Nintendo's Miyamoto On Innovation, Wii Ambitions
Edge Magazine is running an interview with Nintendo game designer Shigeru Miyamoto about some of the company's recent projects, such as Wii Music and Wii Fit. Miyamoto talks about his ambitions for the titles, as well as the difficulty in continuing to entertain players by surprising them. He refers to Wii Music as "music software" rather than a game, and says the primary intent was to bring music to families and assist in music education. The conversation then turns to where Nintendo can go in the future; Miyamoto discusses integrating new technologies into popular game franchises, and the dilemma Nintendo will face when designing its next console — do they stick with updated versions of their innovative controllers, do they return to a more standard build, or do they bring a completely different input device to the table?
Well, it seems like you have absolutely no idea what you're talking about.
I could "go into a lengthy diatribe about" the many brilliant ideas in Wii Music, but instead, I'll respond to your vaguely sketched out MIDI criticism, borrowed by none other than the IGN reviewer who stated far in advance of the game's release that he was dying to tear it apart, and who also posts those rather juvenile rants about how Nintendo doesn't make enough Zelda games, etc.
This will, however, require some quick digression into the question of the point of this game. This isn't a game with pre-recorded tracks that you simply try to play through in glorified Simon-Says style, as in Rock Band styled games. Instead, the entire objective of this game is to take a familiar tune and rearrange it into something new, or take it into a musical domain far removed from its original settings.
For the uninitiated, here's a very quick rundown of what you do:
The possibilities are endless, and here's why, at last, something like MIDI is necessary for this game: you can't use prerecorded parts like other rhythm games, and you need to allow the user to do anything with the notes played, with dynamics, bending, and other touches depending on the instrument.
Perhaps they could have used even better MIDI voices, but the actually sound very good if used properly in a creative arrangement. Here are three very different videos, from three different authors, created with Wii Music: surely there is no mistaking the MIDI roots if you listen closely, but overall the sound is amazingly good for a game that is so open-ended.
Frere Jacques Every Breath You Take Sukiyaki
Problem with head tracking is you need to move your head, but the screen stays put.
Though I know next to nothing about Wii Music, I do know that this reviewer isn't very good.
The bizarre statement "archaic, amateur MIDI" is only slightly less weird than the concept of deriding an "Ode to Joy done in MIDI".
I take it you, and this reviewer do not know what MIDI is. MIDI is only a protocol for describing musical events. It has no sound of its own.
All professional recording studios make extensive use of MIDI for driving sampled or modeled instruments or for syncing and for hardware controllers (e.g. those exciting desks full of sliders and knobs).
I guarantee you that most of the music you listen to, even live stage music, is driven by MIDI.
Having fooled around with Wii Music for a bit myself, I concur that using MIDI was the only choice possible for a game like this.
However, this is no excuse for the poor choice of tracks. I understand that Nintendo wasn't going to shell out megabucks to license a hundred popular songs, but they did hype up Wii Music quite a bit so you have to be able to show something. Like the IGN reviewer, the only track I actually enjoyed was the F-Zero one.
I understand throwing in a few public domain scores to keep costs down, but if you're being cheap on the music (the main selling point of the game for most), don't be surprised if the game falls flat for many. This coupled with the fact that you can't make your own original tracks but only replay existing ones, Wii Music has been a let-down for me.
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