Part 11: Sakamoto Says Part 3
In the summer of 2010, a couple months before Other M was unleashed upon us ignorant masses, Yoshio Sakamoto gave the keynote address at the Game Developers Conference. Later, this speech was translated by Nintendo of Europe and posted as an addendum to their version of the Iwata Asks article for Other M.
Sakamoto's Keynote posted:
Well then, today I will be speaking to you about what Mr. Iwata finds puzzling about my game-making style.
...
Why is it that someone like me is standing up here? What was it that Mr. Iwata was wondering about?
Actually Mr. Iwata was curious about my game development methods and this led me to the theme of the speech Id like to make today.
Im not particularly good at applying logic to intuitive actions but given this opportunity I decided to analyse my own ideas on game creation.
That's right, kids: we're going to learn how to make a good video game from the Producer/Storywriter/Obsessive Controller for Metroid: Other M.
Are you guys ready for this? I'm not ready for this! Let's dive in anyway!
Sakamoto's Keynote posted:
Okay, so for the sake of explanation, Id like to give names to these games of differing types I will call METROID-type games serious and Wario-type games comical. By the way, Mr. Iwata doesnt find it odd that Im able to negotiate working on polar opposite serious and comical type projects, rather its that he finds it puzzling that I can create something with a serious touch at all. I am well aware that Mr. Iwata thinks of me only as someone with the comical touch.
Don't worry Sakamoto, we think you're a joke
I'm going to take this moment to quote part of the Iwata Asks article for Other M:
Iwata Asks posted:
IWATA: [Sakamoto] is just the same within the company, though. Everyone around him is exposed to his outright rejections on a regular basis. (laughs) Its a completely different world, but even when he was making the light-hearted WarioWare series he was always ready to axe any minigame which didnt reach the standard, saying this ones no good.
Just in case you thought Sakamoto discriminated between the game series he controls, be assured: he doesn't. Every series is equally worthy of his Glorious Vision, and the accompanying direction only he can provide.
Sakamoto's Keynote posted:
Id like to take a moment to talk about one film director that I came across in my youth. His name is Dario Argento and he is an Italian film maker. He is most well-known for his films, Suspiria, and Deep Red. Without a doubt, Deep Red has had the greatest inspiration on my creative process. Id always been interested in scary movies, but at the time, there wasnt one that I could really get behind. I always felt some frustration as theyd leave me feeling that there was just something missing about them. That is until I came across Argentos films. I was really taken aback by the originality of his technique. The style that Id been looking for all along was there. I discovered that without a doubt, I wanted to create things in the manner like Argento did. This is how I understood the components of his technique.
Deep Red is about a music teacher who tries to play private investigator with a neighborhood homicide and his inability to actually investigate and identify clues leads to the murder of several characters.
Wait a second...I'm sensing a pattern here. Let me try re-writing that description.
Other M is about a hack who tries to play movie director with a video game and his inability to actually write and identify problems leads to the murder of several characters.
Wow, Sakamoto, I didn't think you were that inspired.
Sakamoto's Keynote posted:
A creator can control the mood, timing, foreshadowing, and contrast to scare his audience. Mood can be set by the music one chooses. The music Argento used was progressive rock. The almost indifferent echo of the stiff and robotic progressive rock sound directly brings out that feeling of terror in the audience and is far more effective than the music used in any other horror movie. And Argento effectively stopped the music at very specific moments in his scenes and did things like using sound effects to change the mood.
You know what's scary? Rock music. It uses the Devil's lyrics and only exists to corrupt our poor, innocent children! Oh, won't somebody think of the children?!
Sakamoto's Keynote posted:
Also, he was meticulous about using certain tricks to increase the feeling of fear. In other words, he was a master of using foreshadowing to connect events to one another effectively.
I'll give Sakamoto credit here: Other M did provide foreshadowing. Olive Branch said it best in the videos, we want Samus to shoot Little Birdie in the face the first time they meet because you just know the latter would become a threat later. Unfortunately, this being Other M, such foreshadowing usually leads to terrible things (like Little Birdie being Ridley ). In a way, Other M is scary and invokes dread, but for all the wrong reasons.
Sakamoto's Keynote posted:
This technique of controlling mood, timing, foreshadowing, and contrast that I have relied on throughout my career as a game designer, I realised early on, isnt anything special or different at all. Nonetheless, the reason I am sharing this is to show you how deep my desire was to find the ideal method of conveying fear and how that led me to find my own creative style. I was reminded of that fact in writing this speech. Having found my own sensibility and creative style, I cant help but want to pass that on to someone else.
Good job with that fear conveyance! We're terrified of what you'll do next. From the interview with Revogamers:
Nintendo World Report Translation: Revogamers Interview posted:
REVOGAMERS: Metroid: Other M continues the story of Super Metroid. Will the next Metroid story take place after Metroid Fusion?
