Shigeru Miyamoto has spoken briefly about what he believes he will be doing once he has retired from Nintendo. Never one to shy away from new and emerging technology, Miyamoto says that he hopes he will continue inventing things as technology becomes more and more a part of everyone’s everyday life.
“There will be more interactive things in our everyday lives. And I want to be involved in any aspect of that. I don’t know if I’ll be making Mario but in 10 or 20 years I think I’ll still be doing something,”
Revered video game designer Shigeru Miyamoto sat down with Reuters to discuss the Pikmin short films that made their debut at the Tokyo International Film Festival . Miyamoto was quizzed by the news outlet as to whether he will create more short films which utilise iconic Nintendo characters. Miyamoto said there’s currently no plans, but there are various things the company could do in the future. Which Nintendo IP would you like to see in a short film?
Miyamoto said there were no plans now for further films based on Pikmin or other Nintendo characters but he left the door open, saying that “technically, there are various things we can do”.
Those Pikmin short films that legendary video game developer Shigeru Miyamoto is working on will soon be heading to the Nintendo 3DS. The short films were showcased today at the International Tokyo Film Festival and Miyamoto and Kawakami had a press conference talking about how the concept came about.
The three Pikmin shorts are titled “The Night Juicer,” “Treasures in a Bottle,” “Occupational Hazards.” Thankfully, Nintendo 3DS owners will be able to watch them via their console at a later date through the eShop. Interestingly Miyamoto revealed that he drafted the concepts on Flipnote Studio 3D, and send them to the production company who made the shorts. Here’s some details.
- They’d considered doing something like this, but avoided it because of the difference between games and films.
- Another reason is that a film requires much more ‘setting in stone’ about the characters and world that could be limiting for the company when it comes to future games.
- However, with Pikmin they’re very small in game and you can’t see them well without zooming in. So he thought it’d be a good idea with this series, as it’d give more focus to the actual Pikmin.
- Storyboards for the shorts were made by Miyamoto using Flipnote 3DS.
- Made by an external CGI company. They also produced the opening of the 2012 E3 Presentation, where Miyamoto was followed by CGI Pikmin.
- They originally intended to make 10 3-minute short films, but after making the first one they decided on making longer ones. The 2nd is 8 minutes and the 3rd is 13 minutes long.
- The 3rd film features 500 Pikmin on screen at once and Pikmin covered in mud. Things they can’t do in-game.
- The models are based on the game’s models, but the CGI required about 10 times the fidelity of that in the latest game, so the 3D models themselves are mostly new.
- Miyamoto says the live-action Super Mario Brothers film was an interesting interpretation of the universe. When he first read the script, it was a heart-warming tale, like a Disney movie from his childhood, but it gradually evolved into the movie we know today. He thinks it’s interesting what a different interpretation can bring.
- Release timing for the Pikmin shorts unannounced; may be compiled together with the logo-movie for Toho Cinemas (which features Pikmin, too) when released on 3DS.
- Plans on releasing world-wide; no language to localize.
- Pikmin 3 demo is in the works.
- Miyamoto wants the short films to be a gateway for some to play the Pikmin games.
Variety is reporting that legendary video game developer Shigeru Miyamoto will be unveiling a Pikmin Movie at the Tokyo Festival. The publication says that the the film is a compilation of three shorts:
“The Night Juicer,” in which Captain Olimar makes his favorite juice; “Treasures in a Bottle,” in which Pikmin meet a strange treasure; and “Occupational Hazards,” an adventure at a construction site.
The project which is spearheaded by Mr Miyamoto is part of a research project for the Kyoto based company. The Tokyo International Film Festival begins on October 25th -31st.
Revered video game designer Shigeru Miyamoto previously called out developers during a recent shareholders meeting in July. Miyamoto said his impressions of E3 were that the video game developers are beginning to become obsessed with creating violent shooters which sport ultra realistic visuals.
“This year, the majority of what the other developers exhibited was bloody shooter software that was mainly set in violent surroundings or, in a different sense, realistic and cool worlds,” Miyamoto said at the time. “Because so many software developers are competing in that category, it seemed like most of the titles at the show were of that kind.”
Miyamoto was recently quizzed by EDGE magazine to follow-up on his opinionated comment. He told the publication that the video game industry needs to create more risky and unique titles, but it still has a long way to go. Here’s what he had to say.
“Oh, I’ve made quite the grand statement, haven’t I? My comment was based upon the fact that I have not been fully satisfied with the inspirations that I have or that other people in the industry have in general. I feel that industry tends, rather than the creator’s individuality and uniqueness, tend to be prioritized. When the people who manage the development budget take the lead in making a game, creators tend to make games that are already popular in the marketplace. Even when there is opportunity for young developers to make something freely, they tend to make similar proposals. I can’t help but feel that the industry has a long way to go. I hope Nintendo will always be a company that aggressively invests in something new – something born from each creator’s individual characteristics.”
Legend of Zelda producer Eiji Aonuma has revealed that Koei Tecmo’s Yosuke Hayashi wanted to make Hyrule Warriors closer to a traditional Zelda title rather than a Dynasty Warriors game. However, Aonuma said Miyamoto put a stop to this and said that this shouldn’t be the case.
”At first, when Hayashi-san approached me, he wanted to make this title closer to a Zelda game than a Dynasty Warriors game — that extended to having boss battles in the dungeons and [having] certain characters in the game. However, Mr. Miyamoto came along and up-ended the tea table, saying, “No, that should not be the case. What we’re doing here is grafting Zelda onto the Dynasty Warriors experience.” It was a reversal of the original proposal from Hayashi-san, which was adding elements of Dynasty Warriors onto the Zelda franchise. It ended up being the other way around based on Miyamoto’s direction.”
- Nintendo’s Eiji Aonuma
”This relates a bit to when Mr. Miyamoto stepped in to overturn the tea table. It was really trying to strike that balance of making a game that Zelda fans will enjoy that is different from a typical Zelda game, that has enough elements that people will enjoy but also not losing Zelda fans. We ourselves are Zelda fans as well, so we had to ask ourselves the question of what is it that makes a Zelda game, and how many of those elements do we need to include. Up until the very end, we kept adding different elements to the game until we struck a balance that we were happy with.”
- Koei Tecmo’s Yosuke Hayashi
Legendary video game creator Shigeru Miyamoto has explained to EDGE magazine that he has been hard at work assembling a new team of developers to work on new gaming concepts. The new team is called Garage and so far they’ve created Splatoon, Project Guard, Project Giant Robot and Starfox. Here’s what he had to say.
Splatoon and the three prototypes are the first games to emerge from Garage, a new Nintendo development programme set up last year in which developers break off into small teams and work on new ideas. “There are increasing numbers of young staff at Nintendo’s development studios these days,” Miyamoto says, “and these young guys really want to express themselves.” Work is done during office hours, but he compares Garage to an after-school club, in spirit if not in schedule. “Class time’s over: they gather together and think about new projects completely apart from their everyday business assignments. When all of those projects have advanced to a certain stage, we gather together and exchange opinions on the outcome of each of them, and together we decide which ones should continue. We may have shown several software titles at E3 [that came from Garage], but there are many others in development too.
Thanks, Reggie, Pit