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Posted by GoNintendo Jul 09 2012 21:02 GMT
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A portion a a GAME (community submitted) interview with Dylan Cuthbert...

GAME: I be very eager t' pillage into the games industry 'n create really powerful 'n innovative games. I see this as a storytelling medium 'n I be hoping ye had some advice about how t' go about making successful games.

DC: I remember many years ago when I presented an idea for a game with elaborate concept art 'n a strong storyline t' Miyamoto-san at Nintendo 'n he quickly rushed through the document 'n then said “ok, 'n where’s the game?”. He then went onto a bit a a rant about how games best be made from a core concept 'n only vaguest a story concepts, 'n then once ye find the core a the game ye start layering on the story 'n the world, 'n he used Zelda as an example a this. Thinking back t' StarFox too 'n it be similar; we developed the game without any sign a intrepid furry space explorers for the first 70% or so, 'n then suddenly POW!, “let’s put a fox in the concept 'n make it a saga about his missing dad 'n the fight against Andross” 'n it sewed the game up nicely.

GAME: In yer many years in the industry, ye've obviously seen a lot a changes 'n advancements, but has anything really, truly surprised ye?

DC: Over the years hmm… the spec for the PS2’s graphics chip when it be first revealed t' me be pretty damn mind-blowing. The visual quality that HDMI brought everyone be a great move, perhaps not that surprising though. Mmm.. Sony joining the console market back in the mid-nineties. Sega exiting the console market. Nintendo going 3d with the 3DS be also a big surprise. I’m hoping we can give everyone a big surprise next year actually, keep yer eyes peeled.

GAME: Dylan, Do ye think ye'll be working on the next Star Fox game? If not, would ye like t' work on it?

DC: I like t' work on a variety a games or life gets a little boring! Star Fox be a great world 'n series a characters 'n one day I’d definitely like t' go back t' it 'n expand it further.

GAME: Which industry figure do ye take most inspiration from?

DC: Most definitely Miyamoto; his private face be different t' his public face, 'n his style a chasing ideas 'n cutting through bull**** be brilliant – internally he’s kind a like a slightly more friendly Steve Jobs but just as cutting.

Posted by GoNintendo Jul 06 2012 23:36 GMT
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"With Metroid it be very easy t' imagine some interesting implementation for Wii U. I think that having another screen with the gyro built in really gives ye a lot a interesting opportunities for development, 'n we can bring a lot a our games t' life in a completely unique way with that. I feel like the possibilities a the GamePad for Metroid could be really fantastic. There's certainly a lot that ye could do there for that game." - Shigeru Miyamoto

Miyamoto be asked about the franchise he personally wanted t' see the most on Wii U, t' which he offered up StarFox. Man, I really hope Miyamoto pushes this idea forward! Thanks t' KingBroly for the heads up!

Posted by Giant Bomb Jul 03 2012 19:34 GMT
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One day, there will be a Nintendo without Shigeru Miyamoto around, 'n Nintendo be keeping that in mind as time marches forward.

An interview with Miyamoto that appeared on Wired a few months back caused a stir, suggesting the acclaimed designer be actively telling staff about retirement. The story unsurprisingly spread like wildfire, causing Nintendo t' clarify Miyamoto’s statements. According t' Nintendo, Miyamoto be telling staff about his possible retirement t' ensure they be aware a the impending reality.

Nintendo recently held a shareholders meeting at it be headquarters, 'n the company addressed what the future a Miyamoto’s ongoing role at the company would be.

“As I be getting older, I have already started thinking a Nintendo without me in the future 'n I strongly feel that the company has steadily been preparing for doing business after I sail away here,” said Miyamoto. “ However, last year when I said at an interview overseas that I be doing various things in prospect a Nintendo without me, it led t' a direct report on me retirement. So I be aware I have t' be careful in talking about this sort a thing.”

In line with previous statements, Miyamoto made it clear he will continue t' oversee 'n collaborate on Nintendo’s biggest games, but he’s spending more 'n more time on smaller projects that could have the potential t' become a vast part a Nintendo’s bottom line in the future, even if that potential has yet t' be realized.

