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Miyamoto Asks Horii: Do You Think RPGs Will Become A Substitute For Novels?

By Aria . December 11, 2011 . 5:30pm

This 1989 discussion between Shigeru Miyamoto and Yuji Horii reveals never-before-seen details concerning the development of Dragon Quest IV and The Legend of Zelda: A Link to the Past. It also touches on each icon’s respective views on the future of game design as well as their predictions for what gamers might see in the future. It was retrieved from Game Staff List Association Japan, a Japanese website that, among other things, aims to summarize, transcribe, and categorize interviews with video game developers.

The Discussion Continues

Part 1: Origins Of The Legend Of Zelda: A Link To The Past And Dragon Quest IV

 

Horii: I’ve had times where I’ve found that ideas I’ve come up with have already been used in other games. There are even things I’ve been wanting to use in Dragon Quest IV that have already been done. Nothing to do but cut them.

 

Miyamoto: You take something out if it’s similar to something that’s already been done?

 

H: You got it.

 

M: So, what you’re saying is that you wouldn’t hesitate to cut something that resembled what somebody else did, even if you’d thought of it before they had? I have to keep in mind the amount of time I have before my deadlines, meaning that I release things the way they are, regardless of whether they’ve been done before or not. I just think to myself "Oh, so someone else had the same idea."

 

H: It also depends on the scale of the thing and the ideas that comprise it. If it’s something that doesn’t really matter, I just get rid of it.

 

M: Ghosts’n Goblins debuted in arcades while we were making Super Mario Bros. You don’t get killed in one hit in that game, either. "They’ve gone and done the same thing," I thought to myself, but I couldn’t get rid of that part of the game structure. It would break the entire game.

 

H: DQIII has a world map. We were pretty far in development when Mirai Shinwa Jarvas came out, which boasted a world map itself. I cursed my luck and called the staff together, but we couldn’t change anything at such a late point. If we’d altered the map system, we’d have had to change everything, so we were forced to leave it as-is. At our company, there’s always a huge discussion whenever something comes up that goes on until we reach an agreement.

 

M: That sounds very reassuring.

 

H: Each staff member puts themselves in the players’ position and speaks from their perspective. They’ll go so far as to say things like "If that’s what the game was like, I’d throw it at the wall!" But because they’re speaking from the player’s standpoint, we can only try to persuade them. You’ll hear comments like "The players will hate that!" and "Can’t we just do this?" Everyone gets a say.

 

M: The way we make games is a little different. I can’t comment on the tiny details of the game program or make suggestions for other ways someone could go about what they’re doing. I just tell people what I want to do, and the programmers tell me whether or not they can do it. We try to reach a compromise. Two or three days later they’ll come to me and say "Well, we can do this much," and then, two or three days after that, "Well, we can accomplish that if we go about it like this."

 

It often happens that we end up achieving what we set out to do in the process. [Laughs] I have my teams to thank for that. The Mario games have all involved the same group of people. The Zelda team is mostly the same as well, only the director has changed. We start out with three or four people, and then when we run into trouble we add around 20 more. Even if we had dozens of people, there wouldn’t be any work for them to do before we’d decided on the direction we were going to go with the game.

 

H: Our opening meetings are always comprised of three people: Me, [Koichi] Nakamura, and Chida. Once we’ve begun establishing the details, the number of people present at these meetings gradually increases.

 

M: When we run into a big problem, we stop the people who are making progress in their work and ask for their help. This is mostly during the last two or three months of development, however.

 

H: Personally, I fix things I’m not happy with right away. I owe a thank you to the Chunsoft employees for taking care of that for me. They completely redid the map when we ran into trouble with it.

 

M: They do it because of their desire to make something they can be proud of, I imagine.

 

H: Adjusting the difficulty of the game is tough as well. Whenever I draw out a dungeon on paper, it always ends up being really hard. I test play it thinking it’s going to be easy, only to find it’s outrageously difficult.

 

M: We always endeavor to reduce the difficulty of the dungeons by 20% once we finish making the game.

 

H: You decide that in advance?

 

M: That’s right. I’m exaggerating a little when I say we always plan to reduce it by 20%, though. Our criteria isn’t that concrete. [Laughs] When we’re doing an action game, we start with the second stage. We begin making stage one once everything else is completed.

