Tag Archives: Shigeru Miyamoto

Miyamoto preparing Nintendo for his future retirement

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Legendary Nintendo developer Shigeru Miyamoto has stated in a recent interview with GameSpot that he his preparing the company for a successful move forward after his eventual retirement. Miyamoto did not mention as to the timing when he plans to retire although he did say that the younger staff at Nintendo are becoming more involved in developing games.

“This year I’m past 60; I’m going to be turning 61 this year. So for me to not be thinking about retirement would be strange. But in fact, the number of projects I’m involved in–and the volume of my work–hasn’t changed at all.”

“Instead, what we’re doing internally is, on the assumption that there may someday be a time when I’m no longer there, and in order for the company to prepare for that, what I’m doing is pretending like I’m not working on half the projects that I would normally be working on to try to get the younger staff to be more involved.

“And this actually has nothing to do with any kind of retirement planning or anything of that sort, it’s really more of simply the fact that people have a tendency, certainly when you’re in an organizational structure, they have a tendency to always look to the person that gives them direction,” Miyamoto said. “And really, for a long time I’ve been thinking that we need to try to break that structure down so that the individual producers that I’m working with are really taking responsibility for the projects that they’re working on.”

HD graphics a big part of Pikmin 3, Off-TV Play available says Miyamoto

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During Nintendo’s third quarter financial results briefing legendary game designer Shigeru Miyamoto has spoken more about his upcoming Wii U game, Pikmin 3. He says that the HD graphics will play a big part in drawing consumers to the title and the map implemented into the game will also be fully displayed on the Wii U GamePad. Miyamoto also revealed that Off-TV Play will also be available for selection so players can have the chance to play the whole game straight from the Wii U GamePad.

“With regard to “Pikmin 3″ for Wii U, I don’t want to be misconceived, but the biggest draw of this game is the higher-resolution images through the high-definition graphics. You can even see Pikmin’s gestures with the graphics. We are not going to put asymmetric gameplay in a game if it is unnecessary. In this game, you can see the entire map on Wii U GamePad. The two screens of the TV and Wii U GamePad will let you see what you are doing at any time during your gameplay, which alone is a great evolution for a strategy game. As a side note, you can play this game only with Wii U GamePad. If it is hard to imagine what it will be like, maybe you can recall the visuals of the original “Pikmin” for Nintendo GameCube and imagine how you can play it with the smaller but more detailed screen in your hands. The two control sticks of Wii U GamePad will let you play this game more comfortably and, with a TV screen, the gyro sensor inside Wii Remote Plus will further help your gameplay. Wii U GamePad will give you style variations of playing this game and playing only with Wii U GamePad might be a good experience for you. I hope you will like this game.”

“You can play this game only with Wii U GamePad. If it is hard to imagine what it will be like, maybe you can recall the visuals of the original “Pikmin” for Nintendo GameCube and imagine how you can play it with the smaller but more detailed screen in your hands. The two control sticks of Wii U GamePad will let you play this game more comfortably and, with a TV screen, the gyro sensor inside Wii Remote Plus will further help your gameplay.”

Pikmin 3 to compare with first Pikmin game says Miyamoto

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Nintendo’s legendary game designer Shigeru Miyamoto has revealed that he has created Wii U’s next anticipated Wii U title, Pikmin 3, to be more identical to the gameplay of the first Pikmin title. This includes bringing back time limits which were unfortunately absent from Pikmin 2 because of Nintendo’s desire to appeal to younger audiences.
Miyamoto wasn’t happy with the decision for easier gameplay in Pikmin 2 while believing that gamers would rather play under a harder difficulty and experience at least a little amount of stress.

“That’s actually something that all the staff members had to debate over when we were discussing what kind of direction we should take for Pikmin 3. First of all by looking at Pikmin 1 we noticed that it wasn’t a very easy game for people to play, and from time to time they had to feel some stress.

“Our main aim in Pikmin 2 was to get rid of any stress as much as possible, so that it would be very user-friendly. Well, I myself couldn’t agree with that direction perfectly. That kind of nature of Pikmin 1 was exactly what I wanted to reproduce and I was actually intentionally doing so, so that Pikmin 1 could be a strategic game.”

“When we started creating Pikmin 3 I gathered the main members who worked on Pikmin 2 and talked about how I thought it was important to get back to the basics of Pikmin 1. Or I should say that half of my job at that time wasn’t just to talk, but rather to “persuade” them to understand what I intended to do and to agree to my idea.”

Paper Mario: Sticker Star’s lengthy development due to Miyamoto’s influence

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Paper Mario: Sticker Star was first unveiled at E3 2010 along with the announcement of 3DS and became hotly anticipated amongst fans of the series. Unfortunately, we didn’t receive it until over two years of waiting had occurred and now we know why. The title’s lengthy development dragged on because of Shigeru Miyamoto’s dissatisfaction with the prototype of the game. Miyamoto felt it was too much like its GameCube predecessor, Thousand Year Door, and influenced the team working on the next addition to change the gameplay and create a new experience. When introduced to the idea of implementing stickers, the team changed the game’s mechanisms and turned it into something completely unique.

