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In depth transcript of Sakamoto's GDC Keynote *long*

I was originally going to post this in the most recent Other M thread, but it covers a lot of additional ground. Credit goes to CapCom of Metroid Database.

Yoshio Sakamoto Talk

[This text is more or less similar to what Yoshio Sakamoto said in his talk. It is missing statements in places where my translator failed and where I was unable to keep up with his pace of talking. So these are not entirely direct quotes.]

I was virtually uninvolved in the games in the Prime series so nobody outside knows [much about me].

I also work on subtle games [that are not major titles; that are niche titles.] In Japan, Metroid titles are known as niche titles as well, so I am known as making games with small appeal. I think this upsets the company, but I really like being in this kind of position.

I will be speaking about what Mr. Iwata finds puzzling about my game style.
[Iwata wanted to know more about Sakamoto’s puzzling game style - mainly, that he creates both very serious games and also very silly ones.

First, he introduces us to Metroid, beginning with Other M. In the previous Metroids (except 2, which he was not involved in), Sakamoto has been a director. But for Other M, he is the producer.

Sakamoto is “hoping to make it the best Metroid ever.”

He then followed up with a trailer for the game.

Then he goes into detail behind the history of the Metroid series.

First, he is credited as a designer for the NES Metroid. “This was the danw of videogames, so I hadn’t had experience in design [at this point]”

Metroid II was the game that determined what the rest of the series would be - particularly the scene where the baby appears. “If this story had not been created, the series would have taken a different path.”

“Having been inspired [by the sequence], I took charge of Super Metroid.”
He also chose to temporarily take control away from the player during certain cutscenes. “In doing this, the team was challenged.” This scene was recreated for Other M.

“With Metroid Fusion for the GBA, I took the story and drama elements even further and lifted the ban of story development without words [I had placed on myself] with Super Metroid.”

He then points out that MOM appears chronologically between SM and Fusion.

For MZM, he added a new scenario, in essence a new story. Sakamoto served as directors on both MF and MZM.

Next, Sakamoto went into detail on the Wario Ware series. The series did not originate with his own creativity though, but was the product of collaboration with other designers on the team.

“Let me introduce four titles I have worked on for the WW series.”

“Ware Ware Twisted came to be because one of my engineers was asked to test the tilt sensor and so created a minigame.” Because it worked so well, it was given to Mr. Iwata. Iwata placed it on a twisty chair, which was spun like a record. Iwata thought it was so stupid and so Sakamoto knew it was a success. Twisted was the first WarioWare title he was a producer on.

He took a new direction for Wario Ware touched. In the beginning, he felt that understanding the WarioWare tone and what made it funny were not unified. “I worked with the new director in selecting new ideas and controlling the direction of the game.”


WarioWare Smooth Moves was built as the flagship title for the Wiimote Controller and was released when it was launched. Like the DS version, it used motion.

There were problems iwth how the players can respond immediately to game commands, so the team implemented graphic forms to indicate how players can play the game without taking them out [of the gameplay] for a moment. Because of this, WarioWare was a console game in which it was as much fun to watch other people as to play it yourself.

The latest game in the set is WarioWare DIY. In this game, the player creates their own WarioWare Microgames. It came to be as a result of individuality of the designers who created it from the beginning. it challenges the player to be as goofy as they can be. Because players can share it with others, these creations can be polished and refined. If you want to hone the games you made.

He then demonstrates his own DIY game - which apparently “is supposed to be introduced in the US in some time in the future to maybe get people interested in the new Metroid.

I have a few images of the minigame. These don’t include all images. The Metroids are frozen and then they fall down/shatter. If they are hit, Samus appears in the armor. If you do it twice, ZSS appears. (didn’t get a pic of that one)

Then he talked about Tomodachi Collection - Tomokore, which is about making gameplay a more subtle experience. It is a little like playing house. It uses Wii characters and mii characters. “Think of it as players having fun through make believe.” The game was a surprise hit and has already hit the 3 million sales mark in Japan.

Sakamoto also wanted to talk about some unique games he had worked on, particularly the Famicom Tantei Club. This game “defined my approach and style of game development from this point of my career forward.” Famicom Tantei Club is a command-style text-based adventure, a horror-suspense game. “These were very important titles for me so I decided to in the end include them. There were many other titles I was involved in, but I don’t want to take up time in introductions, so I will introduce one last tile I made shortly after I started working on videogames.”