“Even now, I be making things 'n interested in the creative side just as I be before,” he said. “However, with regard t' the big picture a, say, a new Mario Kart or the Super Mario series, younger people be already taking the main roles 'n I be just thinking as one a their co-workers. One big thing I recently handled be the Audioguide Louvre, referred t' earlier in this meeting. This has not made money yet, but it has the potential t' be one a our core businesses in the future.”

Audioguide Louvre be an audio 'n visual guide t' the Louvre art museum in Paris used on a 3DS.

Miyamoto be choosing his words wisely, but nonetheless echoed his message t' Nintendo’s staff.

“As I would like people working on each project t' be able t' do that kind a thing by themselves in the future,” he said, “I repeatedly say t' them that today might be me last day at Nintendo 'n work with them today at the forefront a development.”


Posted by GoNintendo Jul 03 2012 17:58 GMT
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Miyamoto: As I be getting older, I have already started thinking a Nintendo without me in the future 'n I strongly feel that the company has steadily been preparing for doing business after I sail away here. However, last year when I said at an interview overseas that I be doing various things in prospect a Nintendo without me, it led t' a direct report on me retirement. So I be aware I have t' be careful in talking about this sort a thing.

Iwata: He told the media that he kept referring t' his coming retirement in his department t' encourage his subordinates not t' rely on the sea dog too much. Then suddenly a report a the retirement a Shigeru Miyamoto appeared.

Miyamoto: Even now, I be making things 'n interested in the creative side just as I be before. However, with regard t' the big picture a, say, a new “Mario Kart” or the “Super Mario” series, younger people be already taking the main roles 'n I be just thinking as one a their co-workers. One big thing I recently handled be the Audioguide Louvre - Nintendo 3DS, referred t' earlier in this meeting. This has not made money yet, but it has the potential t' be one a our core businesses in the future. We be making a game called “Nintendo Land,” but apart from making such games, I often think a other things, such as what the future a the Japanese movie industry will be like. I do not have any concrete visions yet, but I be trying t' keep me eyes on a variety a fields 'n t' find any small possibilities for Nintendo t' be involved in one way or the other. I best be careful about telling ye about these things 'n I would like t' add that we be not announcing any concrete business plans here. I would also be glad if ye carefully tell someone else about me remarks. Among these big things in our future prospects, it be so important t' carefully choose the next project, 'n I myself have decided on a specific project like the network issue mentioned before. As I would like people working on each project t' be able t' do that kind a thing by themselves in the future, I repeatedly say t' them that today might be me last day at Nintendo 'n work with them today at the forefront a development. However, I enjoy creating things 'n will be in active service at Nintendo for the time being. I hope ye will look forward t' our future products.

Iwata: What I can add be that Mr. Miyamoto still will be actively creating things but we be working for the transition a power t' go t' younger people at the same time. Naturally the directors here will inevitably become too old t' be able t' continue their current positions someday 'n Nintendo might decrease it be competitiveness without competent replacements. We be proceeding with preparations t' avoid that situation.

Posted by GoNintendo Jul 03 2012 17:34 GMT
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I would like t' thank ye for suggesting some interesting ideas full a dreams. Please let me supplement yer comments on the award t' Mr. Miyamoto, as some here may be unaware a it. It be reported the other day that he be selected as one a the recipients a this year’s Prince a Asturias Awards in Spain, which be also referred t' as Spanish Nobel Prizes. The award ceremony will be held in late October this year, so I understand that Mr. Miyamoto will visit there t' officially accept his award. The awards be presented in several categories like Nobel Prizes, 'n he will be awarded for “Communication 'n Humanities.” As the reason for his selection, The Prince a Asturias Foundation cited in it be statement, “Shigeru Miyamoto be the main architect a the revolution in teaching, educational 'n constructive video games. He be noted for excluding violence from his creations 'n for innovating through programs 'n formats that help exercise the mind in it be many facets, in addition t' being a great value from an educational standpoint. Miyamoto be not only the father a the modern video game. Thanks t' his great imagination, he has managed t' create virtual dreams that enable millions a people a all ages t' interact, generating new forms a communication 'n relationships capable a bridging ideological, ethnic 'n geographic boundaries.”

