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Miyamoto shares the secrets to how Nintendo creates their unique titles

Kotaku: What goes into making a Nintendo game special? How do you know when a game is good?

Shigeru Miyamoto: Ultimately I want a lot of people to enjoy the game, but the initial barometer and gauge is whether I enjoy it or not. Another thing is whether the uniqueness is maintained in a game as a Nintendo game, compared to [games from] other companies.

Kotaku: What do you mean by uniqueness? What do you think sets a great Nintendo game apart from other games?

Miyamoto: It could be how to play the game or some of the techniques or technology being used. There’s always a limited amount of things that we can use, so it’s how we use that and in what combination. So it’s really–instead of creating–a little more like editing, in a sense.

Kotaku: What is that core of a game? Is that, for you, something you actually feel with your hands, because it is about interactivity?

Miyamoto: I think it comes down to the experience of the customer or people playing the game. It’s something we do with the Wii U. You can only experience playing a game with two screens on the Wii U, and it’s really about using the past techniques and technology that we’ve used before. We keep at it, and at the end of that we discover something new.

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This is part of a really large interview that truly gets into the nitty gritty of how Nintendo games are made. It's very interesting to see how Miyamoto approaches game creation and what elements are key. Check out the full interview here.

Categories: Top Stories, Interviews
Tags: miyamoto

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Top Rated Comment

I wish the guy continued good health. He's a legend!

I wish the guy continued good health. He's a legend!

It should be an interesting read but man... already plugging the Wii U. It's ok to admit it was a hit and miss experience.

"Another thing is whether the uniqueness is maintained in a game as a Nintendo game, compared to [games from] other companies."

A shame they didn't follow their own philosophy with Breath of the Wild. A damn shame!

Do you really think that Breath of the Wild is that similar to other games?

__kirby
Wed Jul 06 16 06:17pm
Rating: 2

You can only experience playing a game with two screens on the Wii U

Senior Moment, right there.

artten
Wed Jul 06 16 06:39pm
(Updated 2 times)

What was really said by Shigeru Miyamoto in this interview, instead of the "localized" version from his interpreter!

Kotaku: What goes into making a Nintendo game special? How do you know when a game is good?

Shigeru Miyamoto: Drugs, lots and lots of drugs........ that's what makes a Nintendo game special when we designed them.
And you know the game is good, because it makes you feel like you're on drugs, when you're not........ "Lucy in the sky with diamonds, Lucy in the sky with diamonds, Lucy in the sky with diamonds Oh".....

Kotaku: What do you mean by uniqueness? What do you think sets a great Nintendo game apart from other games?

Miyamoto: Uniqueness?! I never said that, god-damn interpreter! Okay, okay I'll play ball..... Uniqueness, do you want the Collins dictionary or urban dictionary interpretation.... No, no takers on that, okay. Now as for what makes Nintendo games unique, like I said, drugs! "We all live in a yellow submarine, Yellow submarine, yellow submarine, We all live in a yellow submarine, Yellow submarine, yellow submarine"...

Kotaku: What is that core of a game? Is that, for you, something you actually feel with your hands, because it is about interactivity?

Miyamoto: No, that thing I feel with my hands, is called a controller, you retard. And as for the core of the game, well it's a little yellow glowing orb of energy....... that you can only see on every second full moon of the year, at 10 minutes past one in the morning, after you take the holy sacrament..... Or more accurately, drugs. "We been dancin' with Mr. Brownstone, He's been knockin,' He won't' leave me alone"...

Miyamoto: By the way, does anyone else see that pink hairy Elephant in the corner. Over there, wearing the Day-Glo green Toto?

Kotaku: No, that's not an elephant! That's my furry Mammoth costume! I'm going out Dogging later.

but the initial barometer and gauge is whether I enjoy it or not.

To hell with what the fans want, am I right? Honestly, for the most part, I think what he said works, but not in all situations *cough*papermario*cough*

So you'd develope a game you thought was horrible?

chaoxys
Thu Jul 07 16 09:58am
(Updated 3 times)

I said that what he said works in most situations, however when you are making a sequel to a game that received a number of complaints, you need to start listening to the fans and make some changes. Obviously you don't follow the fans suggested 100%, but you have to try something. I will give them credit that they tried to do right by the fans with Color splash by kind of adding in exp and partners, however the implementation comes across as being rather (pardon the pun) flat, as they missed the things that make them work in the original games, like exp making battles worth it (in CS you can level up to hold more paint, or you can just skip battles to save your paint in the first place), or partners having real character and personality, and not just being a meat shield.

So no, I don't want them to develop horrible games, I want them to make games that are fun for them AND the people playing, because when you only focus on one or the other, you end up with a less than stellar game.

But he ruins games and takes stories out of them. He needs to be fired.

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