This game is Balloon Fight, which he was a designer on. None other than Mr. Satoru Iwata programmed the game.

“Where am I today? Why is it that someone like me is standing here [talking to you about games]? What is it that Mr. Iwata is wondering about? He was curious about my game development methods and this lead to the theme of my speech.

Mr. Iwata was interested in why one person could work on a game with an intense story like Metroid Other M and then a funny game like WarioWare DIY. ‘What is your strategy for creating games that are complete polar opposites?’”

Someone who has created such a dynamic range of titles should be important to listen to. So why don’t you talk about that?’

After hearing Mr. Iwata’s suggestion, I felt highly perplexed: I hadn’t thought about it [before].

The styles are different - people have said that many times. What was my approach as producer on these titles and what does it mean in the first place? Having thought about this, I found it was hard to answer. For applying logic to intuitive actions, I decided to apply my own ideas to game creation.

Sakamoto has given names to each type of game. “I will call Metroid games serious and Wario games comical.”

Mr. Iwata finds it puzzling that I work on both. He finds it puzzling that I can create something with a serious touch as well. Mr. Iwata only thinks of me as someone with a comical touch.”

Sakamoto gains his inspiration of game design from film that he came across in his youth.

Particularly Dario Argento, the Italian filmmaker who directed Surpirai and Deep Red.

“Without a doubt, Deep Red has had the greatest impression on my design.” It is a combination of suspense and horror.

Usually, there is something missing in suspense and horror films. [don’t quite remember what this was, but I think this is suspense?] Then I came across Argento’s films. The style I had been looking for all along was there. Without a doubt, I wanted to create things in the same manner as Argento did.

This is how I understood components of his technique:”

Mood, Timing, Foreshadowing

Mood includes music. Argento’s progressive rock sound gives a feeling of terror to his films. Argento effectively stopped the music in different scenes and used SFX to change the mood. He is ‘meticulous in using tricks to fear’ his audiences. He contrasts storylines and scenes to increase the sense of tension.

“Having my youth influence so much by [Argento]” Sakamoto designed Famicom Tantei Club. The student in the rear of the cover art is in homage to Argento’s work. “This experience allowed me to gain confidence in my ability to produce a game.”

“My latest project, Metroid Other M, is no exception. This technique of controlling mood, timing, foreshadowing, and contrast I have relied on in my career as a game designer from early on, and this is no different.”

Metroid: Other M shows “how deep my desire was to convey fear and how this lead me to find my own creative stile. I was reminded of this fact in writing this speech. Having found my own sensibility and creative style, I want to pass that on to someone else.

After seeing Argento’s films, I started watching a lot of movies. I was looking for a variety of ways to control mood, timing, foreshadowing, and contrast. I watched many kinds of films. And I discovered lot of these elements are found in cult movies.

My ability to daydream became stronger. I had dreams with [background music and camera angles, etc].” I wasn’t drawn to big productions. This feeling is even stronger now.

Films

Maybe my affinity for niche games [is linked with my affinity for film.]

I also found expression in Francis Lupessaunt
Besson’s film, Leon: The Professional
John Woo, currently active in Hollywood. His Films for a Better Tomorrow series had a particular effect on me. He has painful images coming from the Hong Kong movie scene.
Brian de Palma for the intense last scene in Carrie.

I haven’t seen all the movies they made. I don’t see everything they make. I don’t have a complex about it or strive to become one [of these filmmakers]. I was inspired by their films and that’s how I was inspired to create games. They help bring that out in me.

If I start talking [about them], I won’t stop. This might be presumption, but the influence [from the films] is in the games.

Comedy - this influences me now. I love things that are funny and make me laugh. Is there a laugh here? Can I find something funny in this? I spend most of my day thinking about this. I ask if I can laugh, but I just want to make other people laugh myself. I’m not a comedian, so can’t make a crowd of people go into an uproar. I just want to spice the lives of my coworkers and the people around me.

I’m actually quite meticulous about it. I constantly work to hone my senses. When I find material I can use, I make sure to tuck it away for later. I take as much as possible to fit a wide range of audiences. I make it fit the style. I take the best material in my head and find the best situation to use it in. I want to control audience reaction and engineer a laugh.

In addition, ultimately, the techniques used here are mood, timing, foreshadowing, and contrast. I take a read on what is normally there. That lull in the conversation [in a room packed with people] if you miss it, it’s gone forever. I steer the conversation to set up the perfect one-liner. It’s important to set a contrast.