 

H: I see. We’re actually collaborating with Famibou Tofuya (the pen name of former Famitsu editor Yoshimitsu Shiozaki) to make a board game. We made stage one before doing anything else, and it turned out to be really difficult. So, we decided to make a practice stage. It was still too tough. In the end, the first stage we made ended up becoming stage four. [Laughs]

 

M: Do you think that RPGs and adventure games will become a substitute for novels?

 

H: Nah, I think that novels still have their place. Games are more active. If you were to write a novelesque story for a video game, players would feel that it dragged on and on. The sense that you were the one driving the story would disappear. I think the most important aspect of game design is to immerse the player in the game’s universe and make them feel like they’re actively driving the plot. That’s the reason I won’t risk having the protagonist speak, even though it would make writing the story much easier.

 

M: That’s a common feature of RPGs these days.

 

 

H: Oh, yes? Generally speaking, I think having the protagonist speak alienates the player. He’s playing as though the character is an extension of himself, so why is his avatar suddenly speaking of its own accord? He’ll be struck with the realization that the character he’s been thinking of as himself up until now is actually someone else entirely. Having the protagonist speak for himself and decide own his own which way the story goes would make players uncomfortable.

 

To tell you the truth, I actually did take that approach once. In Dragon Quest III, you rescue the pepper sellers from Kandar’s cave and they run into Kandar while they’re trying to escape, right? The protagonist, if he’s the head of your party, says "Leave him to us! Run! Quick!" I took that route because I couldn’t see another way around it, but there were a lot of people who were uncomfortable about the fact that the protagonist, who’d been silent up till then, suddenly spoke. It doesn’t matter how much talking the supporting characters do, only the protagonist’s lines will stick in the players’ heads.

 

M: Cutscenes in action games are the same in that regard. There are scenes that make you feel as though you’re the one doing everything, and scenes that make you feel like you’re being pulled along against your will. I actually really dislike taking control away from the player. I want to do everything I can to ensure they feel like they’re in control. Mario grabs onto the flagpole, slides down to the bottom, and enters the castle on his own, right? I don’t like that at all. I want to let players enter the castle themselves, if possible.

 

H: So, action games run into that problem as well.

 

 

M: R-Type’s cutscenes are really good. It’s like you’re sitting in the dock the whole time. It’s easy to grasp when you’re able to move on your own, and you can fire bullets the whole time. Just between you and I, I don’t think Adventure of Link had very good cutscenes. You feel like you’re watching things happen rather than achieving them yourself. Exactly what you were saying, pretty much.

 

H: That’s what makes games different from movies or novels. If you make it work, you won’t alienate the players, and it’s possible to make them feel like they’re actually there.

 

M: There’s also a big difference between feeling like you’ve figured out something on your own and feeling like you came upon the solution by chance. It’s really difficult to give players the impression that they’ve solved a puzzle themselves in an adventure game that consists of choosing commands from a menu.

 

H: You can’t let them solve it by accident, and it’s no good if they still can’t figure it out after trying everything. It’s a huge bother to go through a list of commands.

 

M: Games that have you choosing icons or options from a menu allow players to stumble upon the solution. Did you worry about that when you were making Okhotsk?

 

 

H: Because you’re guided through the game and not given a lot of choices, I don’t think players felt like they were being pulled along. I actually decided to make a catch for the PC release. The PC version of Okhotsk was my first multiple choice adventure game. If you try out all the commands, you’ll eventually come upon the solution. So, what would happen if you weren’t able to do that? I was thinking about penalizing the player if they did something wrong, but I eventually gave up on the idea. If someone is really going to go to the trouble of trying everything, I might as well hand them the solution.

 

M: So, you thought it was fair if players like that got a reward for their trouble.

 

H: When you think about it, there are always going to be some people who want to take the shortest path and some people who want to meet everyone and do everything. That’s not a bad thing, is it?

 

 

M: Right now, I’m working on the sequel to Onigashima. It has a command system and I can’t help but worry.

 

H: Personally, I want to make titles that have a story that draws the player into the game’s universe rather than titles that fit nicely into a genre like "RPG game" or "adventure". Today’s RPGs are incredible, in a sense. They get a lot of publicity and suck you into the story. I wonder, however, if we can’t take them a little further. I think one example would be an RPG game that made use of a network connection.

