Friday, July 2, 2010

an interview with shigeru miyamoto

Interview with Shigeru Miyamoto

Do you ever read blogs, forums and comments on gaming sites to see what Nintendo fans want, and then incorporate what you read into your games? In other words, do any of your ideas ever come from fans or are they all original?

well we do occasionally go online, not to see what consumers want but really to see how they're reacting to the games that we've already released. What's really important to us is not how we can develop a game in a way that's going to compete with other games that are out there. really for us the challenge is: what can we do to create experiences that are new and unique? So because of that we're really relying on our own creativity to come up with those ideas.


What is your view on emotion and story in games? Do you feel that story and emotion are connected? Do you feel like one is more important than the other?

more than story, what's really important is the connection between the person creating the game and the person playing the game. and what's very important is that the person playing the game be able to feel naturally accepting of the world that's been created for them to play in. And then what happens is if they have a natural acceptance of the rules and of what's happening in this world that's been created, then that bond between creator and player becomes that much stronger and that much more important. and then what happens is as the player begins to understand the world that they're playing in, then they're going to begin to think about ways that they can play within that world; they use their own creativety and their own imagination to tell the story or to come up with their own parts of the story, and at the same time they come up with new ways to play in this world that has been created for them. as a developer then, we have to try to predict some of the ways that players will try to play in that world, and give them reactions or responses or rewards for using their own creativety for finding new ways to interact within that environment. and that to me is really what is the most important element - the connection between creator and player in that videogame.


have you ever thought of making an add-on for wii that simulates taste? i'd sure love to know what a 1-up mushroom tastes like.

well of course as a creator of entertainment it is my job to surprise and delight people, and so an idea like that is one that i think is very interesting. but i do see some areas where we may have problems trying to create such a device in a way that we can sell it in stores and at a price that's reasonable. so i can see some challenges with that particular idea - but it's very unique!


i honestly believe that the wii would benefit from an online service simmilar to microsoft's xbox live. are there any plans to change nintendo's current online service?

i can't really speak in any detail about what our precise plans might be, but nintendo's ultimate goal is to have every wii connected to the internet. so i think you can look forward to seeing what types of services may evolve of what other functionality we may offer on the system.


you once mentioned that you felt the development for super mario world was rushed and incomplete.. what aspects of the game would you have changed or added if you had been given more time?

well you know actually a lot of the ideas that i would have liked to have implemented in super mario world have come to life in later games since then. but the question gets me thinking about what fun it would be to create a super mario world game on the nintendo 3ds and how we could use the depth and the sense of distance offered by 3d visuals on the world map and on the maps in that game, so that you have bullet bills flying at you from a distance and popping up of the screen.

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