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: The Wonderful 101: Hideki Kamiya

The God of Video Games Descends

Iwata

To me, it seems you make something completely different each time. Where do you get the inspiration?

Kamiya

Hmm... To be honest, I don't really know. Sorry! (laughs)

Iwata

A lot of people have analyzed and can talk about themselves, but not many will just come out and say they don't know. (laughs)

Kamiya

That's right.

Iwata

But talking to you today gave me a strong feeling that that’s just the way you are. And that includes how you make games by reflecting on your experiences as you make decisions, and how that process continues to grow.

Kamiya

I get help from luck. I really am blessed by the people and environment around me. Even after that problem with Resident Evil 2, I struggled with Viewtiful Joe and Okami27, and spent a lot of time on trial and error. I only found the correct answers because of that environment. 27. Okami: An action-adventure game released by Capcom in April 2006. At the time, Kamiya-san was involved in development as a director at Capcom's subsidiary Clover Studio Co., Ltd. The Wii version appeared in October 2009.

Iwata

When you find the right answer, is it like you're testing various things and all of a sudden you think, "Aha! That's it!"

Kamiya

Yes. For example, at the beginning of developing Okami, we were using realistic graphics. I was born in Nagano Prefecture, so I wanted to make a refreshing game that soothes the soul. But if you set it in the vast outdoors, you want to run through it, right? Then you need massive stages and the density of content inevitably thins out.

Iwata

There would be no limit.

Kamiya

Just then, one of the staff members drew the design for Amaterasu28, the main character, in a Japanese ink-wash style with a brush-like effect. When I saw that, it struck me as a fitting approach to do it all in the style of Japanese art. 28. Amaterasu: The main character of Okami. Amaterasu has the form of a white wolf.

Iwata

That idea came at just the right time.

Kamiya

Representing nature in a Japanese style was unusual, so it was very refreshing. Then I told (Atsushi) Inaba-san29, the producer, that I wanted to drastically change it, and then I took the plunge and did it. But after that, I still couldn't decide what kind of game I wanted it to be. 29. Atsushi Inaba: Producer, PlatinumGames Inc. He produced The Wonderful 101. He became a producer after joining Capcom as a programmer. During the Clover Studio days, when Okami was developed, he was president and CEO.

Iwata

The visual direction had come together, but that alone doesn't make a game.

Kamiya

Partway through, it was like a sim, so we were putting in elements like making fields and roads and building houses, but it wasn't fun at all. Day after day passed and I was still wondering what it was supposed to be.

Iwata

That process is like the one Animal Crossing30 went through. We wandered around with Animal Crossing quite a lot, with a ton of trial and error, before it reached its current form. 30. Animal Crossing: A communication game released for the Nintendo 64 system in April 2001.

Kamiya

Oh, is that so?

Iwata

It looks heartwarming, but development of the first one was quite a struggle. (laughs)

Kamiya

It was just like that for us, too! (laughs) Then one day, unable to watch anymore, Inaba-san blew up and said, “What are you going to do about this game?!” Of course, we’d been thinking about it up until then, but it had stalled. That was just before a three-day weekend, so about ten core staff members got together and concentrated on it during the break.

Iwata

Sort of a mini work retreat.

Kamiya

Right. The atmosphere in the meeting room was horrible the first day. Absolutely no good ideas came up.

Iwata

Times like that can be pretty dark. Exactly what was worrying you?

Kamiya

The first promotion video we made showed the main character, Amaterasu, running across a field while plants and trees sprouted up all around. We had a dynamic, dream-inspiring game in mind. At root was the idea of Amaterasu as a wolf, and as a goddess, but we had trouble figuring out what a goddess should be able to do.

Iwata

I see.

Kamiya

It changed on the second day. Someone suddenly said, "A goddess can do anything," and that made perfect sense.

Iwata

Ahh. "What can a goddess do?" changed to "She can do anything."

Kamiya

That's right. She can do more than just make plants grow. I had another awakening at that time. Since the style of the art was like ink-brush painting, I said, "If you draw a tree, a tree appears. So what if you drew the trajectory of the wind, and then the wind blew?" Then the atmosphere in the meeting room completely changed. Everyone got excited, calling it a cool idea, and we wrote up a project plan before the day was through. It was only two to three pages long, but it was enough. Before, when we were unsure what to do, it had been dozens of pages thick! (laughs)

Iwata

You're worried, so you keep adding stuff. But good ones are short, conveying the core of the game.

Kamiya

That's right. Even without unnecessary explanations, a game will naturally unfold around its core. On the third day, we were packing in content based on the plan, and when I explained it to the team at the beginning of the week, everyone's face brightened. Finally, I was certain it would be fun, and we made Okami into the game it is today.

Iwata

Thanks to Inaba-san flipping his lid.

Kamiya

(laughs) Inaba-san yelled at us to get it together for Viewtiful Joe, too. Everyone got together on the weekend to think it over, and the system of VFX Powers31 was born as a result. 31. VFX Powers: Abilities that allow players to perform actions manipulating space and time.

Iwata

Huh? That's how those came about?! But the VFX Powers are the core of the game!!

Kamiya

Yeah, but they didn't exist until then. My games tend to go that way, so the core isn't in the plan from the start. We make the game with luck and inspiration, and if we work hard, at some point the God of Video Games descends upon us.

Iwata

Hmm... But the God of Video Games only shows up on weekends at the last minute.

Kamiya

Yeah! (laughs) I really should start thinking earlier on.

Iwata

But I do think you have an impressive ability to receive inspiration and not let what you've found go at just the crucial time.

Kamiya

That may be so if you put it in a positive way. Slow32 in Viewtiful Joe was just like that. A programmer who just happened to be sitting next to me was checking motions and moving Joe in slow motion. 32. Slow: Everything on the screen slows down, allowing the player to blow away the enemy under certain conditions.

Iwata

Huh?! That too?!

Kamiya

Slow happened because I was like "Hey! What're you doing?! That's cool!" and made him let me do it.

Iwata

I knew it. You're good at seizing on important triggers in your surrounding circumstances.

Kamiya

Well, that's because they don't come from inside my own head! (laughs) I guess that means The Wonderful 101 was rare in that we polished it up relatively similar to the original proposal.

Iwata

Yes. (laughs) While we may have only scratched the surface, thanks to our one-on-one discussion today, I have a good idea of your experiences leading up to this point. It was very interesting. I want to ask all about The Wonderful 101 in the second part. Thank you very much.

Kamiya

Thank you!