 

M: There’s been talk at Nintendo about making a Famicom network. However, speaking as a player, it’s not going to happen as long as the biggest problem of the telephone age remains unsolved. People will go crazy for a game with a network connection once it’s released. Then they’ll see their monthly telephone bill and realize that they can’t afford to play anymore. NTT is going to have to change the way they look at phone bills and figure out how they’re going to separate the cost of connection fees from regular phone use.

 

As long as phone bills remain fundamentally unimproved, it’s going to be a hard thing to pull off. Until NTT stops thinking that connection fees fall under the same umbrella as general phone calls, the potential networks have to reach a wider audience will be limited.

 

H: I don’t think people will start making games that utilize networks until they extend their scope. There’s no use in making something only a small number of people will play. Once networks can be accessed by a bigger audience, that’s when game worlds start getting interesting.

 

M: It’s boring if only a certain subset of people will be able to play.

 

H: Yeah, I agree. I feel like that’s the trouble with today’s computer networks.

 

M: Anyhow, once the day comes that the general public is able to easily access different networks, I think we’ll be able to pull off something interesting.

 

H: I think there are a lot of ways to go about making games on the Famicom. It’s interesting to think about what rules you’re going to have when making a board game, for example. If people get tired of RPG battles, maybe new games won’t have any. If everyone makes fantasy games, people might get sick of those as well. Then another type of game world will come onto the scene. Instead of each genre stagnating, people will release games that push their boundaries.

 

RPG games, action games, simulations… I feel that RPGs might be split into two types, for example. In one type, the story will take precedence, and people will take it very seriously. In another, only the world will be established, and you’ll get to eke out your own existence. Wouldn’t that be interesting? To have a fun RPG that allowed you live your own life?

 

Miyamoto Asks Horii: Do You Think RPGs Will Become A Substitute For Novels?

M: Sounds like fun!

 

H: We could even take RPGs a little further. Up until now, the computer has been the master of the game world. I think it would be neat to have an RPG where the player was a god. You’d be able to plant seeds by giving information to one of the world’s many inhabitants. Then you could have fun by observing what changes occurred the next day as a result.

 

M: I wanted to do a game that revolved around raising a child. I might be ripping something off by saying this, but your kid would start off not knowing anything and not being able to speak and you’d teach them everything. If you taught them something contradictory, it would cause a disruption and you’d get to see their reaction. They’d keep getting smarter. Just as I was thinking this, though, a game called Puppy Love came out in the States.

 

H: A long time ago, before I made Okhotsk, I had the idea for a game where your partner was a robot that gradually gained new memories. You’d raise him RPG-style. I imagined it would be interesting to have a game that was two-sided. If you gave it an order it didn’t understand, it would ask you what you meant, and you’d tell it what you wanted it to do. Then, next time you gave the command, it would do it, growing smarter and smarter.

 

M: How about a game where you get to be a mother-in-law who bully’s your son’s young wife? It’d be like in "Star of the Giants" where the wife wouldn’t submit to you and you’d have to compete with her by trying to throw her out of the house in a certain number of months.

 

H: That’s one kind of RPG, alright. You play a certain role. I think it would be neat to have a really tragic RPG as well. Because it isn’t real life, everything you do goes wrong, and you could marvel at how bad things got.

 

M: It would be fun to see just how bad you could make it.

 

H: "My wife ran off! Where did she go?! What should I do?" Talk about funny.

 

M: I think people would accuse game designers of being cruel if we were to do that.

 

H: I just want to relax once DQIV comes out.

 

M: I’d like to make a game for the Super Nintendo that even fathers will be able to enjoy. Something that makes people criticize me, wondering why on earth I’d do a game like that in modern times. I want to make a game that us fathers find amenable.

 

Read more about the development of A Link to the Past at Aria’s website!


Read more stories about & & & on Siliconera.

  • PhPhill

    Wow, such a fascinating read…

  • Ryos

    Depending on who you talk to, JRPGs in recent years have become more of a watch vs. play experience anyway, so I guess they foresaw that way back when.  If the writing’s really good, I do think that visual novels have the ability to at least put out a superior product to novels.  But with the latter, it’s kind of hard to say they’re a game when you usually just keep hitting enter. :P  Oh, and Planescape: Torment.  But unfortunately, games like that don’t pop up nearly often enough.

