http://iwataasks.nintendo.com/interviews/#/3ds/luigis-mansion-dark-moon/0/0
Iwata: (looking at the Next Level Games staff on a video-conference monitor) Thank you for wearing Luigi hats!
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Miyamoto: I'm not wearing one today! (laughs)
Everyone: (laughs)
Iwata: You produced in the form of a mentor this time?
Miyamoto: What do you mean by a "form of a mentor"?
Iwata: A mentor can mean a guide, or a teacher. I think that to the hands-on development staff, you were a sort of spiritual teacher.
Miyamoto: I wasn't anything that cool! I suppose I was like a shepherd.
Iwata: A shepherd? (laughs)
Miyamoto: Yeah. Even then, I didn't give clear instructions like "Go that way!" but I served as a sort of a sheepdog by just saying, "Don't go that way!"
Iwata: In other words, instead of saying "Please, head this direction with development," you just said, "That direction is the wrong one."
Miyamoto: Right. That way they wouldn't do anything unnecessary and almost all the work they did would lead to the final result.
Iwata: Indeed, the development phase for this project was very long.
Ikebata: Yeah, it was long. We've been involved with this title since 2009, so it's been a little over three years.
Chad: I've had two children since then! (laughs)
Iwata: Congratulations! (laughs)
Ikebata: And each time, Miyamoto-san would ask, "So?"
Miyamoto: Yeah. I simply asked "So?" and had them briefly answer how the project was going. I always ask everyone when regular meetings are over, "So? Briefly, what was today's meeting about?"
Iwata: In other words, since you might ask them about it, everyone who attends a meeting prepares a summary of its main points, and as a result, everyone concentrates better on meetings.
Miyamoto: Right.
Iwata: That's your strategy?
Miyamoto: I'm gunning for them. (laughs)
Iwata: (laughs)
Bryce: Miyamoto-san's comments contained many hints for development, but one that made a particular impression on me was when he said, "Make something better today than you made yesterday." That's incredibly important as a director, so by putting those words into effect, even across a long development period, we were able to concentrate on each day.
Brian: And hearing rumors that Miyamoto-san was coming to Canada, people from other development companies were hanging around our company. They wanted to exchange data with Miyamoto-san via StreetPass8, so they held a Nintendo 3DS over their heads! (laughs)
Bryce: I think that stairway boss was the first upending of the tea table.
Iwata: (laughs)
Bryce: At first, we were considering a plant boss.
Ikebata: Because of the big tree on that stage.
Bryce: But Miyamoto-san said that was too ordinary.
Bryce: After running up all those stairs, if a really strong boss appeared, it would be stressful, so we decided to treat facing that boss as a special bonus for successfully climbing up the stairs.
Miyamoto: We want to create a memory so that when looking back, players would think, "The boss in that building was the stairs!" (laughs)
Miyamoto: Actually, when making the game for the Nintendo GameCube, we had experimented with a multiplayer mode in which Luigi would encounter Luigi.
Iwata: Oh, that's right.
Miyamoto: So I thought, "This time, we gotta do it!" I said, "I don't care if it's eight players or four or what, but we're doing it!"
Ikebata: I haven't seen the prototype for the Nintendo GameCube, but Hideki Konno9, the director of the previous game, had also told me that they couldn't put in a multiplayer mode last time, so they wanted us to do it this time.
Iwata: What is your favorite part, Bryce-san?
Bryce: My favorite part is how, while this is a game about ghost-busting, it's humorous and has dramatic developments. Also, even as someone who made the game, when I play the final version, I can enjoy Luigi's reactions and play in trepidation of the various tricks— like how ghosts will appear. Early in development, we learned about a keyword in Japanese called "karakuri" (mechanism or trick) from Miyamoto-san, and that is at work throughout the whole game.
Iwata: Ah, there are a lot of karakuri this time.
Miyamoto: I'd like to say one last thing. We released Luigi's Mansion 12 years ago, and lots of people around the world said, "Make another one!" and "Let's make another one together!" Thanks to them, we're finally able to bring a new Luigi's Mansion to the world. What's more, this is "The Year of Luigi," with celebrations and everything, so on Luigi's behalf, I'd like to express my appreciation. (bows deeply)
Everyone: (laughs)
Iwata: I fully expect that the Year of Luigi will get off to a magnificent starting dash!
Bryce: That's why we brought these hats! (All three put on their hats again and pump their fists.)
Iwata: (laughs) I can sense even through the monitor how much fun you had making this. Thank you for today.
Will update with excerpts.