Ask the Developer Vol. 10, Pikmin 4 – Chapter 1

Ask the Developer Vol. 10, Pikmin 4 Hero

Some of the images and videos shown in text were created during development.

This article has been translated from the original Japanese content.



In this tenth volume of Ask the Developer, an interview series in which Nintendo developers convey in their own words Nintendo’s thoughts about creating products and the specific points they are particular about, we’re talking to the developers behind Pikmin 4 for Nintendo Switch, which launches on Friday, 21st July.


Chapter 1: 'Pikmin 1 people' versus 'Pikmin 2 people'

Before we start, in addition to the developers behind Pikmin 4, this time we've also invited developers from the first Pikmin game as special guests. I would like to start by asking about the origin of the Pikmin series. Did the series start with Miyamoto-san proposing the concept?

Miyamoto:
As as I recall, Hino-san and Abe-san were initially coming up with a lot of ideas as directors, right?

Hino:
That's right, Abe-san and I were directors at the time. Our discussion of this project started during the transition from Super NES (1) to Nintendo 64 (2), so we had a strong aspiration to utilise its ability to display a large number of characters on screen.

(1) Super NES: A home video game console released in 1992 in Europe following the Nintendo Entertainment System.

(2) Nintendo 64: A home video game console released in 1996 in Japan and the U.S. and 1997 in Europe. It was the first home console from Nintendo with the ability to display large-scale 3D game environments. The controller was equipped with a 3D control stick that enabled player characters to move around freely in a 3D space.

Abe:
Hino-san originally came from an artist background, so he was handling character design and world creation, while I was in charge of game mechanics and stage design. This project wasn’t initially an action game, was it?

Hino:
Yes, that's right. Back then we envisioned a game that would control a lot of characters with AI. The game we had in mind included creatures with AI chips in their heads to make them think a certain way, and you would control them by swapping their chips. So, players would control them by assigning “thought chips", such as "combat", "heal", or "help friends", to each of them. As they explored the map and gained more experience, their chip capacity would increase. In other words, they'd become smarter. At the same time, we added personalities such as grumpy and cowardly via “emotion chips", and depending on which emotion chip the character had, the response, such as "attack" or "defend", would change. And so we were experimenting with these kinds of prototypes with Kando-san.

Kando:
I was still a newbie programmer in my first year around that time. After joining Nintendo, I was assigned to this team and got a mysterious specification document from Hino-san, completely out of the blue. (Laughs) I devoted myself to experimenting with what kind of actions I could apply to a large number of characters with AI.

Morii:
I joined the team as a designer about a year after Kando-san. By then, the game was already bustling with little creatures.

Hino:
At the time, our vision was to have a top-down view of the game on screen, so we made the gender and personality of each character identifiable from what's on their head.

Wow… That's worlds apart from the Pikmin we all know.

Hino:
It looks a bit Yoshi-like, don’t you think? (Laughs) But we felt it lacked impact as a character.

Miyamoto:
There were also conversations about making a character that girls around the age of high school would find cute, right?

Abe:
Yes. So then Morii-san drew a pile of sketches, and this design was selected by unanimous decision.

Suddenly it looks more like the Pikmin we’re familiar with. I notice that having a mark on its head is aligned with the initial concept.

Morii:
I can’t recall why we put a leaf on its head… but since the character is tiny, maybe I thought that it needed something to help it visually stand out.

Miyamoto:
I was strangely attracted to this design. I liked the idea of plants walking. We were saying things like, “It would be cute if it sucked up water from the leaf on its head".

Was there a particular inspiration that led to this design?

Morii:
Back then, I really liked the world of Tim Burton (3), so I wanted the designs to not just be cute, but also give a sense of eeriness, or some emotional weight. That's why I was drawing the sketches like this, with a style that layers scribbling lines.

(3) American film director and film producer. Specialises in drawing eerie but comically designed worlds.