    • http://www.facebook.com/jazzlyn.lim Jazlynn Lim

      They must be psychic.

      Anyway, there’re quite a lot of interesting information and insights in this interview.

    • Joanna

      Hm, but they said (or at least Horii said) that games will not substitute for novels because they are vastly different experiences, so I would say they played with the idea but ultimately thought the two mediums would not converge. Have they converged? Well mostly not, but VNs are the single link point (note that I am only referring to VNs and not adventure or dating sim games, which I think don’t really replicate the story-telling medium as well as a pure visual novel -i.e. no choices involved you just read the story with added bonus of character portraits and music – i.e. Higurashi).

      I’m more impressed with their insight into network gaming.

  • Syltique

    Who knew that Miyamoto secretely wanted to be a mother-in-law who bullied his son’s wife out of the house?  Considering that he always makes games based off his own experiences (Zelda – finding a cave as a kid, Pikmin – Gardening, etc.), it sounds like there’s a really funny story buried in there somewhere.

    • Testsubject909

      Well, what about that demo they showed of the 3DS taking a picture of two people’s faces and creating an ungodly combined progeny of the two? Surely that doesn’t intend to mean that Miyamoto… no… No… Aaaagh my brain! No, stop thinking about it! It Hurts! It hurts so bad! Oh the agony of the

      Oh, look at the time. Care for some tea?

  • kupomogli

    I didn’t read the interview, but I’ll post an answer.

    With games like the most recent RPGs?  Hell no.  The only time they’ll replace novels is if the storyline is actually any good.  People wouldn’t read books if they were as bad as the storylines in Final Fantasy 13 and Resonance of Fate. 

    Being a Dragon Warrior fan, the series has no chance as the storyline in all the games hardly amounts to anything.

    As a matter of fact, action/adventure games have more depth to storyline than any RPGs this gen.  If you were take Xenosaga as possibly the storyline with the most in depth RPG, games along the lines of that would be Yakuza 3, 4, Uncharted series, and Heavy Rain, that would be able to replace novels because they have one thing over recent RPGs don’t have.  The storylines are actually good.  You care about the characters.  You care about what’s going on in the world itself.  You don’t want to turn the game off in five hours(unless the game is about that long then obviously you have to.)

    Before RPGs replace novels, the games actually need to get back to atleast decent storylines. If people think that Pokemon, Final Fantasy 13, Resonance of Fate, anything Dragon Quest that’s been released lately, White Knight Chronicles 2(haven’t played but from what I’ve heard,) etc, anything NIS, Idea Factory, Gust, released, especially this gen, have had even halfway decent storylines, you must have not been playing video games very long. Or in comparison to a book, never read one in your life.

    • pockystix

      I think you give novels too much credit on all of them having better stories that hold up to all of say, Dragon Quest. As for Dragon Quest’s storytelling? They’ve never tried anything too challenging; mainly to keep the games from becoming too out of their retro style. Although V could be said to be the “best”

      As for my opinion; games don’t need to replace movies, books, or other mediums. They should try to be something unique. The way games tell a story is reliant on many combined forces that other mediums use. Writing, visuals, and their own unique piece; interaction. While some games do it better than others when trying to make a story-driven game that plays great as well; most either end up like Heavy Rain, or are just fun; but not all that intellectually stimulating.

      On a final note; games should not try to be novels, novels should be novels, games should only try to have stories that go a long with an engaging overall system.

      • Monsley

        I did not see this reply or else mine would have been much shorter and basically limited to “I agree with everything s/he just said”. :)

      • Testsubject909

        I once heard it be stated that the greatest video game story could not compare to the crappiest movie and found myself deeply insulted…

        Apparently, someone in the movie industry didn’t see some of the drivel that people have put up on the silver screen…

    • Monsley

      The thing is, a good or even great storyline does not necessarily make a decent book. But I guess that’s also true of videogames.

      The simplest answer to me would be, RPGs won’t become a substitute for novels just like films or TV shows won’t become a substitute for novels. Why? Because, in my opinion, the question makes very little sense. It would be like asking “will cheese become a substitute for cars?” – I don’t think so. (Could be fun, though.)

