Miyamoto Message Board older than one year ago

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Posted by GoNintendo Dec 09 2011 18:32 GMT
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“We have to construct the structure so that the organization so that it can make it without me. I should also admit that it might be better without me; I mean that a different approach and different talent might emerge, though I shouldn’t dwell on this because then the article might indeed say ‘Mr. Miyamoto is thinking about retiring,’ because that is not the case.” - Shigeru Miyamoto

Looks like Miyamoto is admitting to ruling his games with an iron fist. He's hinted at it before, but now even he admits that his game guidance might be a bit too restrictive.

Posted by IGN Dec 09 2011 18:13 GMT
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On Wednesday Shigeru Miyamoto was quoted in Wired stating that he would be stepping down. It was a huge story. Gaming's most revered designer now approaching his 60s, removing himself from the hurly-burly of big-game development to work on smaller projects. After three decades of sterling work it was an understandable event, but still, end of an era and all that. Turns out, it wasn't true...

Posted by Kotaku Dec 09 2011 16:40 GMT
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#nintendo Time was, there was a rumor that Shigeru Miyamoto didn't even own a cell phone. That may've been true once but the creator of Mario does carry one now. Based on the description in the Wall Street Journal article mentioned earlier today, it could look very much like the one pictured above. Miyamoto talked about the topic of smartphone and table gaming and his remarks reveal some weird cognitive dissonance about how he sees the handheld market: More »

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Posted by Kotaku Dec 09 2011 03:30 GMT
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#video This four-star send-up by The Game Station is clever any day of the week, and especially timely given whatever the hell it was that just took place in the past 24 hours. More »

Posted by GoNintendo Dec 09 2011 01:35 GMT
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“Miyamoto’s comments as presented in our story are exactly what Miyamoto said, and presented with the full context of his remarks. We are absolutely standing by those statements as reported.” - Wired editor Chris Kohler

Many have said that this miscommunication must have come from a translation error. If that's the case, it seems Nintendo is the one to blame here. Want to know who did the translating?

“It was Mr. [Yasuhiro] Minagawa; who has been Miyamoto’s translator for a very, very, very long time. I did an interview with Miyamoto in 2002, and Mr. Minagawa was Miyamoto’s translator then. It is Nintendo’s translator, not ours.”

Link

Posted by GoNintendo Dec 08 2011 23:01 GMT
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Miyamoto isn't retiring...but yesterday he was. Miyamoto isn't stepping down from his position, but yesterday he was. For the sake of this article, let's say that the big man is moving into a different position.

Our good friend Maelstrom has put together an article on why Miyamoto may be moving into a new role. It has to do with Miyamoto's desire to craft new gameplay ideas and elements, but those mechanics not meshing well with established Nintendo franchises...in the sales department.

Posted by GoNintendo Dec 08 2011 20:50 GMT
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"Nintendo has been left for dead by investors this year. It would be a bigger story if Miyamoto left to work for Microsoft. The man is 59 years old, and eventually all people retire and/or die. The mark he has left on the video gaming industry will not disappear overnight. Nintendo has international brands and a playbook for how to exploit them; if you think that one man is responsible for their success you are very mistaken. He said in his interview that he has been preparing his younger developers to take the reigns for some time now, and I take him for his word. Steve Jobs put together a great team to achieve the success we have seen at Apple, and I have no doubt that Miyamoto and Iwata have done the same. Nintendo has been around since 1889, and I don't think they plan on rolling over and dying even if that is the consensus in investing and media circles." - Asif Khan, CEO of Panoptic Management Consultants

It'll be very interesting to see what happens when Miyamoto fully retires from the Big N. You have to wonder just where his franchises will head from there.

Posted by GoNintendo Dec 08 2011 02:28 GMT
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This just in from an exclusive Wired interview, it seems Miyamoto is ready to step down from his current position in favor of some smaller duties. Good for him.

“Inside our office, I’ve been recently declaring, ‘I’m going to retire, I’m going to retire,’” Miyamoto said through his interpreter. “I’m not saying that I’m going to retire from game development altogether. What I mean by retiring is, retiring from my current position.”

Be sure to check out the rest of their interview at the source link.

Source: Wired

Fallen Shade
oh shit
Fortran
"Or I might be interested in making something that I can make myself, by myself. Something really small."
I want to see that. One man projects are the best.