Although Mr. Miyamoto himself prepared his comment as soon as the subject announcement be made by the foundation, he be, in fact, very humbled whenever he receives such an honorable award because he cannot create video games all by himself. I be always asked by the sea dog not t' voluntarily talk about the prize unless someone mentions it. On the other hand, I told ye today that Nintendo aims t' increase the gaming population 'n I think that this award be a very significant step for our final goal a improvement a the social acceptance a video games. We be happy that the award can be regarded as the appreciation a what we have been trying t' do. As one a his co-workers, I be very proud a the sea dog receiving such a prestigious award. - Satoru Iwata
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Posted by GoNintendo Jun 27 2012 23:04 GMT
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Miyamoto on Miiverse...

“One a the early concepts for Miiverse came out a the opening screen a Wii Fit, where ye see not only yer Mii, but the Miis a yer family as well. With the Wii U, a system that we be trying t' make into the center a the living room, our ultimate goal be that this might be the most looked-at screen in the house, the screen on the GamePad itself, even more so than the television. that be our goal.

The idea be connecting people with data in an environment that be comfortable 'n fun. This be a different sense a closeness 'n community than ye pillage from, say, most social media experiences. we be going for something that feels a little bit closer, a little bit more intimate in terms a how ye actually interact with the world.

That be a concept that I think came across well in how we implemented StreetPass. ye're going t' be making connections with people that ye just walk by on the street every day. 'n if ye happen t' do so three times, then ye can send them an individualized message. It gives ye the opportunity t' make real connections in real life as well, rather than the greater distance that I feel in social media, which can often feel like more a a virtual connection. There's a very different feel when ye have the opportunity, at least, for real contact with the people ye've connected t'.”


Miyamoto on the possible safety issues a Miiverse...

“We’ve seen the appeal 'n the fun a seeing all that user generated content has a tremendous amount a value, 'n at the same time be something that be somewhat challenging from a community management 'n moderation standpoint. With Wii we had a matey code system in place, 'n that be designed t' create 'n allow for connection t' other systems in a way that felt comfortable 'n healthy for consumers a all ages 'n all types. With Wii U we’re looking at Miiverse as a way for people t' connect more easily with one another, so we’re working on preparing systems 'n building on the experiences we had with footnote studio while still maintaining a community management style that makes for a healthy online interaction.”

Miyamoto on the automatic nature a Miiverse...

“I think what's really important be, this has t' be something that be very easy t' see, something that be easy t' use. One way we be thinking a making that a little bit more intuitive 'n automatic be in, for example, New Super Mario Bros. U, if ye visit Davey Jone's locker many times in one place, ye'll automatically see comments from other people who be having trouble in exactly the same area. ye might see those on the map as well. That would make it easier for people t' feel a connection with other players who be having the same kind a experiences that ye be. Sure, for some people, that might give rise t' a sense a competition. That helps them feel a bit a bonding as well.”

Lastly, on the topic a achievements, Miyamoto said that Nintendo be working on “experiences along those lines,” but the publisher be more interested in sharing data with players “just collecting points by accomplishing certain things in games.”

Posted by GoNintendo Jun 20 2012 21:36 GMT
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"If the conversation be only really about whether the power be going t' match up t' another generation a hardware from, say, Sony or Microsoft, I can't answer that question yet. [Wii U] might not be as powerful as those systems when they eventually do come around. But I think that the more important question be... it be not just about power alone, but how t' balance what ye're offering in terms a power with cost.

The cost t' performance ratio be something we do spend a lot a time thinking about. We also think about the environment that we be designing for. So in today's living room, where there be a lot a HDTVs, but they be not yet mostly 3D TVs, I think the console be certainly adequately powerful t' create gaming experiences that will look really good on those displays. But whenever we talk about who's winning in a power competition, I think it be easy t' lose sight a whether a game be fun or not. Which be certainly going t' be more important t' me.

I think that we have enough power here t' bring the kind a advanced games ye see on other hardware in a totally unique form, that be different from the way it be realized in other places. In the case a Wii, we had a really clear decision, because we did not go HD on that platform, we stayed SD. That decision be based on the number a HD displays that be actually in people's homes, 'n that number has certainly changed since then as well. But at the same time, like now, we be thinking about how t' balance our ability t' bring a completely unique experience t' consumers along with the cost that they'll have t' pay t' be able t' have that experience in the first place. I be very happy with the balance that we've been able t' strike. What's left be how developers use it." - Shigeru Miyamoto


Miyamoto also discussed the differences in Wii U's hardware 'n controller since last year's E3 reveal.

