Miyamoto: Wii U the "best system" for Pikmin 3 - Gematsu
Miyamoto: Wii U the “best system” for Pikmin 3
posted on 03.07.13 at 07:44 PM EST by (@salromano)
The GamePad adds for a deeper experience, says series creator.

Wii U is the best platform for Pikmin 3 because it allows the developers to “achieve all of the different things that we’re trying to do,” according to series creator and Nintendo legend Shigeru Miyamoto.

“When I create a game, I don’t necessarily always try to approach it from the idea of leveraging every feature or every ability of that new piece of hardware,” he told GameSpot.

“One of the biggest features of Pikmin 3 is the fact that you have the map on the GamePad at all times and because Pikmin is a strategy game, it’s the type of game that you might play the same levels over and over again,” he said.

“Having that map—and the fact that you have the three different leaders that you switch between to command your Pikmin—and having the touchscreen on the map will allow you to change perspective or jump to a specific leader and quickly give orders. It makes it much more efficient for you to achieve the goals that you have strategically within the game.”

Asked about the game’s delay from Wii U launch window to spring 2013, Miyamoto said “there is often sort of a notion that the games I’m working on always get delayed.”

He explained, “In my mind, there’s really two kinds of games: games that get delayed and then there’s games that sort of shift [laughs]. And in the case of Pikmin, we were working on Pikmin in advance of [the Wii U launch] and I was spending a lot of time focusing on placement of items and enemies and things like that and levels. And so from my perspective, Pikmin gradually just became one of those games that sort of shifted [laughs].

“I’m sorry. I know everybody is waiting for it.”

View three new screenshots of Pikmin 3 at the gallery.

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  • “When I create a game, I don’t necessarily always try to approach it from the idea of leveraging every feature or every ability of that new piece of hardware,”

    Could have fooled me, i always got the opposite impression of nintendo. Especially since they quite literally force it on both developers and gamers.

    Ffs you cant even turn wiiu on without the gamepad turning on.

    • gold163

      Since when does Nintendo force anything on developers?

      “Forced” is a word with particular implications. Nobody forced developers to implement terrible motion controls in their Wii games except out of the necessity that Wii games use Wii controllers in the first place.

      Developers didn’t like that, and so the majority of them decided to stick with generic, homogenized experiences for other consoles, among other reasons.

      After the initial launch hype and newness factor wore off, we began to see more and more DS games that didn’t actually use the touch screen in new and unique ways, either. And that was perfectly fine, because not every game should use it. But it *is* there for games that do use it, and having it as part of the hardware by default makes it much more approachable by both developers and consumers. If the Wii remote was an optional add-on, it would never nearly have been as popular; it would have turned out like the Kinect or PS Move: completely and utterly ignorable.

      The same goes for any so-called “gimmicks” Nintendo puts into their hardware these days. Nintendo purposefully puts out underpowered hardware for the sake of reliability and cost-effectiveness to both the manufacturing process and the end-consumer; they need something to hook people into wanting their systems and if they just throw out stupidly and inefficiently powerful hardware like Sony and Microsoft do they would be fighting an uphill battle against them.

      What do you expect to happen when you turn the Wii U on? The gamepad is the system’s primary controller. If you can use the Wii U entirely without it, what would be its purpose? Why would anybody buy or use it? Why would any game implement gamepad features without the guarantee that every Wii U owner would use one?

      See: Circle Pad Pro.

      • Elvick

        They are forced.

        Lack of buttons creates a necessary need to create some other way to do basic things. That any other controller would have been fine with doing. Thus, waggle.

        Now if the Wii had come with a Classic Controller as well as a Wiimote, then it wouldn’t have been forced. But you can’t expect a developer to REQUIRE the use of a controller that doesn’t come with the system. That cuts down the bajillion Wii owners to Wii owners who also own a CC for whatever reason.

        They could have supported it, but that still would require you to force in some shitty wiimote controls for everyone else who doesn’t play it with the CC. And that would still require extra development just to get a basic game.

        DS didn’t have a lack of buttons. It still had enough to work the typical game. The Wiimote doesn’t. Unless the game is NES in simplicity. Anything more and waggle that shit like it’s nobody’s business.

        • Heistt

          I don’t remember Xenoblade having NES-levels of simplicity or forced waggle.

