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Miyamoto on Earthbound/Mother 2

Tiktaalik

Member
No new news, but rather commentary from ye olden times of 1994.

Today Earthbound Central posted an excerpt of a Miyamoto interview from the November 1994 issue of Fami-Tsushin.

Miyamoto seemed to have a really favourable opinion of the game.

–We heard from Mr. Itoi about this, but is it true that MOTHER 2 was the first RPG you ever beat?

Miyamoto: I’ve finished MOTHER 1, too. Though I had to use the debug mode. (laugh) But this is the first one I ever finished on my own. I even restarted from the very beginning when I lost my save file. I was pretty impressed with myself, to be honest. (laugh)

–So, what is your honest opinion of the game?

Miyamoto: Mostly, it made realize just how lacking games have been in terms of writing until now. Seeing how well things can be explained in only one or two lines of text had an impact on me, as did seeing words used in ways that I can’t use them. Playing the game, I realized that vocabulary isn’t about knowing lots of difficult words, but about how many simpler words you know.

–What did you think of the story?

Miyamoto: A story isn’t an outline. An example is “Twin Peaks”, with its cast of colorful characters. The story is what’s born from having a bunch of colorful characters together. My opinion is that it isn’t just a simple outline of event after event. In that sense, MOTHER 2’s story made a real impression on me.

–The townspeople are really unique and well-crafted, aren’t they?

Miyamoto: The characters are really well-done, even down to the moles that explain things to you. What left the biggest impression on me was the scene where Everdred was lying in the street. When he gets up, the middle-aged ladies back away. It was so obvious and natural, and made me wonder why video games had never used that level of expressiveness before. It perfectly portrays people’s emotions. We treat game characters as parodies of people and nothing else, so seeing how Mr. Itoi handles his characters so properly left a great impression on me.

–What are your thoughts on the graphics and the battle system?

Miyamoto: Saving Fourside’s graphic style for the fourth town was really effective. It’s a little dizzying, but that change of perspective was really good. I do have to say, though, that the battles aren’t very interesting. (laugh) Even though I was involved with them a little bit. (laugh) It’s no more than a few pictures plastered on the screen, so it lacks a feeling of uniqueness or personality. I think we could make something even more Mr. Itoi-like if we tried, though. I’d love to improve it for MOTHER 3.

–Lastly, what do you feel an RPG should be like?

Miyamoto: Let’s say you tie someone completely up – even their individual fingers – and then wait a while. Then, if you start to untie the ropes one by one, they’ll of course be happy. Anyone would. The method of sticking someone in an incredibly tight situation then untightening it little by little and then saying, “There! Aren’t you happy now?” becomes very boring as soon as it becomes evident. So, instead of that, my personal theme when making RPG-like games is, “What can I do?” I don’t think creating happiness comes from starting from a negative and returning to zero. It’s starting from zero and ending at one hundred, and I try to think of ways to allow that.

Character Names: Miyahon / Lui / Raymond / Yasuko
Pet Name: Lon
Favorite Food: Natto and Rice
Favorite Thing: Multimedia

I've read the last response a few times over and I'm not entirely sure what he's getting at. Is he criticizing RPGs for being a grind and too difficult at the start?
 

LaneDS

Member
Weird (to me) to see Miyamoto cite Twin Peaks when discussing Mother 2's story. Not a bad example, given strange townsfolk, but still it's not something I would have expected him to mention.

Edit: Just noticed this is from 1994, so that reference makes more sense.
 

Deku

Banned
Zzoram said:
That last line sounds pretty good, even if I'm not 100% what he means.

It's the you're powerful
now, you have no power. *thing*

Basically, he's talking about the incredibly gimped nature most people start out in, in RPGs. Not sure I completely agree either, since his own RPG-esque titles like Zelda has Link in very limited capacities at the beginning.

But generally his point is correct. Link is never made intentionally weak, he just has less hit points and weaker items at the beginning and will be lacking a lot of specialized gear that will let him access most of the game world. Some RPGs go out of their way to make you grind to a certain level to fight a boss .
 

Tiktaalik

Member
LaneDS said:
Weird (to me) to see Miyamoto cite Twin Peaks when discussing Mother 2's story. Not a bad example, given strange townsfolk, but still it's not something I would have expected him to mention.

Funny because Takashi Tezuka said that he was inspired by Twin Peaks when creating Link's Awakening.

"At the time, Twin Peaks was rather popular. The drama was all about a small number of characters in a small town," said Tezuka. "So when it came to Link's Awakening, I wanted to make something that, while it would be small enough in scope to easily understand, it would have deep and distinctive characteristics."

Nintendo people were huge Twin Peaks fans apparently.
 
LaneDS said:
Weird (to me) to see Miyamoto cite Twin Peaks when discussing Mother 2's story. Not a bad example, given strange townsfolk, but still it's not something I would have expected him to mention.

Takashi Tezuka said that Link's Awakening and its story (which is essentially the first character-driven Zelda plot) were inspired by Twin Peaks.

EDIT: BEATEN ARGH
 

Boonoo

Member
I like hearing about all this Twin Peaks love at Nintendo (Tezuka mentioned it's influence in making Link's Awakening).

Beaten twice D:
 
It seems Nintendo really loved Twin Peaks at that time. Aonuma and the other Zelda guys mentioned it when talking about Link's Awakening too.

edit: oh God.
 

MYE

Member
Miyamoto: Let’s say you tie someone completely up – even their individual fingers – and then wait a while. Then, if you start to untie the ropes one by one, they’ll of course be happy. Anyone would. The method of sticking someone in an incredibly tight situation then untightening it little by little and then saying, “There! Aren’t you happy now?” becomes very boring as soon as it becomes evident. So, instead of that, my personal theme when making RPG-like games is, “What can I do?” I don’t think creating happiness comes from starting from a negative and returning to zero. It’s starting from zero and ending at one hundred, and I try to think of ways to allow that.

bow:
 
Tiktaalik said:
Miyamoto: Mostly, it made realize just how lacking games have been in terms of writing until now. Seeing how well things can be explained in only one or two lines of text had an impact on me, as did seeing words used in ways that I can’t use them. Playing the game, I realized that vocabulary isn’t about knowing lots of difficult words, but about how many simpler words you know.

Brilliant. I wish more people realized this.
 

Empty

Member
Kinda love that Nintendo higher ups were Twin Peaks fans.

BurritoBushido said:
Brilliant. I wish more people realized this.

Seriously. The simplicity of Itoi's dialogue writing in the Mother series is just amazing, he really has a great turn of phrase, and elicits so much emotion from so little.
 
Damn, with all the Twin Peak influence at Nintendo, i'm hoping that LOST somehow influences Zelda Wii!

LOST TONIGHT WOOOOOOOOOO

Also: although it may deem me as a crazy (bringin up astrology an all) but for those interested I feel like sharing an interesting thing i've noticed when checking out some charts: Miyamoto and Tezuka are both Scorpios born a day apart. Scorpio represents the hidden depths and mystery (among other things) so it kinda really does fit them to be into a show like Twin Peaks (and why I speculate on the possibility that they would like LOST) especially Miyamoto with both his Sun and Moon conjunct in Scorpio... holy shit!
 

Rctdaemon

Member
That last response is really interesting. I'm going to guess that he doesn't like games that send the world into ruin only to be back to normal at the end, but instead he likes games that start out with a normal world and end up being better off. Something akin to a happy ending?

I would be interested to hear what he has to say about Mother 3, now that it's out.
 

ThatObviousUser

ὁ αἴσχιστος παῖς εἶ
Zzoram said:
That last line sounds pretty good, even if I'm not 100% what he means.

The world is born from zero. The moment zero becomes one is the moment the world springs to life. One becomes two, two becomes ten, ten becomes 100.
 
Andrex said:
The world is born from zero. The moment zero becomes one is the moment the world springs to life. One becomes two, two becomes ten, ten becomes 100.
Then Miyamoto murders an old man in a wheelchair for no reason.
 
EmCeeGramr said:
Then Miyamoto murders an old man in a wheelchair for no reason.
Hiroshi_Yamauchi_photo.jpg


He's not in a weelchair but still.. Yamuachi about to be killed by Miyamoto confirmed?*-*
 

ThatObviousUser

ὁ αἴσχιστος παῖς εἶ
EmCeeGramr said:
Then Miyamoto murders an old man in a wheelchair for no reason.

Well this interview was in 1994... when Gunpei was still around...
 

udivision

Member
Zzoram said:
That last line sounds pretty good, even if I'm not 100% what he means.

Yea... hmmm. Maybe like in Zelda how you get more and more weapons, but at the beginning of the game you don't really feel restrained. Or maybe not.
 

jay

Member
In the last answer I think he is talking about how many designers make a game tedious and then reward the player by making it less tedious as opposed to actually fun. Rune Factory is perhaps a from out of nowhere example but it sticks out in my mind as a good example. Farming starts as tortuous and then slowly becomes tolerable as you upgrade your watering can, hammer, etc.
 

Kevtones

Member
What's puzzling is this means Miyamoto is still giving love to Twin Peaks even after seeing S2...

Does this make Mother 1/2 = S1 and Mother 3 = S2? Maybe that explains why we never got Mother 3...
lol
 

Gino

Member
That was very interesting. Remember RPGs have changed a lot sense then. They used to be much more difficult and required more grinding. That has changed in a lot of ways.
 

Vinci

Danish
jay said:
In the last answer I think he is talking about how many designers make a game tedious and then reward the player by making it less tedious as opposed to actually fun. Rune Factory is perhaps a from out of nowhere example but it sticks out in my mind as a good example. Farming starts as tortuous and then slowly becomes tolerable as you upgrade your watering can, hammer, etc.

Good example actually.
 

Lafiel

と呼ぶがよい
Funny thing, i remember the creator of mother citing twin peaks as a influence for one of the areas in mother 3.
 

Drkirby

Corporate Apologist
Tiktaalik said:
I've read the last response a few times over and I'm not entirely sure what he's getting at. Is he criticizing RPGs for being a grind and too difficult at the start?
I think he criticizing old RPGs where the world was already in trouble from the onset, and you have to save it. Like Dragon Quest 1, the Dragon Lord seems to be inches away from claiming total victory, but little by little you fight back, get what you need to do battle with him, and slay him.
 
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