-san mentioned earlier, I'd been involved with the series for a long time and the way I thought about it had become ossified. It was quite refreshing for that to be broken down. There was a lot of that this time. The makers are the ones who have the most strength for breaking down their own game.

Iwata

So first there was someone who wanted to break it down, and there was also someone who complained—saying, "This guy won't listen no matter what we say,"—who nonetheless ended up throwing himself into breaking it down! (laughs)

Sugimori

(laughs)

Iwata

So that's how the changes came about. You must really hope that people who want to see how the games have changed will play them.

Ishihara

Yes. I want them to see what has and hasn't changed.