Boktai – 2003 Developer Interview
Unofficial English translation of Nintendo Dream no. 86 (2003); the Japanese original has not been seen. In 2003 Kojima was still at Konami and is credited as producer of Boktai.
The 8 entries it supports
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“In my generation, we didn't have good role models; no one taught us anything. [...] That's why we ended up learning a lot from movies and manga. For the current generation, I think games are fulfilling a similar role. [...] People tell me all the time that my games are too "preachy", but I don't like games that have nothing to teach. (laughs)”
Quote 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation -
“There was a period, before my Father died, where I thought I'd become an artist, but my Father died very suddenly when I was 13. My family was full of artists, you see, and they hadn't been able to make a living off of it.”
Quote 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation -
“The key to all of it, is the live element. Video games are a form of media in which the developer tries to create an experience that will bring joy to the player. [...] But in doing so there's an element of compulsion, of the player merely re-tracing the path the developer has laid out in advance for them.”
Quote 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation -
“You can't ultimately win against that void of nothingness that is space—victory's just not in the cards. And yet still he fights. I think this is actually a pattern that re-appears in all my games, the concept of a battle that's a lost cause. (laughs)”
Quote 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation -
“I actually had wanted to include a sensor that measured how your breath smelled too! I *really* wanted to add that! The enemies are vampires, right? So if you ate something garlic-y and breathed on the mic, they'd all die. (laughs) [...] "Guys, we have to do this!!" But the rest of the staff all hated the idea.”
Quote 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation -
“The feel of the controls. That's everything. Whether it's fun to move around in the game or not. You can talk about an idea until you're blue in the face, but I think what matters most is whether it actually feels good to play.”
Quote 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation -
“This has been important to me, because Konami has often told me my ideas are too crazy, and there's been dark times where the warm letters I receive from fans were all that sustained me.”
Quote 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation -
“I would like to go. Not to Mars, but to the surface of the moon. Just getting out of Earth's orbit, and seeing our Earth from up there… I could die happy. Seriously, I wouldn't care if I couldn't come back.”
Quote 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation