Zo kwam Miyamoto op Pikmin

Shigeru Miyamoto had onlangs een discussie over het ontstaan van de geliefde Pikmin-franchise in het Engelse blad Games Master. Miyamoto gaf hierin toe dat Nintendo niet altijd een bepaald rechtlijnig doel heeft bij het creëren van grote franchisen:

There are a variety of different ways for us to create videogames. Sometimes from the very outset we have some clear-cut goals towards which we start working. On the other hand we have cases when we don’t have any kind of clear-cut image as to what kind of game it will eventually be but rather we have a very vague image of whatever we would like to establish or realise. There are a variety of different ways for us to create videogames. Sometimes from the very outset we have some clear-cut goals towards which we start working. On the other hand we have cases when we don’t have any kind of clear-cut image as to what kind of game it will eventually be but rather we have a very vague image of whatever we would like to establish or realise.
Hij voegde daaraan nog toe dat bijvoorbeeld het karakter Olimar pas verderop in het proces werd toegevoegd:
In the case of Pikmin 1 our original idea was how it would be nice if we would be able to see a bunch of small creatures doing something. Something like, they are protecting their own village and at the same time they are trying to grow and expand that village. Later on we added the feature so that the player character will be there. But at the beginning I thought that it wouldn’t be interesting enough because in that original development mode the Pikmin were used as if [they were] weapons. To be utilised, to be shot by the player themselves.
Pikmin 3 voor de Wii U verschijnt in het tweede kwartaal van 2013.

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    firehopper211's avatar

    Vele Nintendo games van Miyamoto zijn geinspireerd door wat die in het dagelijks leven heeft mee gemaakt, al van af kind aan. T’s jammer dat die dat nu niet meer zo veel heeft.