yeah, that was interesting.
some advice: don't ask hugely long questions in the future. then you get this:
i know that mizuguchi doesn't talk a lot (i've met him) so if you want to get him to talk you have to kinda draw out with questions that are vague, maybe. this is a useful tactic for anyone -- i've found that if you ask big questions, people just get confused or just agree or whatever. try to keep it more ... chunky. this is just a suggestion, not really a criticism. it's an interesting interview.
doing good interviews is hard, btw. this is another reason lot of game interviews suck (besides the 'overly specific nerdy details' criticisms people have already mentioned.)
some advice: don't ask hugely long questions in the future. then you get this:
TOKYOPIA: A lot of talk right now is about how the budgets of games for these new consoles are going to be very expensive. Your games have been critically acclaimed but they havent always sold as well as many would have wanted. Do you think that if you keep the budget small and keep the game focused that you can still create the kind of experimental games that you are famous for and still survive as a business.
MIZUGUCHI: Yes.
i know that mizuguchi doesn't talk a lot (i've met him) so if you want to get him to talk you have to kinda draw out with questions that are vague, maybe. this is a useful tactic for anyone -- i've found that if you ask big questions, people just get confused or just agree or whatever. try to keep it more ... chunky. this is just a suggestion, not really a criticism. it's an interesting interview.
doing good interviews is hard, btw. this is another reason lot of game interviews suck (besides the 'overly specific nerdy details' criticisms people have already mentioned.)