Speaking to UK video game publication Games Master, Nintendo boss Shigeru Miyamoto recently discussed the secret behind the inspiration for Pikmin. He explained that Pikmin did not begin as a clear-cut idea, and in fact was an idea that evolved and changed over time.
“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.”
So how did this concept start in its earliest form?
“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.”
If you’ve played the Pikmin games, it may be surprising to hear that protagonist Olimar was not originally going to included, with the spotlight given completely to the little garden critters.
“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.”
Hence the crowd-managing, Pikmin-tossing and slave-driving game you know and love today. Pikmin 3 is due for release on Wii U around Q2 2013.
[Source: Official Nintendo Magazine UK]
Article from Gamersyndrome.com
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