Sakamoto’s appreciation for comedy and the influence of movies has benefitted his work on serious touch and comical touch.

But these are polar opposites - do you have a stance when dealing with these two types?

Whether serious or comical, I respond to things that stimulate my interest. I store this material away and wait for the opportune moment to bring it out. The methods and strategies which I employ are the same: I use control, mood, tense, foreshadowing, and contrast. The experience of thinking something is funny, cool, or scary is about having feelings moved. The method is the same and the process is the same regardless of the feeling. [i.e. comedy and horror are identical in that they are both about moving emotions]

I must think about how those emotions are moved and how to set them. I must experience a wide range of moves within their own context. Experiencing this in the day to day life will naturally bring in a wide range of material to pull from.

I think I just happen to be passionate about the serious and comical and two opposing types. I just happen to be fortunate to [be good at doing both].

To summarize: what is the difference in stance and approach when creating games that are polar opposite types?

There is no difference. It’s more about technique.

As long as someone is open to the possibility of new experiences, you can use techniques that move people’s hearts to move people in a great many ways.

So in review, I’d like to talk about a game with a comic touch as well as the epic serious touch. Both games I produced, Tomodachi Collection and Metroid: Other M.

Tomodachi Collection is impossible to explain in words, so I’ll just show a video.

[shows a video of Tomodachi Collection, which shows clips of Mii’s with Sakamoto, Iwata, and Reggie doing various things. Sakamoto tries to woo Samus by saying he put jewelry on her new helmet, and she dumps him. Pretty hilarious stuff.]

On the development of the Mii’s: The characters function a lot like Mii characters, but you can only put out the Mii parts. Sakamoto disliked that he couldn’t create a character that looked like himself. He wanted to know why he couldn’t change the face parts. “I wanted to make something that looked more like I did.” So he had the team changed it. Mr. Iwata was very happy; the proto-Mii tool was a winner. In a few days, Iwata wanted to borrow the characters for the Wii. He also wanted to borrow the team that created them.

So Sakamoto built the Mii’s and sent them to Miyamoto upon Iwata’s request. After the Mii editor was completed and the Mii characters were spreading around the world. The team came back, and based on what they knew, their experience, they developed Tomodachi Collection.

Tomodachi Collection faced many challenges in production. There had never been a game like it before, so they didn’t know where they were supposed to land. Sakamoto was also busy on Other M, so the director ‘must have been worried’.

Sakamoto’s role in Tomodachi Collection was producer - “working with the director to stay true to the friend collecting image, making choices to stay true to the image of the game. I was very happy to have a wide variety of unusual and rare material from the archives to work with.

So in this title, what examples can we find in mood, timing, and contrast?

In Tomokore, the story is driven by the player. Maybe some of you have already noticed, but the movie I showed earlier and the fact this is a common genre in the first place, Tomokore is a game where not only does the player have fun, but the player’s friends have fun as well to show off the producer and comedy. With regard to this title, there are many more episodes I’d like to share with you, but I don’t have time for them all.

A piece of advice he shares, he tells the director, “You need to take off your underwear.” This means don’t hold back, let yourself out. It has many different meanings.

Why am I bringing this hard to explain idea now? It’s because Mr. Iwata was very amused by it. It came up in the second Iwata Asks interview. “So the record for Tomodachi Collection is two wins and one tie.”

Metroid Other M is the synthesis of all the know-how I’ve acquired and synthesized in a serious title. In this game, I acted as producer. However, this participation has been a bit different from a normal producer’s role.

The story takes place between Super and Metroid Fusion. It also reintroduces Adam Malkovich, who had appeared in Fusion in a certain form. It is the story of Samus as a young girl and reveals her relationship with Adam - but this is just a portion of what Other M is about. I am using the know-how of Famicom Tantei Club to give it a suspenseful feel. This human drama is an important part - explore the story from this perspective. I can closely control the mood, timing, and foreshadowing and contrast even when setting a scenario.

Sakamoto created a storyline for the “beautifully acted sequences.” It was an outline of the game design that laid the foundation of it. The next step was to find the “ultimate partner to cooperate” with, someone with the same ideas and concerns.

I was able to bounce ideas off him despite the differences. This lead to the creation of a new type of Metroid through collaboration. They worked together as equals without limitations.