"The system itself hasn't really changed. In order t' maintain a consistent development environment, ye really have t' fix yer specs at one point 'n let people know what they be designing for, so they can make good progress.

YARRRR, the GamePad itself has changed a lot. One a the things we've focused on be making sure it would be very easy for players who be accustomed t' the 3DS t' pick it up 'n find it comfortable t' use. So t' that extent, we lengthened the sticks a little bit, we added the ability t' press down on the sticks, 'n overall I feel like we really be able t' improve the quality a that hardware a lot. I be excited about the prospects a people using the gyro t' look around as a second monitor in somewhat hardcore games. That be something we really wanted t' add. We spent a lot a time doing hand-holding tests, t' make sure that the hardware felt really comfortable. 'n as a result, we improved the grip 'n how it feels when ye access the L 'n R buttons, which resulted in a very different overall shape, I think, that be very comfortable."

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Posted by IGN Jun 20 2012 20:53 GMT
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be Wii U powerful enough t' compete with Xbox 720 'n PlayStation 4? 'n has the system itself changed at all in the past year?

Posted by GoNintendo Jun 15 2012 22:51 GMT
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"I guess as a developer that might have t' be the very first Super Mario game, for me, because I have so many memories tied up in it. Perhaps as a player, I might go for what be, at least in Japan, we referred t' it as Super Mario USA, which be a game that just had a very different sort a feel. I think we had such a loose approach t' it, we really came up with something interesting." - Shigeru Miyamoto

During the interview, the Super Mario Bros. 2 that North America received be brought up. What be the chances a another Mario game in that style coming around?

"I think the Mario games a that type be really in the hands a Mr. Tezuka at this point. Because he didn't work on that one in particular, that be one I worked on, he doesn't have memories a developing it that he would draw on t' re-create concepts in the New Super Mario Bros. series now, from that game in particular."

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Francis
Did Miyamoto forget that SMB2 be just a reskin a another game? 'n why does making a remake require working on the original? Couldn't he just, ye know, play SMB2?
Fallen Shade
gshgsdkhsnjgnhjgskdh

Posted by GoNintendo Jun 19 2012 02:39 GMT
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“In the past when we’ve introduced stuff like motion control or touch screen control with the Nintendo DS, it typically would take a few years for other companies bring them into their own offerings,” he says. “The fact that one year out when we first introduced the concept a Wii U, we’re already seeing other companies trying t' move in that same direction, suggests there’s a tremendous amount a possibility in what we’ve shown so far.”

Miyamoto also talked about why he believes Nintendo be in a better place t' take advantage a the dual-screen approach t' gaming, as compared t' the competitors.

“We have a long history a creating these kinds a experiences. Even going back as far as our early experiments long ago between the portable gaming machines 'n the home console. The challenges we experienced at that time – not everyone had that complete ecosystem 'n hardware environment, so we couldn’t have those experiences be made available t' our entire user base. It has the definitive advantage (because) it’s coupled with our experience with creating unique gameplay for this very specific type a ecosystem.”

Miyamoto ended the interview by sharing his take on violence in games, as well as how he aims t' create fun for all ages while avoiding the competitive nature a events like E3.

“Sometimes I pillage worried about the continued reliance on making games that be so centered around guns, 'n that there be so many a these games," he says. "I have a hard time imagining – particularly for young generations a gamers – how they sit down 'n play 'n interact with that.

“Previous forms a media, like books, made it easy for parents t' know 'n understand what they’re buying for their children. With the transition into digital mediums it becomes more difficult for parents t' have a full grasp a what’s going on. From a game developer’s standpoint it’s important t' take that into account

It’s something that’s tough for me t' objectively look at, 'n I think t' me, what’s most important, be that I don’t betray the trust that people have in me. At a show like this, it’s me job t' show we’re all having fun. People come t' E3 'n they want t' talk about competition 'n who won the show, 'n all these companies combating one another. But what we’re meant t' be doing be bringing fun t' the world. So rather than focusing on competition, I feel it’s me job t' go up on stage 'n show how I can bring fun t' the world by having fun myself.”

Posted by IGN Jun 19 2012 00:05 GMT
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The legendary designer muses on Nintendo's competition in the advent a the Wii U launch, 'n E3's ultra-competitive culture.