Posted by GoNintendo Dec 08 2011 18:22 GMT
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"Video game designer Shigeru Miyamoto's role at Nintendo is not changing. He will continue to be a driving force in Nintendo's development efforts. In discussing his priorities at Nintendo in a media interview, Mr. Miyamoto explained how he is encouraging the younger developers at the company to take more initiative and responsibility for developing software. He attempted to convey his priorities moving forward, inclusive of overseeing all video game development and ensuring the quality of all products. Mr. Miyamoto also discussed his desire to pursue fresh ideas and experiences of the kind that sparked his initial interest in video games." - Nintendo statement

Well, that certainly sounds like Miyamoto is going to be doing what he's been doing for the last few years. In other words...what in the hell was yesterday's statement from Miyamoto all about!? Thanks to all that sent this in.

Posted by IGN Dec 08 2011 02:52 GMT
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Shigeru Miyamoto, the man responsible for the creation of iconic franchises like Super Mario Bros. and The Legend of Zelda, is stepping down from his position at Nintendo...

Posted by GoNintendo Nov 23 2011 19:38 GMT
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"I don't know if it comes from not having a boss, but I can't tell if I'm a good boss or not. For example, staff members who have worked with me for a long time will often come up to me and say, 'I thought of something,' but about 70 per cent of the time, I say, 'That won't work.' I know it isn't nice, but I know if that idea was mine I'd decline it too, I have to say it anyway. Sometimes, I think if I don't stop that, I won't be able to help anyone grow. ...when I think about it later, I didn't need to be so harsh for about 20 per cent of that 70 per cent

I'll also stop something when there's no consensus on how to go about making it. People may be excited about it and think it sounds interesting, but you need to ask, 'How are you planning to make that? Where are you going to start?' They don't need to have a flawless insight into how it's going to work, but they do need to have some sort of idea about it. When you've got those plans without any idea of how it will turn out, that's always when people say things like, 'But doesn't it sound fun? It's so full of dreams.' That's when things get dangerous, when people start talking right away about dreams or how much fun it will be." - Shigeru Miyamoto

Miyamoto also brought up how he almost killed off the idea of grabbing Bowser by the tail and spinning into oblivion in Super Mario 64.

"You know how in Super Mario 64 you can grab Bowser and spin him around by his tail? I actually stopped that. I didn't tell them it was impossible, but I said, 'Don't explore that direction anymore.' I just felt like it was pretty risky. Then something happened to get the program working, and I decided that since there was now a light at the end of the tunnel, we should go with it as one of the main features."

Link

Posted by GoNintendo Nov 22 2011 21:42 GMT
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"When we show a power-up to Mr. Miyamoto, we get a bit nervous. But he usually understands our ideas." - Nintendo developer Koichi Hayashida

The dev team also walked through the process of adding new power-ups to Super Mario Galaxy, Galaxy 2 and Super Mario 3D Land. We also come to learn that Miyamoto doesn't want Mario looking cute!

"We start thinking about power-ups in terms of functionality, and then we add the visual attributes. We introduced the Bee Suit and Boo Suit to add some variation to the feel and tempo of ordinary play so that players wouldn't get bored. In both cases, we wanted to add the ability to temporarily escape from the law of gravity through floatation. Since the power-ups were unique, we wanted to make the visuals also have a lasting impression. Mr. Miyamoto had an inscrutable expression when we showed him the designs; he isn't a big fan of making Mario cute (laugh)." —Yoshiaki Koizumi, producer of Super Mario 3D Land
Check out the full interview here

Posted by GoNintendo Nov 22 2011 18:34 GMT
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"Mario Kart is a pretty stable series, all things considered, so production duties were chiefly handled by Hideki Konno while I mostly oversaw the complete picture. With Mario Kart Wii, that included the idea of the steering wheel, and with this one, that included things like the idea of adding hang-gliding stuff to Mario Kart. I make the decisions involving new things to build the gameplay with, in other words.

The way the gliders fly isn't particularly faithful to real life, but I think it feels pretty good in action. I was actually pretty well against some of the customization features of the game, though. It can be fun to win money for racing and use it to buy parts and such, but I didn't think that had much to do with the core fun of the series. The idea for that came from the studio staff, though, and my final response was 'If you can build this customization on top of a solid control and gameplay foundation, then go ahead.'

Sometimes people yelled at me to look at things more closely, but like I said, the core of Mario Kart is pretty solid by this point and I think it's safe to have it evolve in a pretty staid and traditional manner. The basic message here is 'Mario Kart's been powered up for the Nintendo 3DS,' and I think the online upgrades in particular are pretty neat. A lot of time was spent on how to get all the individual components working together -- Wi-Fi and Street Pass, local and Internet play.

