Yuji Naka interview by Times (September 13, 2001)

From Sonic Retro

This is an interview conducted by a reporter at the Times newspaper with Yuji Naka. It touches on the subject of Sonic Adventure 2.

The Interview

Times: How did you create Sonic? What was the initial idea? Why is he a hedgehog?

Yuji Naka: I wanted to create a character that would compete with [Nintendo Co.'s] Mario. At first, I liked the idea of a rabbit because it's a speedy animal. I also considered the idea of having the character throw things with its ears. But I realized that in order to do that, the rabbit would need to stop running. So I started to think of a character that can defeat enemies while moving at the same time, rolling and clashing against them. I hit upon the hedgehog. A hedgehog has spines on its back, so it can roll and clash against the enemies. So, the reason I chose a hedgehog as the main character of the game was not because I like hedgehogs but because of the necessity of the game.

Times: How does one create enduring game characters like Sonic, Lara Croft, Mario or Crash Bandicoot? What attributes must they have?

Yuji Naka: I think it is more important that the game itself is fun because the characters are born from the essence of the game. Characters have to be made to complement the game play, not just to be cute.

Times: How is "Sonic Adventure 2" an improvement over previous "Sonic" games, particularly the original "Sonic Adventure"?

Yuji Naka: The new game is speedier, faster and has more action elements. The other big difference is that it's possible for two players to play the game at the same time in the split-screen mode. With "Sonic Adventure," we could not use the full potential that Dreamcast hardware had. But when we developed "Sonic Adventure 2," we learned how to use the full potential of the hardware. So two people are now able to play simultaneously.

Times: Do you find that the U.S. audience is different from the Japanese audience in terms of what they look for in a character adventure game?

Yuji Naka: I guess the Americans tend to prefer more challenging games. In contrast, it seems a large majority of Japanese enjoy the story itself. It is difficult for the developers to balance these two things. Really, there is no major difference between the Japanese and the Americans in the fact that they both pursue interesting games.

Times: How did you sort the roles of the various characters?

Yuji Naka: Sonic just keeps running. Tails shoots the machines and Knuckles seeks treasures.

Times: Why do you think Sonic has lasted so long as a franchise?

Yuji Naka: I guess it is because he has been loved by children. I also think kids have the impression that Sonic is a cool character.

Times: How do you learn to make an adventure game fun?

Yuji Naka: There is no clear answer. However, developers should experience as many things in the real world as possible and enjoy themselves. They should analyze what it is about things that they enjoy and try to incorporate those things in their games. Also, it's important to trust your first impression about what is or isn't fun and learn from that.

Times: Where do you get inspiration for your games?

Yuji Naka: Speed is important in the "Sonic" titles. I have three cars--a Ferrari 355, a Lotus Elise and a Porsche Turbo--and I participate in the rallies of Lotus Elise. So I have a personal interest in things that have to do with high speeds such as Formula One races.

Times: Now that Sega makes games for other platforms, is it odd for you to be making games for consoles that were once rivals to Sega's Dreamcast?

Yuji Naka: For me, it is interesting. The Japanese have a saying that the enemy of yesterday is the friend of today.

Times: Which platform do you prefer to work on?

Yuji Naka: It's fun for me to get involved in new platforms. I'm trying all of them. Right now, I am interested in the GameCube. Nintendo tries to make it easy for developers. Also, the GameCube's power and graphics capabilities are consistent.

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