Game developers donāt usually say much about the genesis moments that inspire their work, probably because theyād sound a little weird. And repetitive, considering how similar many high-profile games are to one another. Pikminās is special, though.
The Telegraph recently published an interview with Nintendoās Shigeru Miyamoto that explains how the legendary game designer first came up with the idea behind his unique series of console strategy games. Hereās a choice excerpt, emphasis added:
When Shigeru Miyamoto, the creator of the Super Mario Bros. series of video-games, celebrated his 40th birthday, he put away unchildish things. He quit smoking and pachinko, a form of gambling game that combines the brightest, noisiest parts of pinball and fruit machines, took up swimming, and vowed to spend more time in his garden.
One day, around 15 years ago, Miyamoto was relaxing on his patio and saw a line of ants marching past his feet and off into the grass, carrying leaves towards their nest. Then he imagined for a moment ā because this is how the Miyamoto mind works ā what the scene might look like if they were tiny people.
āAnts, as you know, always have a leader, and tend to be carrying things, and as they move they create a kind of rail,ā he says. āAnd I started thinking about a game about lots of small people carrying things in a line, following a leader, with everyone going in the same direction.ā
The idea struck him as something heād never explored before in his work. More importantly, it also sounded like fun.
āWhen we think about video games, we always have the idea of a start and a goal, and itās like a race between individual players: who can make it and who wonāt?ā he says. āAnd I thought, āWhy does it have to be a competition? Why canāt everyone just move together in the same direction, carrying things as a team? Who made these rules in the first place, anyway?'ā
Iāve always thought of playing Pikmin as being more like herding cats than commanding a small army of ants. But hey, Iāll take it.
The reason Miyamotoās now apocryphal story of how he became inspired to create Pikmin stands out to me is that I have a hard time imagining the way other game developers would explain their work in comparison. Artists get their ideas from any number of places, obviously. But picture sitting down and talking to any of the people who made some of this seasonās biggest gamesāAssassinās Creed: Unity, Call of Duty: Advanced Warfare, Destinyā¦the list goes on and on.
When I last spoke to Advanced Warfareās creators at Sledgehammer Games, they made the game sound like a refinement of an existing ideaāi.e., shooting at bad guys with semi-futuristic weaponry. Thatās exactly what Advanced Warfare is, and thatās not a bad thing by any measure. But thereās a reason the developers at Sledgehammer donāt reflect during interviews about sitting in their gardens and suddenly realizing that this was the way they wanted to have players shoot at bad guys. Shooting at bad guys isnāt a new or groundbreaking concept in video games anymore.
Making an incredibly challenging RTS game about using herds of cute little creatures to indulge in a seductively pretty version of virtual housecleaning, on the other hand? Well, that does seem unique. Pikmin has been around since 2001, so the gameās unique challenge of essentially asking players to pick up piles of stuff and carry it around a map as fast as they can isnāt groundbreaking either anymore. Stephen noted in our review of last yearās Pikmin 3 that the excellent Wii U game is ultimately a refined sequel rather than anything that feels genuinely novel.
https://lastchance.cc/pikmin-3-the-kotaku-review-s-977868068%3C/a%3E%3C/p%3E
I wish there was oneādonāt get me wrong. Part of me likes to fantasize about what it would be like if a developer as talented as Blizzard decided to make a new Warcraft RTS game for a console, for instance, especially since the company proved itself so capable of adapting its legacy PC title Diablo III for the Xbox One and PS4 earlier this year. But until that happens (fingers crossed!), all we really have is Pikmin
Thatās precisely why the gameās origin story is so valuable. Not to sound too Malcolm Gladwell-y, but Miyamoto becoming inspired by watching a procession of ants makes the guy sound like a bonafide outlier. Regardless of how true the story is, his work ultimately speaks for itself in this case.
It has been a while since Miyamoto (and Nintendo more generally) produced something as novel as the first Pikmin, though. At the very least, this makes me think that itās important to recognize and highlight truly original ideas when they do appearāhowever rare an occurrence that may be. And even if they seem small at first. Small as a row of ants.
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