Coming up with the title was actually a lot of trouble for us, but it is the seventh game, and so it just sort of came down to what felt best. Besides, 7 is supposed to be a lucky number, isn't it?" - Shigeru Miyamoto
Link

Posted by GoNintendo Nov 20 2011 19:14 GMT
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Well, that's a surprise! Nice to see Miyamoto getting some mainstream attention! Thanks to KirbyGCN for the heads up!

Posted by IGN Nov 16 2011 23:13 GMT
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Shigeru Miyamoto turns 59 today. Why does this matter? Because over half of his life has been spent creating timeless gaming experiences for the world to enjoy. The original Super Mario Bros. got a whole generation addicted to gaming with its unique, groovy platforming, and The Legend of Zelda continually set the standard for what an adventure title was capable of...

Posted by GoNintendo Nov 12 2011 00:06 GMT
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Miyamoto on his work flow...

"Continually playing the games and checking their content, and sharing my opinion with the development staff."

- usually does this for about seven games simultaneously
- really focuses on around three games per year.
- development staff at Nintendo all work on one floor, explained Miyamoto.
- Miyamoto writes his opinions in a checklist form
- these are shown to the game's director as they speak
- Miyamoto then explains his reasoning behind the notes
- on busy days, Miyamoo plays games for around 10 hours a day
- during the final stages of Skyward Sword, Miyamoto was playing whenever he could
- Super Mario 3D Land development took about 2 years
- development started with 2 people and then ended with 30 people working on the game
- Miyamoto feels the game's development had a good pace

Posted by GoNintendo Nov 03 2011 20:17 GMT
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A portion of a GameKult interview with Michel Ancel...

GK: You have often been nicknamed the "French Miyamoto." Is this something that amuses you or bothers you?

MA: No, it's okay, there are worse comparisons. But I think I'm very different from Miyamoto. And not just because I do not speak Japanese. To me, he focuses heavily on the gameplay, on his franchises. I have a different approach, I really like to also work with tools. I love the idea of introducing the art in games, with narration, graphics, music, and make the best possible synergy with the gameplay... We have two different approaches, different paths. He's still a superstar in the field!

GK: Have you had a chance to meet him?

MA: Yes, but I've never worked with him. Of course I would like to. We have already met, however. Moreover, he said he was not so convinced by BGE ! (Laughter) In fact, he thought the collaboration with Pey'j was very interesting, but was not satisfied with the cameras. He suggested we look at what they did with Super Mario Sunshine .

GK: For Rayman Origins, I guess you had to look at New Super Mario Bros. Wii?

MA: As far as I'm concerned, not at all! I will say something awful, but I do not play Mario, I don't like to slip, I do not like this inertia, I do not like that you can not slap! I think the game is fabulous, I understand people love it, but it is not my cup of tea. Me, I was rather into Ghosts'n Goblins, Heart of Darkness, Another World, games where the narrative was important. Beyond that, it's the controls of Mario that are very interesting, but which I have trouble to get used to. I feel like I can see too much through the game mechanics ("la ficelle ludique" - kinda hard to translate), even if it's a game that works, it is absorbing, obviously.

As for LittleBigPlanet, I've played very little because I found the physics and controls rather tricky. Yet the game designers who worked with me did not stop to tell me: "You should look at Donkey Kong ! You should see Mario ! " There is always a form of influence. In fact, we all face the same issues. In a multiplayer 2D game, what should happen when a player dies? How does he comes back in the game? Should we keep him waiting? We didn't want to force the player to wait, so we gave him a little control. These are issues that come back.

Posted by GoNintendo Nov 02 2011 17:48 GMT
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Earlier today we posted up survey results that showed a majority of devs believing Steve Jobs has had more influence on the game industry than Shigeru Miyamoto. Fanboy tendencies aside, is this really what most devs believe? He may have helps shape the current mobile industry, but he never actually had anything to do with game creation itself. I believe these results are a slap in the face of all the other devs included on this list. That goes for Miyamoto, Newell and the other visionaries that have been shaping the industry for years and years.

Posted by GoNintendo Nov 02 2011 16:46 GMT
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This information comes from a survey of 1,000 people working within the video games industry...

Top 5 people that have shaped video games

- Steve Jobs (26 per cent)
- Gabe Newell (16 per cent)
- Shigeru Miyamoto (seven per cent)
- Tim Berners-Lee (four per cent)
- Mark Zuckerberg (three per cent)

- roughly 46 per cent voted Steve Jobs somewhere in a top-five position

The top five products to have shaped video games

- iPhone (17 per cent)
- Wii (seven per cent)
- Xbox Live (three per cent)
- PlayStation 1 (three per cent)
- Steam (two per cent)

I'm thinking the results of this survey has a lot to do with what's on people's minds right now. I'm thinking these results will be much different a year from now.

