Overseas media interviews Mario's creator, Shigeru Miyamoto



On December 19, 2020, Nintendo revealed some details of the new area '

Super Nintendo World ' that will open at Universal Studios Japan (USJ). Super Nintendo World, which will finally open in February 2021, is a theme park that reproduces Nintendo's games and characters in the real world, and can be said to be the culmination of Nintendo's past. News media The New Yorker interviews Shigeru Miyamoto, who supervises the design and design of Super Nintendo World.

Shigeru Miyamoto Wants to Create a Kinder World | The New Yorker
https://www.newyorker.com/culture/the-new-yorker-interview/shigeru-miyamoto-wants-to-create-a-kinder-world

Mr. Miyamoto, who joined Nintendo at the age of 24 in 1977, is a person who has created many popular characters such as Mario and Donkey Kong. Nintendo tends to keep Miyamoto away from the media and there aren't many interview articles out there, but The New Yorker has succeeded in interviewing him.

The New Yorker told Miyamoto, who was interviewed at the Nintendo headquarters, 'The Nintendo headquarters is a secret building full of wonderful inventions that please people, like Willy Wonka 's chocolate factory. Is it? '

On the other hand, Mr. Miyamoto said, 'The exterior of the head office is a very simple and clean square building. Some people liken the reception desk of the head office to the waiting room of a hospital.' 'Employees like toys in the office. You can bring in or figures, but employees don't have a fixed desk because there is a system to switch desks depending on the project they are working on, so there aren't many things around them. If we come to the office tour, it will be a little boring. Because unique creations and work products are in each employee. I don't think we need a unique look. ' However, it explains the office of Nintendo, which looks simple and different from the office of a famous company with rich design .



The next question asked was, 'What are you excited about at work?'

To this question, 'I still spend a lot of time thinking about games even on weekends.' 'I'm excited to get back to work on Monday, and sometimes I send work emails on weekends. There is, however, that the reaction from the people around me is not very good, 'says Miyamoto, who has been working for more than 40 years and still has a strong desire to develop games. In addition to supervising Super Nintendo World under construction at USJ, he said that his current job is also involved in mobile games being developed by Nintendo. 'I can test play these games at home, so weekends. I have a long list of games to test play at. '

Regarding Super Mario Bros., which celebrated its 35th anniversary in 2020, Mr. Miyamoto said, 'Someone said,'Miyamoto has reached the status of Walt Disney'immediately after Super Mario became famous. At that time, Mickey Mouse said Already over 50, I remember Mario was only a few years old at most, so I needed a lot of things to catch up with. It's what determines the quality of things. I think it depends on whether it's still sought after decades after it's created. Walt Disney didn't create all of Disney, but it did create a symbol that would last this long. I want to admire, 'he said, praising Disney, which has often been called a rival.



In addition, The New Yorker said, 'During the pandemic of the new coronavirus, I think parents around the world struggled with how their children could build a healthy relationship with the game. He also asks the unusual question, 'Have you ever negotiated with your child?'

In response to this question, Mr. Miyamoto said, 'The game is so much fun that children may feel that they can't stop playing. I think it's important to understand and sympathize with it. For example, it is important for parents to play the game to understand that the child will not be able to quit the game until the next savepoint is reached. For my child, the children are always appropriate with the game. I was very fortunate to have maintained the relationship, so I didn't have to limit the playing time of the game or rob me of the game machine. '

Also, in Mr. Miyamoto's home, all the game consoles belong to Mr. Miyamoto, and the children were aware that they 'rented a game console from their father', so 'If you can not follow the rules, pick up the game console. You knew that you could do it, 'says Miyamoto. According to Mr. Miyamoto, 'Children were playing a lot of Sega games.'

In addition, Mr. Miyamoto revealed that he had the opportunity to play '

Proceed! Captain Kinopio ' with his grandson the other day. Mr. Miyamoto said, 'Go ahead! Captain Kinopio' and said, 'My grandson's eyes were shining.' 'While playing the game, a 3D structure is being built in the mind of a 5-year-old. I think this will be of great help to his growth. '



The New Yorker then said, 'I believe in games as a medium and give them insights that are different from what literature and movies offer. Also, games take up a bit of space in human life. There is also a part that recognizes that it can go by. The game is very demanding and attractive. Mr. Miyamoto's job is to keep the player's attention, but I find it difficult to play that role. Have you ever done that? '

Regarding this, Mr. Miyamoto said, 'It is a little difficult to make a game that players can quit at any time. I feel that the game is played by people's curiosity and interests, so what stimulates those feelings I think it's natural to be fascinated when you come across (games), but I've made players do things that are neither productive nor creative, and give them time. It's not a waste of time. All other games try to reduce wasted time by skipping scenes, reducing load times, etc., but I'm trying to save player time by eliminating unnecessary rules. I try not to take it away. '

In addition, 'The interesting thing about interactive media like games is that players can work on problems, come up with solutions, try them out and experience the results. Then they can plan their next move. Yes, this process of trial and error creates an interactive world in the player's mind, which is what I always keep in mind when designing games. '



Rare Martin Hollis, who developed the NINTENDO 64 'GoldenEye', suggested from Miyamoto at the time of development, 'Why don't you go to the hospital and shake hands with all the enemies when the game is over?' I have revealed that I received it. This is because too many people die in GoldenEye.

'GoldenEye 007' developer says 'Shigeru Miyamoto wanted to remove murder from GoldenEye' | AUTOMATON
https://automaton-media.com/articles/newsjp/miyamoto-tried-to-removd-the-killing/

Regarding the current situation where shooting games like Golden Eye have become dominant in the game industry, Mr. Miyamoto said, 'Human beings can experience joy from simple actions such as throwing a ball and hitting a target. When it comes to games, I'm a little reluctant to focus on a single joy. Humans can experience fun in different ways. Ideally, game designers enjoy different fun. I'm sure you'll find a way to do it. I don't think it's necessarily a bad thing to have a game studio that incorporates simple mechanics, but just because such a simple game sells well, everyone wants such a game. Developing doesn't seem like an ideal situation, and I think it's great for developers to find new ways to bring out the joy of their players. '

He added, 'I'm reluctant to think that I can just kill all the monsters. Even monsters have some motives and there is some reason for them to stand up as enemies. Is what I often think of. For example, if there is a scene in a movie where a battleship sinks, this may be a symbol of victory from the outside, but the creator side is the perspective of the sinking ship people. I think it's great for game developers to change their perspective and take more steps to draw the game, rather than always drawing the scene from one perspective. ' I will.



In response to the question, 'What are your ambitions in your future career?', Mr. Miyamoto said, 'The core of Nintendo's business is to create harmony between hardware and software. It took about 10 years. However, I now feel that the younger generation is well able to adhere to this basic principle. I would like to continue pursuing my own interests. Nintendo is Super Nintendo World When you think about it, the theme park design is similar to the game design, but in a way it's completely focused on the hardware side. I'm still an amateur in this area, but as the theme park rides become more interactive, our expertise will be used more effectively, 'supervised by Super Nintendo World. He said he was finding new fun.

in Game, Posted by logu_ii