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(Tokyopia) awesome new Mizuguchi inteview

yeah, that was interesting.

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 haven’t 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.)
 
ferricide said:
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.)

Yep. And while somebody slags off the Kikizo interview, in addition to what johntv and ferricide pointed out -- can I also point out that it was even harder for Daniel (the interviewer) because of Mizuguchi's English (or rather the lack of a translator to conduct in Japanese) -- though I think Miz speaking in English added some personality to things. Interviews can be hard for newtimers but the odds were stacked up here.

If that interview had been published as text, I think it would have been less interesting and read like a normal interview because of transcribing liberties that can be taken. A lot of video interviews on other major sites do not even feature the interviewer's voice, it's more like a goddamn promo reel of the dude saying how great their game is.

With some editing (;-) I think it turned out great! Shame about that awful hairlining across the screen whenever he moves about, that's what happens when you mix NTSC and PAL sources on old shitty software - doesn't happen any more ;-)
 
rastex said:
I think it is an excellent interview. It's extremely interesting to see where he gets his influence from, because I think it's very non-traditional, which you could guess from his games. But who would have ever guessed that the concept from Lumines would be from a painter from 100 years ago? His whole mantra about synthesis of the experience demonstrates that he's really working on another level than just "games" it's all about the complete experience for him. Great stuff.
Yeah, Rez was too. Hence the code name K-Project, and the Kandinsky shout-out at the end of the credits. Although, I suppose that was implied by his answer to the 'next Rez' question.
 
A very good interview. It gives a great impression of who the developer is and why he makes the games he makes. Who cares if the "what is the specific date of your game release???!?!?!?!?" questions weren't asked.
 
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