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The second part is up.

2. View Things over Someone Else's Shoulder

Itoi Mr. Miyamoto said that an idea is "something which solves multiple issues", and you mentioned that it opened your eyes to a new way of thinking. However, as a programmer, I'm sure you have solved problems in the same way?

Iwata Actually, yes. Fixing a bug in a program often solves many problems, or visa versa.

Itoi Does everyone who has studied in the science field experience such way of utilizing "single ideas"?

Iwata There are people who solve problems via symptomatic treatments, of course. Such as "Let's turn down the air conditioner since it's hot", or "I'll drink some water because I'm thirsty". People like this may actually be the majority.

Itoi I see.

Iwata I don't think it's a matter of coming from the science field. I think it's just the type of person you are. There are those who are satisfied knowing that thirst is the reason for wanting something to drink, and there are those who want to unfold the cause of their thirst.

Itoi I wonder where that difference comes from. Where those two types branch.

Iwata I have a nature of pursuing the reason of things.

Itoi I know you do. (laugh)

Iwata (laughing) Yes, as you know very well. During my initial years as a video game designer, when the game I created didn't sell as expected, I would look for the reason why. Technologically, my game wasn't inferior to others, but it didn't sell as much.

Itoi Uh-huh. (laugh)

Iwata But the games Mr.Miyamoto designed sold like crazy. I mean, its sales were multiplied by dozens compared to that of the game I designed.

Itoi But the quality of the technology of the game wasn't much different, right?

Iwata Well, at least that was what I thought. But the facts were clear. His game just sold much more.

Itoi I'm sure there are many people who draw the conclusion that their games are just as good as Mr.Miyamoto's.

Iwata But I wanted my games to become popular, just like his.

Itoi I like how you think. (laugh)

Iwata My piece of work wasn't popular as his. Everyone seemed to be playing his game. That's frustrating. Frustration made me observe closely. What was the difference between him and me? This wasn't an easy question to answer.

Itoi It must have been difficult.

Iwata After starting to work with Mr.Miyamoto for a while, I started to see. I was only looking from the "designer's point of view", but he was different. His aim does have a higher percentage of becoming a hit, but he does make mistakes. After all he's not God, you know. The difference lies in how he corrects his mistakes. He brings an employee who has nothing to do with the game he's designing, and hands him/her the controller and says, "Go ahead, try it." This was before he was acknowledged as a renowned video game designer, when he still was assistant manager or manager.

Itoi (laughing) When he was "The world-class assistant manager".

Iwata (laughing) Yes, he was "The world-class assistant manager" for quite a long time.

Itoi (laughing) Yes, quite long.

Iwata So he hands him/her the controller and tells him/her to go at it, and all he does is watch him/her from behind. I used to call it "Mr. Miyamoto's View over Someone Else's Shoulder". I didn't realize how important it was until I started to work with him. Only then it occurred to me that this was it. We're not able to go to customers explaining the details of the game's intention, or how they should enjoy it.

Itoi Of course not.

Iwata The product is all you've got. But a product is incomplete when it comes to explaining something in detail. Every detail of the design of the game is not always understood by the players. 

Itoi Mr.Miyamoto is trying to find that gap through his "View over Someone Else's Shoulder".

Iwata Exactly. He watches them play and checks in detail how they respond, playing it without any previous knowledge. He finds out what they don't understand, what they let past, which triggers they miss. There are tons you can find from the view from behind. However experienced he may be, he never drops the notion that "if the players don't understand it, there's fault in the design I made".

Itoi How interesting.

Iwata It's easy to say it's the "customer's point of view" that counts, but it's the fact that he drew a method of how to find it very early. On the other hand, I was interested whether my program was cool or not, but not really aware of the players' response.

Itoi So at the time, you thought you were cool.

Iwata Actually, yes. (laugh) I, the novice game designer, thought I was cool.

Itoi "The program works, and it looks cool too", right?

Iwata (laughing) Must have been like that. Mr.Miyamoto's way came upon me as a total shock. I remember going back to my office and writing a report on it, how his method works, and it being the reason we can't win.

Itoi Like Kaishu Katsu on Kanrin-maru, seeing America for the fist time.

Iwata Ha ha ha. In those days, there were few people around me who understood this concept. A lot of times I ended up thinking all by myself.

Itoi Those pursuit for the reason why must have made you who you are today.

Iwata I think so.