卡片召唤师
精华
|
战斗力 鹅
|
回帖 0
注册时间 2004-2-24
|
本帖最后由 000000 于 2020-5-7 20:15 编辑
What was company culture like at Nintendo back then?
It was very 80s Japanese. Do a YouTube search for 80s Japanese company, they'd have all been like that - there are so many documentaries about the boom period of Japan, the 80s, where they're all copying the US, make it Japanese then make it better and resell it to the world, and they were really good about it. They were really cocky, everyone's being paid really well, but they couldn't figure out the culture. The culture was still basically old-school - it's like being in a school, or the army. You come in at 8.30am, you have a bell at 8.45am to tell you to start working. Everything's regimented. You work your arse off and go home at 11pm at night, then go home and sleep a few hours. And we refused to do that. At the end of Star Fox, when we were working really stupid hours, we thought we were being taken advantage of. We didn't see the bigger picture, that we're 19-year-old kids working with Miyamoto.
You have an image of Nintendo - or certainly I did - that it's like Willy Wonka's Chocolate Factory, this magical world where all the games come from.
No, it's a factory.
Was there any sense of occasion, that you were doing something big?
Never. We had this game, we had a schedule and we had to do it otherwise... Well, who knows what would happen.
So there was no sense of magic?
Not at all. I don't think there is now either. It's such a clinical, rigid way of working. It amazes me they get so much creativity out of that place, with Zelda and Mario. You go there and it's white, it's clinical cubicles and bells ringing for lunch and for going home and that's it. How they get any creativity out of that place is beyond me. But they do do it.
Giles Goddard is one of the very few non-Japanese people who have worked at Nintendo’s Japanese headquarter. He’s probably most famous for working on games like Star Fox and Stunt Race FX with fellow Brit Dylan Cuthbert with their company Argonaut Software.
|
|