      Although I guess what he implied with his question was something more like, “Do you think that RPGs will become the preferred way of telling stories to a semi-static audience (more similar to a film than a book, actually), or will the players get a more active role in the game and decide themselves what story to tell?”

      Me, I like both kinds of RPGs: the “watch-type” and the “play-type” and I’d be very sad to see these two become mutually exclusive, since I treat them as two different gaming styles, not as one being the regression (or evolution) of the other.

      • Testsubject909

        Come with me, we will ride the camembert all the way to the other side of the country, but we might need to refuel along the way, this cheese only goes about 150 a gallon… of milk.

        • Monsley

          Sounds like a plan to me! However, did I mention how much I love cheese? That could be a major problem…

    • Solomon_Kano

      Deeper than -ANY- RPGs this gen? You’re not counting PSP games are you then? Or western RPGs? Because the Mass Effect series on console and the Legend of Heroes series on PSP would disagree.

      • kupomogli

        Mass Effect is a shooter, like Parasite Eve 2 and the Third Birthday.  Like Yakuza is a beat em up.  Like SotN is a sidescroller.  Do I need to go on?  Having elements of an RPG does not make the game an RPG.  Is Call of Duty an RPG?  I rest my case.

        There are some RPGs with good story.  But in comparison to other games this gen. No.  Being RPG doesn’t mean it’s a good story, or a good game for that matter.

        • Solomon_Kano

          “Being RPG doesn’t mean it’s a good story, or a good game for that matter.”

          Ok. That’s true, but I never said it did. So…?

          Can’t quite agree on Mass Effect though. All of the games you listed have less RPG elements than ME. Shooting is the main thing you do yes, but everything beyond that is RPG trappings.

          It’s whatever though, I was just saying that deeper than any RPGs this gen was a stretch. Mass Effect counted or no.

          • Testsubject909

            Technically, a roguelike dungeon crawler with only a setting would be considered an RPG. And that would mean an RPG with absolutely zero story and just action…

            So RPGs doesn’t even mean it needs a story. But that’s also applicable to every genre. It’s just a matter of approach.

            As for Mass Effect. Mass Effect 1 was more of a hybrid. Mass Effect 2 is undoubtedly a shooter with RPG elements and not an RPG shooter with a sim style game attached to it which constitutes the greater majority of it’s RPG element which may or may not be enough for people to consider as being an RPG.

          • Solomon_Kano

            Yea, the term RPG is much broader in scope these days than it once was, to the point of it being difficult to determine what is and isn’t counted in the genre.

            While I see what you’re saying about ME2 in regard to 1, and I don’t exactly disagree, I was referring to the series generally and not necessarily to either of the games anyway.

        • http://pulse.yahoo.com/_U3DBWS3O7OO2MTP6554O66525Q Fearghoul

          Mass Effect is an RPG because it has leveling up and stats. And it has talking to NPCs and buying/selling items.

          Call of Duty has NONE of that. So your argument is completely wrong. Mass Effect is also nothing like Call of Duty.

          • godmars

            Still, ME has the same items available in the same type of shops at one end of the galaxy as the other.

            Also, I’ve never really noticed any difference as you level up. True you gain new abilities, but often time I find I don’t need them. 

        • Testsubject909

          RPG really is a term that’s been bothering me lately. And I had a lenghty discussion with a friend that led nowhere.

          At what point is an RPG an RPG? What is the basis of an RPG?

          I mean, if we look at the Western RPG, what is the western RPG? Is it the roguelike dungeon crawler first person view style RPG? Is it the freeroaming open world type multi-branching game RPG? Is it the linear click-grind lootfest active overview RPG (here’s looking at you Diablo)? Is it the team-based turn-based strategic birds eye view RPG? Is it the real time strategy type based RPG? Is it all of them, because if so… Then what were they before they were all gathered into being an RPG? What element made it so that they were all RPGs?

          And then we move to JRPGs…

          And then we start to wonder about RPG without the W or the J with commonalities…

          And then we wonder about the meaning of Role Playing Game, since you’re technically always playing a role… Except if the character has a personality, in which case you’re playing his role, but not playing YOUR role…

          But then does that detract from it being an RPG? And if that’s the case then if we go by the meaning of the words, then everything’s an RPG because you’re always playing a role… But then that can’t be it, so what term can be used instead of RPG to describe RPGs!?