The definitive movement came in developing the control scheme of Other M. When planning this game, there was one thing I was unwilling to budge on, and that was making it possible to move using only the Wii remote. Samus would move along an invisible rail. As long as the camera angle was controlled effectively, it might be possible to give ti a good look.

Team Ninja suggested the nunchuck. Sakamoto firmly objected and explained why he wanted just the Wii Remote. “They understood my reasoning immediately. They also proposed a system with a full 3D map where Samsu could move freely using the control pad. I had no objections if it was possible, but was dubious.” Sakamoto thought, “If it was so simple, why had no one done it before?”

However, he had confidence in Hayashi-san. And the system was perfect. It was smooth. Samus’s quick movements and perfect positioning worked perfectly with the Metroid map. The 2D movement combined with pointer FPS gameplay.

“Hayashi-san called it “Famicom Game+ - the latest technology. I think it fit perfectly.”

For the Other M game design, it was possible to make the transition from cinematics to gameplay to cutscenes timeless. Mood, timing, foreshadowing and contrast are all used. The transitions are clean as well.

They also developed a movie spec sheet. A video spec sheet for how the cutscenes would look. “Of course we included music and sound effects.” Sakamoto used his skills he was building from editing his son’s film clips. But they also hired CG experts from D-Rockets and Taiyo Kikaku - Tiayou Planning.

Mr. Kitaura’s storyboard led to the production of the game. [Sakamoto shows clips of the storyboard].

Mr. Sakamoto and Kitaura are from the same generation. This allowed them to compare notes with what was in their mental archives. The collaboration with Kitaura “has made it beautiful and cool” for mood, timing, foreshadowing, and contrast.

Taiyo Planning has the top CG artists in Japan. The strong bond between the companies has made Project M possible.

Kuniaki Haishima is composing the music. The music is fully orchestrated with timing with the visuals. Haishima’s score will “move your hearts.

Sakamoto hired expert voice actors and found one who matched his imagination of what the characters would sound like. For Samus, Sakamoto wanted a voice that was “ephemeral” - “as if she speaks from the heart.” Jessica’s voice worked perfectly.

There are more people involved in Project M than he can say. Regardless of the company name or industry type, the way we all came together with a common goal of creating an ideal production [allowed them to work together to achieve perfection.]

These are the things Sakamoto keeps in mind with each game he develops:

I think developing games is about giving shape to images. Throughout the course of my life, I’ve come across many things. Moments from movies or music, things created by people, human beings, objects, living things, etc. My spirit has been moved by these interactions, such as when I have experienced joy, fear, or sadness. I think these experiences created individual experiences that stick with us. From the perspective of someone who makes games, I feel it is our job to make these emotions into forms, shapes that can be conveyed to other people.”

When I sat down for the first time as an employee of Nintendo, the Famicom had not been released yet. I was tasked with making games by finding my own way. I don’t know if it just suited my personality, but I’ve since become very passionate about what I do. I think it’s how a child with a new toy becomes engrossed in it. I felt that same emotion when working on the first Metroid.

[Sakamoto received a package in the mail shortly after the game had shipped. It contained a letter and hand-made chocolates from a woman who had been deeply moved by his game. Women traditionally give chocolates to people they are romantically interested in. The woman liked the game so much she gave him them.

“What we create touches the hearts and spirits of people and moves them. That was the first time I’d recognized that simple fact - my responsibility as a professional. This is the impetus to influence people who helped create the game.

Sakamoto imagines the faces of his wife, his family, friends, and even complete strangers, trying to “make the best possible reflection on the faces of my audience.”

“I think most of you gathered here are involved in some way in game development. I hope you will continue to convey the feeling and heart of the things you love in the games. I think if we can do so, we will create games [that will move people].”
http://www.metroid-database.com/for...sid=d46098e5a0630322e7762b2ed7ce018b&start=15

Pictures of the event:

http://www.metroid-database.com/files/GDC Pics/
 

JoeFu

Banned
No Kenji Yamamoto for Other M, didn't know that :(

But good read, nice to hear about his influences and stuff. Also :lol at Wario Ware twisted being so stupid to Iwata that he knew it would be awesome.
 
About time we got that transcript! Good stuff, his style is so different than other Nintendo staff members and yet still has that strong focus on gameplay. It just goes to show that game creators don't have to be stuck making the same kind of game over and over and that pacing techniques can be carried over between competely different genres!