Link

Posted by GoNintendo Oct 26 2011 17:53 GMT
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- Super Mario 3D Land (9/9/10/10, 38 points): "From the length of the stages to the placement of enemies and tricks to the difficulty, everything seems just right here, making for a really comfortable play experience. The bits of the game that take advantage of 3D depth are a lot of fun, inspiring you to hunt around for all of the hidden stuff. There's a wealth of helper functionality for beginners, and there's also a lot of cute little touches to the game that will bring up twinges of nostalgia. The 3D space of this game is really well thought-out, allowing you to enjoy the 3D-based tricks while still feeling like a 2D Mario. It may just be Mario, but then, nothing is like Mario. The mix of discovery and surprise here is what you come to expect from the series."

- Just Dance Wii (9/7/8/6, 30 points): "The game isn't too picky with accuracy and doesn't end on you too quickly for bad play, so this is a nice package for families or casual users. Opinions may differ on the songs included, but as a fun little dance game, the selection is more than decent. It's worth noting that nearly all the songs are performed by the original artists, too. There's a nice mix of old, new, Japanese and Western tunes included. It's nothing but big-name tracks, so breaking it out at parties would be a good bet. The gameplay is nothing that impressive, since it's only following the movements of the hand holding the controller, but it's still enjoyable as a dance game."

Famitsu also had the chance to sit down and chat with Miyamoto about Super Mario 3D Land...

"For this game, I worked as general producer. I've made the Mario series alongside Takashi Tezuka, and especially I tend to be the main person in the 3D games. With those titles, I've been working alongside the producer Yoshiaki Koizumi for a pretty long time, so 3D Land is being made with him overseeing a group of younger directors. I kept my distance from the project at first, but became more deeply involved midway -- I don't think it'd be satisfying as a Mario game to everyone unless I made myself known on the little details. ...like how the enemies in Mario should be, or what the music should sound like. It's hard to put into simple terms, but it's something that I really have to be looking at or else it won't happen. Having a new control scheme can really erase that Mario-ness from the game, and you'd be surprised at how long that can go unnoticed during development. Still, the main points of it became clear as we discussed it -- for example, how much acceleration Mario should have in order for his jumping to feel really good and Mario-like. I helped fine-tune the numbers behind all of that; it was a really fun part of development.

I don't think there was any major upending (of the tea table)though the staff might have a different take on that! Like I said, I came into the project to make it more Mario-like.

New Mario has Super Mario World at its core, and this game has Mario 3. Part of that is because a lot of the staff is from the Mario 3 generation, but there's also the fact that Mario's falling speed is cut down a fair bit in the 3D titles. It's more fun to have him zoom down in the side-scrolling titles, and it's more fun to make it a lighter sort of thing in 3D. That's why implementing the Tanooki stuff made more sense here.

It's been the case in the past that action games with 3D visuals have been difficult to play because it's hard to get a grasp of depth and range. The easier it is to gauge that, the easier the game becomes to approach. That's why I wanted to get a 3D Mario out as soon as we could. When Super Mario 64 came out, a lot of people dropped out because it was too hard to play -- you could go in any direction now, not just in a 2D plane, so it got harder in that respect, to say nothing of motion sickness. Some people liked that evolution, while others couldn't keep up with it. The New Mario series was an effort to get back to the core of it, and this game is kind of an in-between -- it's 3D, but it's a Mario that lots of people can play.

Opinions were divided on (the Super Guide feature in) New Mario Wii, but I also received commentary along the lines of 'Super Guide let my child play it to the end' and 'I got to enjoy playing this with my dad.' It's tough putting something like that in a 3D game, but there are lots of hint movies in Ocarina of Time 3D as well. I think it's implemented in a pretty fun way here. If you just want to finish the game, that's relatively easy. Try to collect all the Star Medals, though, and you'll find it pretty rewardingly tough. There are other features in the game, too, for players confident enough in their skills."

link, link

Posted by GoNintendo Oct 10 2011 17:05 GMT
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Wondering how excited Miyamoto is for The Legend of Zelda on Wii U? Well, at the Tokyo Legend of Zelda concert, Miyamoto took the stage to say a few words. Mixed in with those words, Miyamoto stated that he wants to personally take on The Legend of Zelda for Wii U. He didn't give specific details on this goal, but it sounds like Miyamoto has some big ideas planned that only he can tackle! Thanks to Xavier for the heads up!