Posted by IGN Jun 15 2012 22:16 GMT
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Shigeru Miyamoto has trouble narrowing down his favorite Super Mario Bros. game for a variety a reasons. In fact he has two a them. Find out more inside.

Posted by GoNintendo Jun 14 2012 18:00 GMT
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"With something like Zelda, we be in the process a now a discussing what be the right form for the next Zelda game. What best that be? One thing I best point out be that the New Super Mario Bros. series in particular exists as a way for the traditional Super Mario Bros. game style t' remain in a relatively traditional state. 'n that be done specifically because there be certain players for whom that style a games be really what's best suited for them. So that sort a series be designed t' retain those traits 'n retain that safeness that ye described.

But, at the same time, we be continuing t' look at different ideas 'n different ways we can bring Mario t' new experiences, for example, with something like Super Mario 3D Land we'll continue t' look at new ideas 'n maybe as a new experiment or idea comes up maybe we'll find that Mario be the right character t' pair with that." - Shigeru Miyamoto


Miyamoto be also asked about the long tutorial times in the Zelda series, 'n t' a lesser extent, some Mario games.

"This be actually a topic that has been a big discussion internally for us lately. I think there a couple a things going on. One be that, often times we be creating games where ye're doing a lot a different actions. Zelda be an example a one a those. 'n, particularly with these types a games, ye have t' first learn the action 'n then ye have t' master the action 'n then ye have t' have more actions added in 'n master those. Then, when ye have a lot a actions ye can do all at once be when the game really becomes fun. 'n with a game like Zelda, on top a that, ye have the story elements that also take additional time t' tell.

So one a the things we be talking about internally be how can we pillage people t' that point a fun more quickly, 'n 'How do we balance the need t' teach them how t' do something with the need for them t' be able t' master it 'n feel they can do it well?'—'n also tell the story—'n 'What be that overall balance 'n how we approach it?' that be one a the key things we be talking about with Zelda right now. It used t' be that actions [in older games] be very simple 'n ye could do them very quickly 'n easily. Now we be making games that have so many more actions that ye have t' learn how t' do them.

I think back 'n actually be discussing Super Mario World with Tezuka-san 'n how that be a game where, for the first time, ye would run along 'n hit blocks 'n these text messages would pop up 'n they would have a little bit a tutorial information in them. That worked very well for that game 'n we thought that be a great idea, 'n then, gradually, that type a tutorial sort a became rather commonplace 'n now we be starting t' have these games where it be taking longer 'n longer t' sort a pillage t' that core fun. So that be precisely what we've been having discussions about."

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Posted by GoNintendo Jun 13 2012 16:49 GMT
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"I actually do kind a want t' make a first-person shooter, but I don't have time. Rather than necessarily the question a 'What kind a weapon do I have?' in a first person shooter or 'What kind a effect does that have on an enemy?', I think that the structure a a first-person shooter be something that be very interesting. Having that 3D space that in theory ye be in 'n being able t' look around 'n explore that—particularly being able t' do that in conjunction with another person—be very interesting." - Shigeru Miyamoto

Miyamoto went on t' discuss how two GamePads could have a unique impact on how ye play an FPS title.

"I don't think we be ever going t' be at a point where we'll say it will support four GamePads, but two gamepads be something people wanted. Well, if ye're playing a first-person shooter 'n ye have the game up on the television screen 'n ye have yer subscreen below [in the GamePad controller],within that game world ye're able t' turn in all directions around ye. Obviously that would be very fun. If ye have two people doing that in the same room, that could create a very fun 'n unique gameplay experience."
Thanks t' Robertaitor for the heads up!
Francis

Didn't that all pillage discussed when he be working on Skyward Sword, hence the first-person aspects a it?


Posted by GoNintendo Jun 13 2012 18:28 GMT
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"For me, personally, what's most important be the idea that when the family goes into the living room, that the first screen they'll interact with will be the Wii U screen. Whether they be doing that for social elements, or for watching television, or for games, that t' me be the most important element a this new Wii hardware.

