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.





Special Edition: Creative Small Talk

You Need to Be Able to Reconcile Outside Interests

Miyamoto

But I've never thought of myself as someone who could pick up on tiny details like that. The one thing that I do pay attention to is whether something looks superficial.

Iwata

"Something superficial."

Miyamoto

Right. As I make something, I try to be very conscious about making sure it's not superficial. So while I'm monitoring, I pay a lot of attention to seeing whether or not the game that person is playing feels superficial.

Itoi

Oh, whether it's superficial or not.

Miyamoto

Right. Whether it's superficial or complex.

Iwata

Could you explain more clearly what kind of things feel superficial to you?

Miyamoto

In terms of its feel, when I can feel a solild response, I can sense layers of the substance to it. What else? Let's see… For example, something that never exceeds my expectations is superficial. Also when there are things that are really implausible without any explanation of how they might be possible. I really hate when issues like that are really numerous.

Iwata

It ruins it for you.

Miyamoto

I hate it when you can see what's going on behind the scenes. Video games are all run with programs, and I hate when a game is made within in the scope of someone in the industry and nothing is done to cover up the things that the public would think was odd if they saw it. I hate when you can see those parts.

Itoi

Right, right.

Miyamoto

When those issues crop up in a game I'm working on, I go through and fix them one by one.

Itoi

That counts as a form of criticism. Self-criticism.

Miyamoto

That's true.

Itoi

When you get something superficial like that, they're usually just making it for the sake of their convenience, whether it be for the person making the game, or for the company. They realize it's not right, but it's passable, so they end up releasing it like that.

Iwata

Right, right!

Itoi

I'm not saying that we must completely ignore what will be convenient for us, though.

Iwata

No, but when they end up going with what's most convenient for them, they've got their priorities mixed up. And that's dangerous.

Itoi

Oh, that's true.

Iwata

That's why, even when there are extenuating circumstances, and other interests in play, you need to be able to reconcile them. It's not good to think only about your conveniences.

Miyamoto

If we'd only been thinking about what was most convenient for the company when we made this new game The Legend of Zelda: Skysward Sword, we probably would have put a half-finished product on sale last Christmas by saying that we have managed to make it on time just because it was the order from the company.

Itoi

Oh, that makes sense.

Iwata

If I had said last Christmas, "We need something to be our big end of the year product. Make a new Legend of Zelda game," you would have made some sort of game. Because you would have spent as much time as you had and put in as much energy as you could to make it.

Itoi

But it wouldn't have been this Legend of Zelda.

Miyamoto

No, it wouldn't.

Iwata

Absolutely not.

Itoi

In other words, you needed a whole year to finalize this game to make it complete.

Miyamoto

Right. We spent 6 months making the game, and another 6 months fine-tuning it.

Itoi

The work you did after the actual game was put together to near-final format was really important.

Miyamoto

Yeah. Because the game we were making was so huge, we needed to work that hard on it. Otherwise it would have felt like a waste. We spent so much time making a really good game and it came out so well that it would have been a waste not to make sure that it was really polished.

Iwata

You came up with so many interesting elements while you were making it, and you spent a long time at the end making sure that those elements were included in the game. That's what made it so dense.

Miyamoto

Yeah.

Itoi

Wow…