          *Faints, gets back up, takes a cup of coffee, downs it, faints again*

      • godmars

        Skyrim is a setting not a story, if that makes any sense.

        By that  mean that while you’re put in the role of a fantasy character, can buy a home, join a guild, become a werewolf or vampire, what actual story arc that’s suppose to put everything together is not only generic but forgettable. You can literally ignore it as you get lost in other things to do.

        And as for ME, any aspect of story telling or making your choices matter were lost after the first game. You’re going from A to B as far as plot points go, you just just get to flavor the in betweens.

        • Solomon_Kano

          Makes perfect sense. I’ve never been fond of Bethesda’s giving of a framework rather than an actual story in some of their games myself, so I understood.

          Regarding ME, you’re correct there as well. All I’m saying is, contrary to his/her broad statement, I’d say its story still manages to be deeper than most action games this gen. Even if after ME1 your choices more or less lose relevance and you’re just along for the ride, that illusion of choice still serves to draw people into it. The going from A to B puts its story on the level of that in action games, but its story is better told than most action games’.

          That’s all. I agree with you regarding each though.

        • http://pulse.yahoo.com/_U3DBWS3O7OO2MTP6554O66525Q Fearghoul

          Terrible opinion. Skyrim’s stories are awesome because you’re in control of them. The best quests are all pretty memorable if you ask me. Sounds like you prefer having the story spoonfed to you. It sounds like you are not the type of player that Miyamoto or Horii cared about.

          • http://myfigurecollection.net/collection/DrakosAmatras DrakosAmatras

            Look, if you’re gonna express your point-of-view, at least do it in a way where you don’t insult anybody; different people have different preferences. There’s no need for elitist behavior.

        • http://myfigurecollection.net/collection/DrakosAmatras DrakosAmatras

          “Skyrim is a setting not a story, if that makes any sense.”

          I haven’t played Skyrim, but I’ve seen the concept in Demon’s Souls and Dark Souls. You’re dropped in to a land where everything went wrong, and information you find out are not about story progression as much as discovering what happened before you got here.

          There’s nothing necessarily “inferior” or “wrong” about it, if you ask me; after all, creators should be able to present their works in different methods according to their ideas.

    • http://myfigurecollection.net/collection/DrakosAmatras DrakosAmatras

      You have strict standards regarding game storylines, I see. While my standards aren’t too strict, I would agree that demanding higher quality is important for a medium’s development.

      That being said, I don’t think many NIS and Gust games are trying to tell a good story though. They’re usually pretty lighthearted and comedic, as that’s how they’re intended. So I don’t think it’s very fair or on-target to blame them for not having “good stories”.

    • http://pulse.yahoo.com/_U3DBWS3O7OO2MTP6554O66525Q Fearghoul

      How can you consider yourself a dragon warrior fan and not acknowledge the awesome storylines of the classic DQ games? Even Dragon Quest VII had more story in it than all of the FF games combined.

      • Testsubject909

        Hey now, don’t go saying anything bad about FF6…

        (edit)
        In such a general manner. And FF9 as well, it was pretty nice.

        (edit 2)
        But I do guess that FF8 pretty much gives the overall FF series a negative point… That piece of convoluted crap that somehow passes off as the “best FF story evar” by the fans… How, what, why? That thing was so bad… so bad… and the ending… so stupid… so stupid…

    • elroid

      From experience, I could agree on some of your points regarding action/adventure games having better storylines than RPG. However, I think part of the reason of that to happen is due to action/adventure games have less freedom to explore so most of the story are compressed and straight-to-the-point.

      When you get the freedom to explore the world and do many things in the world of RPG, it means there would be many fillers that serves as side stories or some side quest that plays less importance for example the story of NPCs. I’m not sure how to explain this, but my idea regarding this is because a wider world would make a player to feel less attachment to the game unless those events involves the characters the are in the party of the player or someone that has minor/major role to the story or someone that frequently appears  in the game, for example the interaction between members, the revelation of the past of someone, etc.