          And it worked nice for some games like Galaxy.

          • Elvick

            If a game that uses a type of menu system is your best example then good lawd.

            I didn’t say it was terrible for every game ever, but the vast majority of games on the Wii are terrible because the lack of buttons. Games which would have been decent enough if they had access to more buttons. Instead they had to regulate simple commands to waggle.

        • gold163

          They are not and were not forced. If developers don’t want to make a game for a different hardware spec and a different means of input, they don’t have to. And they didn’t. So the Wii died, and creativity with it. In the age of mediocre multiplats where devs just shit out games with Xbox button prompts onto Windows it’s easy to say that “developers were forced” just because they wanted to take the easy way out when it came to making games. The truth is they weren’t. They chose to put half-hearted control schemes into their games. Nintendo never held a zapper to their heads with motion controls.

          The Wii is a fantastic example of “proof of concept”. There were games that showed that you could have a first-person shooter that controlled well with the Wii remote. You could have a good platformer with the Wii remote. You could have an action game, an RPG, whatever the hell you wanted. The reason why there weren’t more of these? A combination of factors, but it’s got nothing to do with the button count on the controller, per se. The problem was that many of the games weren’t designed to work well with the primary means of input. If you actually decided to put effort into deciding how your game worked, the results were about as good as they could be. Granted, they weren’t perfect, but we’re talking about a control paradigm that was and still is in its infancy. Look back to when analog sticks on console gamepads first became really popular — can you say that they worked perfectly, or that the developers knew how to fully take advantage of the new control mechanisms?

          To assert that the Wii was a restrictive system to develop for because its primary input lacked “a way of doing basic things” due to having less buttons is completely, hopelessly asinine.

          • Elvick

            That’s forcing their hand to not make games on the system, due to factors completely out of their control and fully in Nintendo’s control.

            Nintendo chose to make a gimmick the focus, at the sacrifice of traditional control methods.

    • MagoIichi

      Yeah, they could’ve fooled me too, I didn’t get Kirby’s Dreamland Wii because of the forced motion controls, what is so hard about letting me just use my CCPro buttons?!
      I didn’t get a lot of Wii games that should’ve had optional CCPro Buttons, both 1st and 3rd Party games, and I’m glad for it.
      This last part isn’t aimed at you, it’s aimed at people trying to damage control.

      Obviously this doesn’t include games like No More Heroes 1 or Wii Sports Resort, which I loved, so don’t give me that “you missed out on a lot of games” bs that some people love to say. “

      • Tetsu

        In Kirby’s Return to Dreamland, you play with the Wiimote sideways, the only motion control is optional and is the Super Inhale ability (shaking the controller), which you can alternatively wiggle the dpad around to do, not forced.

        • MagoIichi

          It still should’ve had CCPRO buttons instead of forcing ppl to use the Wiimote sideways.

  • 浪黒雷 (Roland Gmyrek)

    Well, I kinda think it’s impossible for Pikmin 3 to appear on any other system, so his comments are sound ^^

  • Oh reeaally, Miyamoto-san? It seemed more suited for Xbox IMO

    • It could’ve been a 3DS title. Luigi’s Mansion 2, for example, is a sequel to a console game, and it’s on 3DS rather than Wii U.

      • Elvick

        And people would be pissed, since it was supposed to be on the Wii originally.

    • gold163

      how, pray tell?

  • xMCXx

    Well, duh. : P

  • tbh, I felt like this game to be suited for the 3DS…

  • Cleiton Santos

    This is what’s wrong with Nintendo. They’re so out of touch with reality that they don’t even know the meaning of “obvious” anymore.

  • PrinceHeir

    The Legend Himself!!

  • Elvick

    As if he’d say something else. “This game would be better on a PC, but whatever, you get what you get. Deal with it. It’s good enough on Wii U!”

    These kinds of statements are so pointless. Particularly coming from someone who is bias (ie; works at the company, works on the game, etc)

    edit; lolnegativethumb Nothing I said was bad. It was true. Besides, I’ll be buying Pikmin 3 before I get the Wii U itself just to support the series.

  • Heavenly_King

    well he can only choose between a wii, a 3DS and the WiiU, so obviously the hardware with more power will be best suited for the game.