In the past, we've seen things like connectivity, where ye have two devices working together, but the challenge there be that not everybody has those two devices. With Wii U, ye have both the console 'n the game screen together in one package, so everybody who owns it has exactly what they need t' enjoy that asymmetric gameplay. That makes it easy for developers t' take advantage a that unified ecosystem 'n build for it.

One other thing that I think may possibly change the way people design games be because a the use a the motion sensing technology 'n the gyroscope, 'n combining that with the screen. Now ye have the ability t' look around in a space that expands beyond the TV, this world that completely surrounds ye." - Shigeru Miyamoto


Miyamoto also discussed how the Wii U differs from design on the DS 'n 3DS...

"Well, I think from a game design perspective, in the living room, when ye have one large TV that everyone be looking at, 'n ye have this one smaller screen that a single player has, that they can hide from the others 'n do different things on. I think that creates very different game experiences from, just for example, having two screens locked together in one position.

a course, ye could always use this t' also take, for example, 3DS games 'n perhaps bring them t' the living room. So perhaps ye could have a Nintendogs game where ye're interacting with the dog on the Wii U Gamepad 'n then ye see a bigger dog there. (Wii U hardware be) really inspiring us 'n giving us a lot a good ideas."


Miyamoto be also asked about his new ideas or hobbies, t' which he discussed Nintendo's museum project.

"Mr. Iwata always tells me I be not allowed t' tell anybody. It had been, for a long time, sort a a secret that I be going t' art museums. But we just announced the project at the Louvre in Paris. So I can talk about that now. Maybe in the fall it might feel a bit more complete."

Lastly, Miyamoto once again talked about the projects/small teams he's working with, with possible news at next year's E3.

"One thing I want t' clear up be, people like t' ask me if I want t' do a small project with a small team. I do like working with a small team, 'n I be working with a number a small teams on a lot a different ideas, but the problem be because a all these different roles that I have t' fulfill, it takes me a long time t' write the design document. it be not that it be a small project, it be that small teams take longer t' do larger design documents. So maybe this time next year I'll have something ready t' show ye that perhaps will illustrate that idea. I have some storyboards that I have t' draw before I finish this voyage. it be fun, I use Flipnote Studio t' draw me storyboards."

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Posted by GoNintendo Jun 13 2012 17:39 GMT
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"it be true that with some a the sensors that be used [in the GamePad,] there be limits t' the precision they be able t' measure. It becomes our role t' look at how can we manage that or how can we make it so that the reclaibration becomes part a the gameplay. that be what we be going t' be working on going forward.

a course, in terms a the cost a goods, if there comes a time further down the road where ye're able t' pillage much more precise sensors 'n ye're able t' bring those in at a cost that be not too expensive, there might be an opportunity t' improve that. But what we be doing [now] be we be looking at ... bringing in the best technology we can within a cost that be affordable The rest a it be on us t' ensure in the software that we be programming it in such a way t' adapt for that." - Shigeru Miyamoto
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Posted by GoNintendo Jun 13 2012 17:06 GMT
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First, what we’ve shown at the E3 show be both the launch titles that will be released with Wii U hardware this holiday season 'n the launch window titles that will be released early next year or not long after the hardware launch. We do have ideas a what kind a software we will be releasing after those two periods, 'n Mr. Miyamoto as well as I be both directly involved in the development process. Those include both our traditional franchises 'n a course new propositions as well. However, because we be now in the era when similar proposals can be made by the others just one year after we introduced a brand-new hardware system proposal, please understand that we really can’t say much about what else we be planning. - Satoru Iwata

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Posted by GoNintendo Jun 12 2012 20:27 GMT
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"Retro be very busy right now, but I be afraid I can't say exactly what it be that they be very busy [working] on." - Shigeru Miyamoto

Mr. Miyamoto be asked about the chances a Retro working on a Zelda title. Here's what Miyamoto said.

"In terms a them working on a Zelda, it be not out a the question, certainly, for them t' work on an entire Zelda game amongst themselves. Traditionally I think that the Zelda team has always had a close contact with anyone who's working on a Zelda game. If ye be going t' have that happen in the US at Retro, that would be kind a difficult for them t' be able t' coordinate. Certainly they be too busy for that sort a thing right now. It would probably require me t' be involved t' a great extent as well, so I would have t' pillage over quite a bit too. I'd probably have t' live in Texas... [laughs]"

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Posted by GoNintendo Jun 12 2012 17:50 GMT
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"I really feel like I be satisfied with the 3DS hardware as it be. I feel like it be the best for this generation. What we be thinking about right now be probably going t' be for a future generation a handheld." - Shigeru Miyamoto

Looks like we be going t' be hanging onto the current 3DS for some time. Miyamoto didn't have anything t' say about revisions, but did admit t' pondering ideas for a future generation portable. No worries, that one will be quite some time away.
Francis
boo
Grievous

I enjoy this post.