SAKAMOTO: Yes, that could be. (laughs)
Sakamoto goes on to mention other directors he likes, including John Woo (who I mostly remember for creating the most '90's movie ever, Mission Impossible 2), and he states that he prefers niche cult films over the mainstream ones. He also makes sure to add that he's not obsessed with movies, no really guys, some of his best friends aren't movies.
Sakamoto's Keynote posted:
If I start talking about this, I wont be able to stop, so Ill leave it at that. It might sound presumptuous, but I believe that the impact that these great directors have had on me is evident throughout the titles Ive worked on. I secretly look forward to players noticing these influences when they play Other M in the near future.
I seriously want to know what Sig. Argento and the other directors would think if they knew what their movies had inadvertently created.
He talks about the WarioWare series for a little bit, then goes on to mention a more recent title he worked on, the Japan-only Tomodachi Collection for the DS. As it turns out, this game was the progenitor of Mii avatars and the team he used to work on it was also used to create the Mii Channel on the Wii. Sakamoto had minimal involvement due to being in Other M meetings all day and his input mostly consisted of restricting what other people put in the game.
Then we get to the really fun part of the speech:
Sakamoto's Keynote posted:
And finally, Ill talk about my latest project, METROID: Other M.
We are down the rabbit hole, folks. Let's see what he has to say about his self-declared magnum opus.
Sakamoto's Keynote posted:
I think this title is the synthesis of all the know-how Ive acquired and the culmination of all the images Ive been envisioning in a serious touch title. I acted as Producer, but I think my participation has been different from a normal producers role.
Does anyone in the thread with actual experience in the movie or video game industry want to tell me what exactly a producer's role in development is supposed to be? Sakamoto has taught me that producers control every aspect of production down to the most minute details, shut down any attempt to deviate from their vision, and go behind the backs of their subordinates to enforce their iron-clad will. I'm hoping that's incorrect.
Sakamoto's Keynote posted:
On this project, I wrote a story that takes place between SUPER METROID and METROID Fusion. It also reintroduces Adam Malkovich, who had appeared in Fusion in a certain form. I tell the story of Samus as a young girl and reveal her relationship with Adam, but thats just a portion of Other M. Using the know-how I gained while working on Famicom Detective Club, I tried to give the game an overall suspenseful feel.
I considered talking about the Famicom Detective Club series in my time machine segment but chose not to since it wasn't related to Metroid. Essentially, it was the first series of video games that Sakamoto wrote the script for and it was never released outside Japan.
Sakamoto's Keynote posted:
Human drama is another element of the METROID series, so I decided to explore the story of Samus and Adam from that perspective.
The series where a single part-human-part-alien interacts almost exclusively with other aliens, corpses, and computers? That series is a "human drama"? The only other game where Samus has talked to another human is Metroid Prime 3, and even then the interactions were minimal at best. Sakamoto, would you mind explaining what the fuck? Yes you would?
Sakamoto's Keynote posted:
When creating the scenario for the game, I realised it was possible to closely control the mood, timing, foreshadowing, and contrast even when just sketching a scenario.
I challenge the smart and eloquent cinema snobs lurking in this thread to explain how each of these concepts were misused in Other M, because I'm way too lazy/dumb to write paragraphs on it myself.
Optionally you could also try making a case for how Other M used these elements perfectly and is in fact a paragon of cinema, in which case I will laugh at you but do so respectfully.
Sakamoto's Keynote posted:
I believe I was able to use my past experience writing game scenarios to the fullest here, creating a storyline that gave the Samus character the opportunity to indulge in some beautifully-acted sequences.
Cutscenes like Samus's dialogue with Madeline Bergman are so beautiful, I can barely see them through the tears.
Oh wait, that's from laughter.
Sakamoto's Keynote posted:
I also created another element that was key to the telling of the story, the outline of the game design. I laid the foundation, you could say.
I'm no architect, but I think I'm safe in assuming that if your building's foundation is bad, it's not a good thing. Other M needs a wrecking ball and a couple bulldozers to shove away the pieces.
Sakamoto's Keynote posted:
When planning this game, there was one thing that I was unwilling to budge on. That was making it possible to control Samus using just the Wii Remote. With a jump-action shooting game like Metroid, controls beyond moving with the +Control Pad and jumping and shooting with two buttons is unthinkable.
And there we have it.
Sakamoto is so stuck in the ways of old NES/SNES/GBA 2D sprite-based platformers that he has forgotten how to make any other type of control system. This is why he insisted on only letting the player control Samus with one Wii Remote, because he doesn't understand this newfangled "joystick" thingamajig or those weirdo "shoulder button" whozits that those darn kids down the hall talk about all day.
Sakamoto's Keynote posted:
For this reason, in the beginning, I thought Samus should move along a path. Yes, Samus would move along an invisible rail. As long as the camera angle was controlled effectively, I believed it would be possible to give the game an impressive look. As soon as the collaboration began, however, Team NINJA suggested the use of the Nunchuk. I firmly objected and explained to them why I wanted controls using just the Wii Remote.