      I think that is the downside if you were to compare action/adventure to RPG because the game structure is just different whereas you cant do a scene-to-scene or chapter-to-chapter game in RPG. (barring FF13, pls dont mention it). In action/adventure because you are only involved with the progression of the game, hence you are fully involved and attached to that only character and you have little room to actually do something else other than progression. Because of this fact, the game is also designed so that every part of the game will reveal something about the story and also make it easy for players to understand.

    • Guest

      Xenosaga and Uncharted have a good story? If you like bad fan-fics with poorly implemented religious context, and empty hollywood blockbusters sure, if you have read a good book in your life? Not a chance. Also, games are not replacing anything, each form of expression exists on it’s own. The same way games are NOT replacing movies, regardless of what some “gaming journalists” might say.

      • Testsubject909

        Remember a time when people pondered if TV would replace movies or vice versa or if they’d replace books or theater and etc etc.

        They all have a place, they all are different experiences and they’re all enjoyable.

        Done.

    • Testsubject909

      I consider the Ace Attorney series as having successfully replacing books in my… book… But they’re not RPGs.

      And we still don’t have Miles Edgeworth 2… capcom…

    • http://twitter.com/aquagon_drag aquagon

      And sorry, but I can’t agree never on my life with the point that no Gust games have had any good storylines, especially when it comes to the Ar tonelico series, and it’s pretty much insulting to say that those that consider them as good are either novices at gaming or illiterates.

  • Solomon_Kano

    22 years in the past, Miyamoto and Horii kinda thought up DQX lol. That’s awesome. Miyamoto also predicts Bethesda v. every other RPG maker. The man’s a psychic!

    I’m still dying at his idea for a mother-in-law RPG. Hilarious.

    This discussion just keeps getting better! How many parts are there though?

    • http://www.glitterberri.com Aria

      Aria here! This interview consists of only two parts, but you can read more about the development of A Link to the Past at www.glitterberri.com/a-link-to-the-past/.

      More retro developer interviews to come, so stay tuned to Siliconera. :)

      • Solomon_Kano

        Thanks!

      • http://myfigurecollection.net/collection/DrakosAmatras DrakosAmatras

        Thank you very much for translating this wonderful piece. ご苦労様です~ ^_^

    • Testsubject909

      Lv 52 (yearold) Mother-in-law

      Attack (Verbally)
      Skill:
      -Nag – 10MP
      -Pester – 20MP
      -Complain – 30MP
      -Insult – 50MP
      -Feign weakness – 25MP
      Special Finisher:
      -Feign Heartbreak
      -Hysteria
      Item

      That sort of thing?

      • Solomon_Kano

        Yes! Miyamoto should seriously return to this idea with his greater free time lol.

    • Testsubject909

      Lv 52 (yearold) Mother-in-law

      Attack (Verbally)
      Skill:
      -Nag – 10MP
      -Pester – 20MP
      -Complain – 30MP
      -Insult – 50MP
      -Feign weakness – 25MP
      Special Finisher:
      -Feign Heartbreak
      -Hysteria
      Item

      That sort of thing?

  • RPGRocker

    “I think it would be neat to have an RPG where the player was a god.”

    Interesting how ActRaiser came out just a year after this interview. Either Quintet was listening or Horii sent the idea to Enix (Enix was Quintet’s publisher at the time).

    • Testsubject909

      Horii’s reaction might’ve been ”What? Someone made it! Damn, scrap it all! Scrap it all!” as far as I can tell, judging from the interview.

    • Testsubject909

      Horii’s reaction might’ve been ”What? Someone made it! Damn, scrap it all! Scrap it all!” as far as I can tell, judging from the interview.

  • leadintea

    Honestly, I’ve never felt attuned to silent characters in games. I’ve never felt as if I was supposed to be them. If anything, I feel more of a connection with them if they have their own personality than them just being a “blank slate”.

    • Suicunesol

      To each one’s own. The thing is, a character with a personality will turn people on and off either way. Personally, there are very, very few main characters with personality that I can agree with. With few exceptions, a game can really turn me off with an unlikeable main character, especially if most of the game revolves solely around him/her.

      This is probably why I like games with large casts, like Fire Emblem and other tactics games. The characters all have personalities, but even if I dislike the main character, the other characters can still hold the show.