Posted by GoNintendo Sep 22 2011 16:35 GMT
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The following comments come from Dylan Cuthbert...

On his early days with Nintendo...

"I found it really eye-opening. I came from the English games industry which had no concept of game design whatsoever. The programmers made the games. I went to Nintendo and they had a dedicated director and assistant director on the team. There would be Miyamoto checking the game design, not a programmer. They had this way of making sure a title had all its elements in place across the span of the game. You'd have an ending that was just as thrilling as the opening of the game, which a lot of games didn't have, especially in Britain."

On Miyamoto saying StarFox 64 3D could be the last game in the series...

"He always says stuff like that. Eventually [there'll be another]. It's one of his characters. It'll make a re-appearance no matter what happens I think, though I can't speak for him obviously."

On his own ideas for the StarFox franchise...

"We always have ideas but it needs Nintendo to come and speak to us about it first. We can't actually decide anything ourselves."

On pitching ideas to Nintendo and their unused ideas...

"The problem with Nintendo is that they have so many internal staff that whatever idea you go and show them it's quite likely they've already developed a prototype for that kind of game internally. You're showing something they've already seen. It's weird. Several times in the past I've shown them stuff that I thought was totally new and original and they'll go away, come back and say 'actually we made this prototype last week' and it's the exact same game. But they never finish anything. The vast majority of stuff never makes it out. If you can work like that it's the best way to do it. Throw it all up against a wall and the thing that sticks is the thing you go with. We try and do the same thing with PixelJunk. We've had lots of ideas in the past that we just stopped. We'll find a more interesting idea and go with that instead."

Link

Posted by GoNintendo Sep 13 2011 19:04 GMT
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- Miyamoto says 3D Mario games are tough for some people because they don't know where to go
- in 3D, it's tougher for people to judge their jumps onto enemies
- Super Mario 3D Land has a bigger focus on jumping on enemies
- Super Mario 3D Land plays more like a 2D Mario game
- It feels specifically like Super Mario Bros. 3
- Miyamoto says making it to World 8 is pretty easy, but the game is quite difficult if you try some of the more challenging elements
- World 8 itself is very tough
- Miyamoto says a lot of games have unnecessary action moves that you don't need
- there are more suits in the game than just Tanooki
- Miyamoto makes games that people don't have to use 3D to enjoy, but there are some places in Super Mario 3D Land where 3D tricks the players

Posted by GoNintendo Aug 30 2011 19:07 GMT
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The following is an excerpt from an Iwata Asks feature between Iwata and Miyamoto on the Wii U...

"Shortly after the Wii console was released, people in the gaming media and game enthusiasts started recognising the Wii console as a casual machine aimed toward families, and placed game consoles by Microsoft and Sony in a very similar light with each other, saying these are machines aimed towards those who passionately play games. It was a categorisation between games that were aimed towards core, and casual. I certainly do not think that Wii was able to cater to every gamer's needs, so that's also something I wanted to resolve. The general public's impression that Nintendo was casual grew as time went by." - Iwata

"One of the key reasons that such things as the core and the casual exist today is that we decided not to adopt HD on the Wii console. Of course, besides that there are things like issues with the controller and the challenges that it brings, network functionalities and many other things, but I think HD was the biggest factor that everyone was able to clearly understand the difference." - Miyamoto

"The barrier that separated the two genres [core and casual] was only something psychological, just an impression that people had about them. For example, The Legend of Zelda games were something geared towards the toughest audience, and it has been so from the beginning. So it's not like at Nintendo we don't have it in us." - Iwata

link

Posted by GoNintendo Aug 30 2011 17:15 GMT
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I can't really talk about it in detail, but we're working on new ways to do training exercises with Wii Fit, like using the camera, you can place it against something and play while the game looks at your status. - Shigeru Miyamoto

Miyamoto doesn't come right out and say that a new Wii Fit is in the works for the Wii U, but what else could a statement like this mean? I'm sure some version of Wii Fit will be on the Wii U, but that's pretty much all we can say for sure right now.

Posted by GoNintendo Jul 19 2011 16:05 GMT
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The following comments come from a Google translated interview, so don’t take them as 100% correct just yet… Miyamoto on goals with the Wii U… “We tried to imagine what could make it more attractive and desirable for players, and how we could take them further. It is truly out of this reflection by asking very specific [...]