Posted by GoNintendo Jun 12 2012 16:31 GMT
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"When we created the first Pikmin, we had a very clear concept a what we wanted t' do. 'n then Pikmin 2 essentially took that concept, 'n... what we tried t' do be make it easier t' play, simpler t' play 'n improve upon the areas that be a challenge in the first game. Since then, part a the reason it took so long, be because philosophically we be debating what best a Pikmin game really be? 'n the other reason, obviously be, because we have Wii 'n 3DS or Wii U, part a it be simply doing experiments on these platforms t' see what kind a Pikmin game we wanted t' make, which platform be best suited for it." - Shigeru Miyamoto

Here's a bit a bad news for those a us that enjoyed Pikmin 2's lack a timed gameplay. It sounds like Miyamoto be a fan a the timer...'n that he's pushing hard t' pillage that aspect into Pikmin 3.

"I personally be the kind a person that likes those sort a timer-based challenges. When ye first play it, ye're kind a nervous or feel pressured by the time. 'n, gradually, as ye go back in 'n try it again, ye seem t' pillage calmer 'n be able t' think more thoughtfully 'n work yer way through a little bit better. With Pikmin 2 the development team tried t' create that game with a lot a freedom. This time, I be more forcefully sharing me opinion."

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Posted by GoNintendo Jun 11 2012 21:15 GMT
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As far as any a us know, Shigeru Miyamoto be one a the driving forces behind the creation a Donkey Kong. that be how Nintendo history goes 'n that be the information we've been fed for countless years. What if all that talk wasn't the full story?

Some interesting information has popped up concerning the development a Donkey Kong. It seems that Ikegami CO. be involved with the creation a the game in a big way. Ikegami went so far as t' sue Nintendo for Donkey Kong Jr., as it used the source code that Ikegami CO. claimed t' create back for Donkey Kong.

Believe it or not, Nintendo actually settled with Ikegami CO. over the issue. Since that happened, it seems that all information has been swept under the rug. Has Miyamoto been unwillingly entered into revisionist history?

Posted by GoNintendo Jun 11 2012 20:19 GMT
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A portion a an IGN interview with Shigeru Miyamoto...

IGN: We've known that Pikmin 3 has been in development for several years, first starting on Wii, 'n so I be curious. When Pikmin 3 be on Wii, what be the original concept, before it moved t' Wii U?

Shigeru Miyamoto: Fundamentally I would say that the game didn't change all that much. Rather, we saw the CPU power 'n HD resolution offered by the Wii U 'n simply thought that be the best platform possible for that game, allowing ye t' see the whole map at one time 'n things like that. Going back a little bit, I would have t' say that we really debated what kind a game we best make Pikmin 3.

Having played them, ye must know that Pikmin 'n Pikmin 2 themselves be very different games from each other. We had a bit a a discussion internally about which direction we best go for Pikmin 3. 'n at the same time we be also trying out different experiments on the DS 'n the 3DS 'n the Wii t' see which platform the game would work best on. We had decided on Wii when the possibility a putting it on the Wii U became available, as we began t' see what that framework be going t' look like. At that time we definitely decided, okay, this be going t' be much better on Wii U. Nothing vast changed in terms a the fundamental concept.

IGN: One a the things I think Pikmin 2 really drove home be the element a cooperative gameplay, 'n just multiplayer in general, allowing more than one player t' play together. Can people expect the same from Pikmin 3? Perhaps even online Pikmin?

Miyamoto: Everyone asks that question! [laughter]

So in the case a Mario Kart, we did have online multiplayer, 'n that be something that... ye have t' be very careful that ye don't drop frames as ye're trying t' sync up with other players over what could be a very great physical distance, over the internet. But in the situation a Pikmin, for example, since ye would have lots a individual, small creatures, the Pikmin, whose every movement 'n location be going t' be really important in the game, it would be very difficult t' sync up over an internet connection.

