My First Autograph
In his final piece covering the GDC, Al Lowe offers
some thoughts on meeting the man of the hour, Shigeru
Miyamoto.
Originally posted at Next Generation, On-Line's web
site
March 22, 1999
I've met many famous men and women
over the years, but I have never asked anyone for
an autograph--until I met Shigeru Miyamoto.
I now have an autograph collection
of one simply because Shigeru Miyamoto is one of
the few people in this world whose life, and life's
work, have affected me enough to make me want his
autograph.
You see, Shigeru Miyamoto is a game
designer. But not just any game designer. He's the
man who created the "Nintendo stable"
of thoroughbreds: Donkey Kong, Mario et. al., Zelda,
and more.
Anyone who knows me or my work knows
I have a sense of humor. Yet I played a whole lot
of video games before I ever found one that made
me smile. Mr. Miyamoto's games always did.
Thursday evening at the Game Developers
Conference in San Jose, Mr. Miyamoto presented the
keynote address. It was an event unlike any at any
computer or software event I've ever attended.
It began with a look back at his career,
a video filled with clips of all his games, beginning
with those "chunky-style" graphics from
two decades ago. Each clip was greeted with applause,
as all of us in attendance recognized in those grainy
images what got us into this business in the first
place-the effect a great game can have on us. I
was surprised; there wasn't one game shown that
I hadn't played, most for hour upon hour. A wave
of nostalgia washed over me.
You see, I obtained a FamiCom (or
Family Computer, which was what Nintendo called
their first home game console) from Japan in 1984.
With it came a handful of video games, all in Japanese,
of course. My young son and I played and played
the first Mario Brothers game. Endlessly.
And it was so good for both of us.
He handled the eye-hand part much better than I,
while I concentrated on the logic aspect. It was
the first time the two of us worked together as
equals on anything, each contributing towards the
achievement of our shared goal. And, more important,
it was the first time that he was better than Dad
at anything. And he knew it. He knew I wasn't "letting
him win!" We worked together even though we
were also competing. Since then, he has gone on
to do it many times in many ways, but Mario was
his first taste, and he and I both loved it.
Later, conveniently about the time
he grew too cool to play games with his Dad, his
younger sister had grown into the right age. So
I was fortunate enough to repeat the same exact
experience with her, this time on SNES and N-64.
And with Mr. Miyamoto's games, of course.
All this went through my mind during
the introductory video before his speech, as this
gymnasium-sized arena jammed with game developers
was filled with wave after wave of applause as the
games that shaped our collective lives appeared,
growing from the crude 4-color chunklets of Donkey
Kong to the beautifully-rendered 3-D vistas of Ocarina
of Time.
Then Mr. Miyamoto was introduced.
And as he walked out onto the stage, something unique
happened. Something I've never seen before. Something
I have trouble imagining I'll ever see again.
These hardened professionals who had
just spent the past few days watching eye-shattering
demonstrations of future graphics boards, game machines
of the next millenium, and next generation software
demos; these seasoned veterans who have been subjected
to every form of hyperbole; these ultimate competitors
who would never dream of admitting someone else's
code might run a little faster; these veterans of
"if it moves, kill it" software; these
"Game
Developers"... rose to their feet as one to
give this small, humble, sweet-natured, elder statesman
of the art form a standing ovation!
I can't imagine that happening for
anyone else.
Oh, I won't go into the content of
his speech; you can find that elsewhere. But it
was exactly like his games, of course. Know the
game, know the man. It was clever, witty, organized,
insightful, warm and human. He pleaded with us to
make games more interactive. What did you expect?
Whose soul did you think was in those carts?
But then I was really shaken.
As he talked about the future of gaming,
I remembered an epiphany* I had back in 1980. I
attended a demonstration for educators of a system
created by Bell & Howell that linked two primitive
VCRs of the period to Bell & Howell's licensed
(black case) version of an Apple II computer. The
demo consisted of a videotaped lecture, followed
by a computer-led individual question and answer
session that measured how well the viewer had learned
the material. It was the first time I had seen video
and computers linked, and was remarkably advanced
for its time. Of course, that technology never caught
on, but on the way out, my mind merged this technology
demo with the adventure game I had been playing
at home in the evenings and extrapolated a new idea.
When I returned to the office, I announced
to everyone who would listen (and that wasn't many!)
my vision of the future of computer games. Games
would eventually include the player. Players would
scan their face into the computer, and that graphic
would then become the game's protagonist, so that
everyone would "star" in his own version
of the story. (I related this tale a few years ago
when Leisure Suit Larry 7 came out, because we made
a humble attempt to include players' photos in the
game, although certainly not in the way I had envisioned
16 years earlier.)
So why did this memory all come flooding
back? Because there on the screen Shigeru Miyamoto
was showing his current project: a game featuring
the player's own image, photographed on a Game Boy
camera, wrapped around the head of a 3-D character,
starring in his very own version of a computer game!
Although not quite up to my old vision,
we had taken a big leap closer.
Later, after his speech had concluded
(to another standing ovation, of course), I braved
the jam of journalists in the far-too-small reception
area. I waited behind the reporter from National
Public Radio who asked the most inane questions.
I waited while people asked him detailed questions
about old games. I waited while people asked specifics
about programming the next generation Nintendo machines
about which we all knew he wouldn't comment. I waited
until
I was face to face with Mr. Miyamoto himself.
And what did I say, when I finally
had the chance to talk with this video wizard? This
master of the gaming universe?
"I just want to thank you for
all the hours of joy you have given my family and
me while you and I raised my children," I stumbled.
He smiled as if he understood that
jumble of English images, but it doesn't matter
to me if he did or not. Because Thursday night,
Shigeru Miyamoto reminded me of why I got into this
business in the first place: to have fun, and to
share the joy of games with others.
And then, like a nervous schoolkid,
I, the bearded, 52-year-old, balding, overweight
geek, asked for my first autograph.
*epiphany:
1. A sudden manifestation of the essence or meaning of
something. 2. A comprehension or perception of reality
by means of a sudden intuitive realization. |