    • Testsubject909

      That’s the thing. You’re seeking a connection as opposed to a reflection.

      You want to relate to the character, not be the character, as far as I can tell. And that’s where you would do better with a character who has a personality. You’ll think you can get along well with this one, or that one, or that this character’s a bit of a smartass but you can tolerate that and find some cool detail about his personality.

      With the silent ones or the ones that offers multiple response choices (See Dragon Age 1, not the second one), it’s all you. The character in the game is literally your avatar, he or she exists to BE you. Or, if you would rather, to be your envoy as you play his or her personal deity that controls their action from another plane of existence.

  • shuratan

    To me games couldn’t possibly beat the awesomeness of being able to snuggle up in a couch or bed with a good book, and there shouldn’t be talk of one replacing the other. As for silent protagonist, I think it really depends on the game and the story it’s trying to tell. Say in a visual novel style of story telling, or games where there are many multiple interactions ways to proceed in relationships or story like in persona then the silence is sort of a good thing, but in games where there’s a definite storyline and there’s a real sense of who and what the protagonist is doing then it’s great to sit back and play but also be apart from the protagonist like a silent observer. 

    • Testsubject909

      How about snuggling up with a portable in hand? Like a DS or a PSP? Personally  I find that quite enjoyable.

    • Testsubject909

      How about snuggling up with a portable in hand? Like a DS or a PSP? Personally  I find that quite enjoyable.

      • shuratan

        Oh yes snugglng up to a DS or a PSP is great – for when I’m in the mood for playing games.

  • http://pulse.yahoo.com/_U3DBWS3O7OO2MTP6554O66525Q Fearghoul

    Great interview. It really shows the difference between real game designers like Miyamoto and Horii vs people like Yoshinori Kitase of FF7/8/10/13 infamy.

    • Zanasea

      So being a real game designer means not to change anything in your game series for 20 years? Fortunately, Final Fantasy is no DQ… They always try new things.

  • http://twitter.com/Laith_Rem Laith Rem

    “I think it would be neat to have a really tragic RPG as well. Because it
    isn’t real life, everything you do goes wrong, and you could marvel at
    how bad things got.”

    This is basically Nier isn’t it? They be psychic.

    • EusisLandale

      Didn’t even need to look that far into the future to see an RPG where everything you do goes wrong. Phantasy Star 2 was out the same year as the interview.
      Your actions directly and/or indirectly, some details from sequels, get a kidnapped girl killed by her father, the closest thing you’ve got to a family member killed by her sister, the world flooded, another world exploded, sent an unkillable monster off on a trip to Earth, said monster more than likely ended almost all life on Earth, the survivors who then thanks to some time travel are now out to take your planet (the reason all this is happening in the first place), the world you flooded turned into a desert for about a thousand years. Oh, and you probably die right after the final boss. Nothing went well for you in that game. At all.

      • http://twitter.com/Laith_Rem Laith Rem

        It sounds so beautiful. Hafta play that.

  • http://twitter.com/Ale598 Ale598

    No, they will never replace novels simply because random battles, equipping characters and exploring dungeons get in the way of the story! That’s why I prefer VNs more than RPGs (As you probably guess I usually play the game for story with some exceptions). Imagine if something like the Trails series were a VN instead of an RPG ahh that would be awesome, sweet sweet story without having to explore stupid dungeons. =D

    • Solomon_Kano

      Except not all RPGs have random battles and such. I’m not trying to disagree with your preference or anything, that just isn’t something that defines all of them.

      • http://twitter.com/Ale598 Ale598

        Well if you know any RPG that doesn’t have anything in the way of the story allowing you to keep enjoying the story from beginning to end by all means tell me which are those! I know Shenmue is kinda like this but I don’t know if it count as an RPG.

        • Solomon_Kano

          No, Shenmue doesn’t. I really can’t think of any, I was just saying they don’t all have -random- battles. Most, if not all, do have battles “in the way” of story.

  • http://www.facebook.com/profile.php?id=100000172099718 Dominic Hunter

    Will they replace novels? No.

    Are they just as respectable, intelligent, and artistic as novels? Yes.

  • ShadowWolf

    I agree with Dominic Hunter

  • Guest

    Another fantastic article. Thanks!

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