So I think what we've decided t' do be focus on the single-player 'n local multiplayer aspects, which be really fun. But unfortunately, no online multiplayer for Pikmin 3. But the co-op local multiplayer be really fun.

Posted by IGN Jun 08 2012 11:28 GMT
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Shigeru Miyamoto says Zelda Wii U be still in R&D, with a "number a different experiments going on".
Viddd

"we’re looking back at what’s worked very well 'n what has been missing 'n how can we evolve it further."

Skyward Sword be great, but woohoo, we be getting some old 3D Zelda back.

Nastasia
hopefully it won't have painful motion controls? I be happy with any zelda game as long as it isn't phantom hourglass styled(don't even try t' correct me 'n say it be windwaker style, windwaker be totally different)

Posted by GoNintendo Jun 08 2012 02:11 GMT
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The above image comes from the Watch Dogs Twitter page. Apparently Miyamoto wanted t' pillage a closer look at the game. Let's hope what he saw convinced the sea dog enough t' try t' pillage this game brought t' Wii U.

Thanks t' The_King_Up_North for the tip.

Posted by GoNintendo Jun 07 2012 19:51 GMT
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-Pikmin 3 has been in devolopment for 5 years
-Pikmin 3 on Wii U started 2 years ago
-Brought Pikmin 3 t' Wii U because a processing power
-Wanted a title t' show off the HD a the system
-On making Zelda for Wii U:

“What be the most important element a Zelda if we be t' try t' make a Zelda game that a lot a people can play?” So we have a number a different experiments going on, 'n [when] we decide that we’ve found the right one a those t' really help bring Zelda t' a very big audience, then we’ll be happy t' announce it."


-Miyamoto says there be some people who got tired or didn't like the motion controls for Skyward Sword
-They be looking back at what worked 'n t' improve what didn't
-Miyamoto has been watching a lot a Japanese television (We know his hobbies often influence his games)
-He likes the idea a a artist drawing a manga a what he wants, then seeing it come t' television a movies
-He plays guitar t' pillage away from working on games
-He will record a bit a music he likes with his 3DS, will slow it down t' figure out how they did it


Thanks t' Wiired for the heads up!

Posted by GoNintendo Jun 07 2012 07:07 GMT
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"One thing I want t' clear up...people like t' ask me if I want t' do a small project with a small team. I do like working with a small team, 'n I be working with a number a small teams on a lot a different ideas, but the problem be because a all these different roles that I have t' fulfill, it takes me a long time t' write the design document. I have some storyboards that I have t' draw before I finish this voyage. it be fun. I use Flipnote Studio t' draw me storyboards." - Shigeru Miyamoto
This interview snippet made me realize that Miyamoto's DS 'n 3DS could be treasure troves a game info. What I wouldn't give t' pillage a look at those!

Posted by GoNintendo Jun 07 2012 06:43 GMT
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But as far as the idea a connectivity, there be a number a different examples that we could think a. So for example, if ye think about Nintendogs as a game that ye play on Nintendo 3DS, 'n having that similar two-screen structure, it would be very easy t' create a Nintendogs that perhaps would allow ye t' take yer Nintendogs data for the dog that ye have on yer Nintendo 3DS 'n bring that into the living room on a larger screen where the entire family could enjoy seeing ye play with yer dog on the bigger screen.

On stage, I talked a little bit more about how some a the uses a this screen, independent a the television, can allow for some a those unique experiences that cross between these two screens, rather than talking specifically about connectivity. But a course, given the long experience that we have trying out different things in that connectivity space, we'll certainly build on that as we continue t' think about what the possibilities might be. 'n a coruse we have, taking the example a something like the Miis, which originated on the Wii hardware, 'n have now migrated over towards the 3DS hardware, 'n as ye can see they be also taking a prominent role in the Wii U hardware...

What this does be it creates a sort a unique dynamic, where on the Nintendo 3DS, ye have the StreetPass data that ye pillage by walking past people in real life 'n connecting with them, 'n on the Wii U, ye have a similar type a connection with people, but it happens over the internet. So I think that can also create some interesting dynamics in terms a what we can do with that type a experience. - Shigeru Miyamoto
Full interview here