Not only is Sakamoto old-school, he's really stubborn about it too. His way or the highway, Team Ninja!
Sakamoto's Keynote posted:
They understood my reasoning immediately. And even beyond that, they proposed a system with a full 3D map where Samus could move freely using the Control Pad. I had no objections if that was indeed possible. But I was dubious. I thought - if it was really so simple, why hadnt anyone done it before?
Maybe because it's a terrible idea? Anyone consider that?
Sakamoto's Keynote posted:
And then the day came when we tried this control method. It was perfect. It was smooth. In addition, Samuss quick actions and perpendicular positioning worked ideally with the basic Metroid map.
Oh, you mean linear corridors, don't you. I was confused, see, because that's not the basic Metroid map, that's the basic Final Fantasy XIII map.
Sakamoto's Keynote posted:
In this way, the ideal basic system incorporating 2D-like nimble movement using a horizontal Wii Remote and pointer-based FPS gameplay was born. Mr. Hayashi called this style the NES game with the latest technology. I think that fit perfectly.
New technology is only tolerable if it furthers Sakamoto's goal of staying in a magic bubble where it's 1986 forever and ever and he doesn't have to learn new things, while simultaneously directing movies like he's always wanted.
Sakamoto's Keynote posted:
Also, for the Other M game design it was necessary to make the transition from gameplay to cinematics seamless and stylish. And mood, timing, foreshadowing, and contrast were necessary here as well. In order to convey this accurately, I used something called a movie spec sheet. For the game capture and motion capture materials I created a moving spec sheet. Of course, sound and sound effects were also included. The video editing skills I learned in hopes of editing my sons video clips came in handy.
Have no fear, guys, Sakamoto can use iMovie! This whole turning-a-game-into-a-movie thing will be a snap!
Sakamoto's Keynote posted:
When I saw the storyboard that Director Kitaura had created, I was speechless. Because what he had created so far exceeded what I had conveyed to him; my imagination couldnt keep up. Was it really possible to create those images? Thoughts swirled around my head and seeing me speechless, apparently got Director Kitaura thinking, Maybe he doesnt like it But the contents of that storyboard became the Other M opening movie.
"The NES can't create 3D computer graphics! What is this witchcraft?! 'Wii'? Never heard of it, Nintendo's only ever made one console. No, shut up, it's 1986! Lalalalalala I can't hear you!"
Sakamoto's Keynote posted:
And the words that Im so particular about finally became voices. Expert voice actors lent their voices to bring life to my characters. For this reason, we were very selective when casting the voice actors. We chose them all without compromise. Though there were some who were a challenge to sign on, we worked with them in sealing the deal. When choosing the voice of Samus, a character with a lot of monologues, there was one actress in particular who made us think, It has to be her! and that actor was Jessica Martin. The voice of Samus needs to sound ephemeral, as if she speaks from the heart - and Jessicas voice matched the Metroid world perfectly.
Sterile, robotic, alien...yeah, it does! Suddenly everything makes sense. All the inconsistencies in this game have clicked into place, like an overly-elaborate Transformer figure, to reveal this game as what it really is: a troll of Jessica Martin. Masterfully done, Sakamoto.
Sakamoto's Keynote posted:
Regardless of company name or field of expertise, the way we all came together with the common goal of creating the ideal production is identical to the way a band might form. And imagining Other M as a tune in which each player plays his individual part, producing a harmony or a groove, gives the most accurate impression of the way things transpired. And we continue to devote ourselves to the goal of delivering the newest, most beautiful METROID to you.
If the production staff is the band, Sakamoto is the record label, constantly browbeating the artists into performing for a certain focus-tested audience while all the while claiming that this new Internet thing is no threat to his dinosauric business model. When is he gonna start complaining to Nintendo that piracy is the reason Other M didn't sell very well?
Sakamoto's Keynote posted:
When I sat down for the first time as an employee of Nintendo, the Famicom had not been released yet. After that, through a course of events, I was tasked with developing video games and began doing so by finding my own way. I dont know if it just really suited my personality, but Ive since been very passionate about what I do. I think its similar to the way a child who is given a new toy becomes engrossed with it. I remember that feeling when working on the first METROID.
You know what kids do with their toys? They break them! Because they're kids, and don't yet understand how to take care of things, and they'd rather play with the toys than preserve them under a glass dome for later sale on eBay, so they play and play and play with the toy until it can't take the stress anymore and snaps.
And so it was with Yoshio Sakamoto, the manchild who broke Metroid.
~FIN~
Thanks for reading, folks. By the way, I recommend that everyone click the links to the transcript that I included in every quote. Not only did I skip over a lot of the speech for the sake of brevity, but also Sakamoto had fucking slides that went with his speech, including one of his Mii wearing a dress.