I really want Tomodatchi collection, I'd even take it without voices if need be!
 

farnham

Banned
i often hear references from nintendo about famicom detective club

maybe theyll do a sequel or reboot of the franchise (with CING developing it..)
 

TunaLover

Member
Sakamoto also wanted to talk about some unique games he had worked on, particularly the Famicom Tantei Club. This game “defined my approach and style of game development from this point of my career forward.”Famicom Tantei Club is a command-style text-based adventure, a horror-suspense game. “These were very important titles for me so I decided to in the end include them. There were many other titles I was involved in, but I don’t want to take up time in introductions, so I will introduce one last tile I made shortly after I started working on videogames.”

I had no idea he was involved in Detective Club D=
It sound like Detective Club somehow draw the basis of Metroid, the overall puzzle design.
 

Shikamaru Ninja

任天堂 の 忍者
I had no idea he was involved in Detective Club D=

Really? It was his most signature series!

By the way. Satoru Iwata programmed the arcade version of Balloon Fight with R&D1, while Toshio Nagako (Mr. Miyamotos main programmer in the 80s) programmed the Famicom version of Balloon Fight with R&D1.
 
dxmtxk.jpg


am i the only one who likes black haired samus
 

beelzebozo

Jealous Bastard
GrotesqueBeauty said:
Not pithy and controversial enough?

you had to know when you posted the topic and included "in-depth" and "long" in the title that it wouldn't draw the attention it deserved. soundbites! boil it down for me, kotaku.
 
beelzebozo said:
you had to know when you posted the topic and included "in-depth" and "long" in the title that it wouldn't draw the attention it deserved. soundbites! boil it down for me, kotaku.
I guess honesty in advertising isn't all it's cracked up to be. I thought getting inside the head of a legendary developer would be enough for GAF. The stuff about his film influences is pretty interesting. Since Other M is more story focused I hope that filters through in a positive way and surprises me, as I'm always on guard about games that make clumsy second hand attempts at emulating cinema. He's mentioned the smoothness of the transitions between story and gameplay multiple times, so I'm curious to see how it actually pans out. I didn't find the narrative very natural or flowing in Fusion at all honestly, although it had a couple moments.

A few other things I noticed: He mentioned Kuniaki Haishima composing the music, but I'm unclear if he's talking about the game as a whole or just the cut scenes. I wasn't familiar with him so I looked him up and I guess his involvement would explain the anime vibe people were getting from the piano stuff.

He also says he's not acting as director, although he states his role is different than the typical producer role (sounds like Miyamoto on Galaxy, where he was more directly involved). Do we have any idea who the official game director is then? At any rate, this interview whet my appetite for the (hopefully) inevitable Iwata Asks for Other M. From all the interviews I've read I like Sakamoto's personality.
 

jooey

The Motorcycle That Wouldn't Slow Down
GrotesqueBeauty said:
I guess honesty in advertising isn't all it's cracked up to be. I thought getting inside the head of a legendary developer would be enough for GAF.
Why take the time to learn about famous developers when we can just take duckroll-esque potshots at them and inflate their failures as if they actually personally insulted us and our families?
 
Very interesting, Sakamoto seems an awesome guy, and I love his games. I know, for me at least, that Other M is going to be an awesome game.
All this talk about Famicom Club Detective is making me want to play the game, Ive seen english versions of the game in youtube so there seems to be a translation.

And black haired Samus is incredibly hot, but Ive always prefered black-brown hair to blonde.

Kuniaki Haishima is composing the music. The music is fully orchestrated with timing with the visuals. Haishima’s score will “move your hearts.
http://en.wikipedia.org/wiki/Kuniaki_Haishima
Well, if he does an epic orchestral rendition of Theme of Samus' Aran - Space Warrior I will aprove.

EDIT:
Found this
Macross Zero - Mori No Uta
It has a Metroid feel.
 

Kunan

Member
GrotesqueBeauty said:
Not pithy and controversial enough?
I found it quite insightful if that helps :D . I love behind the scenes stuff, and the quote about Iwata and Twisted is just awesome.
 

Johnas

Member
Wow, I was not aware of the orchestrated soundtrack prior to reading this. It's weird to think of, but Mario Galaxy pulled it off nicely, so I'll be optimistic.
 

Celine

Member
Missed the thread when first posted.
Very interesting, didn't know Sakamoto was involved with the Tentei games..
 
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