Alec Nevala-Lee

Thoughts on art, creativity, and the writing life.

The Legend of Miyamoto

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For reasons known only to itself, The New Yorker has evidently decided that the best way to write about video games is to assign these stories to writers who emphatically have no gaming experience. This approach, which wouldn’t be tolerated for any other art form, high or low, has already resulted in this notorious article by Nicholson Baker—one of my favorite living writers, but clearly unequipped to say anything interesting about Red Dead Redemption. And now we have Nick Paumgarten’s disappointing profile of Shigeru Miyamoto, which is a huge missed opportunity, in more ways than one.

Miyamoto, the creator of the Mario and Zelda franchises and the greatest video game designer of all time, has often been compared to Walt Disney, an accolade he shares with his fellow genius Hayao Miyazaki. (Miyamoto and Miyazaki also share a deep nostalgia for the forests and villages of rural Japan, an abiding affection that shows up throughout their work.) Miyamoto is an artist, a storyteller, an engineer, and a visionary, and he’s exactly the sort of creative force that the readers of The New Yorker ought to know more about. The fact that Paumgarten scored only a brief interview with Miyamoto, which he pads out to feature length with pages of unenlightening digressions, is only the most disappointing thing about the profile. A single glimpse of one of Miyamoto’s sketches for Zelda would be more interesting than anything on display here.

Still, there are a few moments worth mentioning. Here’s Miyamoto on calibrating the difficulty of a game, and how important it is to incorporate quiet moments alongside every challenge:

A lot of the so-called action games are not made that way…All the time, players are forced to do their utmost. If they are challenged to the limit, is it really fun for them?…[In Miyamoto’s own games] you are constantly providing the players with a new challenge, but at the same time providing them with some stages or some occasions where they can simply, repeatedly, do something again and again. And that can be a joy.

This is especially good advice for writers in genres, such as suspense, that place a premium on intensity. A few strategically timed breaks in the action, which give the reader a moment of breathing room, can make the rest of the novel read much more quickly. The key, as Miyamoto knows, is putting yourself in the position of a person approaching a work of art for the first time:

I always remind myself, when it comes to a game I’m developing, that I’m the perfect, skillful player. I can manipulate all this controller stuff. So sometimes I ask the younger game creators to try playing the games they are making by switching their left and right hands. In that way, they can understand how inexperienced the first-timer is.

Similarly, once a writer has internalized the plot of a novel, it can be hard to see it with fresh eyes. One solution is to set the book aside for a month and read it again once the memory of the story has faded. Another approach, which I’ve done a few times, is to read a sequence of chapters in reverse, or at random, which often reveals problems or repetitions that I wouldn’t have noticed otherwise.

Finally, here’s Paumgarten on one of my favorite topics, the importance of constraints as a creative tool:

Mario, [Miyamoto’s] most famous creation, owes his appearance to the technological limitations of the first Donkey Kong game. The primitive graphics—there were hardly enough pixels to approximate a human form—compelled Miyamoto to give Mario white gloves and red overalls (so that you could see his arms swing), a big bushy mustache and a red hat (to hide the fact that engineers couldn’t yet do mouths or hair that moved), and a big head (to exaggerate his collisions). Form has always followed functionality. The problem now, if you want to call it one, is the degree of functionality. [Italics mine.]

This is a nice, crucial point. And it applies to more than video games. The limitations that made Mario so distinctive are the same ones that led to the look of Mickey Mouse, among so many other stars of early animation. One problem with the recent availability of beautifully rendered computer graphics is that character design is becoming a lost art. Even the best recent Pixar, Disney, and DreamWorks films have suffered from this: they can render every hair on a character’s head, but can’t make the character itself a memorable one. (Kung Fu Panda may be the last computer-animated movie with really distinctive character designs.)

So are video games art? Paumgarten glances at the subject only briefly, but with all due respect to Roger Ebert, there’s no doubt in my mind that the best video games are indeed art. At least, that’s the only explanation I have for something like Super Mario Galaxy, which is one of the few recent works, in any medium, that has filled me with something like my childhood envy for those who get to spend their lives telling stories. (The J.J. Abrams reboot of Star Trek is another.) Miyamoto’s great skill, as the article reminds us, is to bring us back to the best moments of our childhood. And while not all art needs to aspire to this, the world definitely needs art that does.

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