Would you have rather had a Paper Mario title like Thousand Year Door or are you happy with how Sticker Star turned out?

Iwata: We imagined rather early on that Paper Mario would be a good match for the Nintendo 3DS, and the papercraft atmosphere of the actual prototype was good.
Tanabe: That was about three years ago, at the end of 2009.
Aoyama: At the beginning of development, we were simply incorporating an idea making use of the stereoscopic display function. Then at the 2010 E3, before release of the Nintendo 3DS, we revealed several images.
Iwata: So why did it drag on until now?
Aoyama: After E3, Miyamoto-san played the prototype and said it was just a port of the GC version.
Tanabe: I had heard that at first Miyamoto-san said that something like an RPG would be fine, so for a while I thought that something like the previous one would be fine.
Iwata: That must have meant that you hadn’t done much that was new.
Tanabe: Right. So we wondered what to do. Then the idea of using stickers came up. Originally, the plan was to use stickers here and there for solving puzzles on the overall map and so forth, but then we thought, “If we’re gonna do that, then we might as well use stickers for the whole thing, including battles,” and we decided to begin rethinking the game mechanics.

Miyamoto encouraging developers to jump aboard the Wii U wagon

 

IGN recently interviewed legendary Nintendo game designer Shigeru Miyamoto with queries about how Wii U will persuade third party developers to create top games for Nintendo’s upcoming console. Miyamoto has revealed he has personally met with third party developers to help create hype for Wii U, show its capabilities to make games more enjoyable, and to avoid the mistakes made with its predecessor, Wii.

“I am trying to meet with the game developers individually for this matter. The real subject is whether I’ll be able to – we’ll be able to – convince developers inside of the licensing publishers to be excited about the new features of the Wii U, so much so that they’ll be enthused towards making brand new entertainment that I couldn’t come up with myself.”

“When it comes to technologies and techniques and skills necessary for working on Wii U, [and] what we can provide, I can count on them that they already have that. They know how to do that. They are always skilful, and actually they must have some different know-how from what we have. There might be some misunderstanding – as if Nintendo alone had some special know-how, and because Nintendo has not shared those unique, secret protocols with other, third-party publishers have not been able to create the exciting, unique gameplay on Nintendo hardware. But that was not the case.”

“The fact of the matter is that most third-party licensees from a business point of view, had to create multi-platform titles – and because Nintendo has been trying to create very unique hardware, often times it was not considered the first choice for them to work on multi-platform software. So it’s the entire company decision-making process that is hindering developer’s ability from making unique titles on Wii U hardware. Once again, my job as one of the developers is meet with the individual people and convince that they’ll be able to create brand new entertainment that they really wish to realise. My job is to try to assist them in that fashion.”

“I do not think that providing any special technologies, know how or skills would be able to change the situation, because I understand that most third-party developers already have those things.”

Miyamoto shocked that gamers want new F-Zero title

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Game Kult recently interviewed Shigeru Miyamoto asking why a new F-Zero title hasn’t been developed since the GameCube edition in 2004. Game Kult also explained that gamers had been wanting a new title in the franchise by displaying their support via Twitter which left Miyamoto in shock. Miyamoto is excited that people want a new F-Zero game but doesn’t see why this is the case since the franchise hardly innovates itself.

After a quick survey on Twitter, one of the game French gamers miss the most is F Zero. Nobody really understands why Nintendo hasn’t made a new one since 2004. Is there a chance we can see it back on Wii U?

Miyamoto: :eyes open wide: I am really pleased to hear Twitter’s opinion, because since the first episode on SNES many games have been made but the series has little evolved.
I thought people had grown weary of it. I’d like to say: Thank you very much and try to wait by playing Nintendo Land’s F-Zero minigame.
I am also very curious and I’d like to ask those people: Why F-Zero? What do you want that we haven’t done before?

Pikmin 3 will miss Wii U’s launch plus its launch window in North America

Pikmin 3 is a highly anticipated Shigeru Miyamoto-directed title for Nintendo’s upcoming console Wii U which will miss its launch and may also miss its launch window in North America. The launch window will occur from Wii U’s launch up until March 31st and the latest Iwata Asks has revealed Pikmin 3 is scheduled for Spring 2013. Hopefully it won’t be too much longer of a wait cause this game looks epic! What do you think of Pikmin 3?

Rumour: Shigeru Miyamoto stepping down as Nintendo EAD General Manager

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Rumours are currently spreading which suggest that legendary game designer Shigeru Miyamoto will be stepping down as General Manager of Nintendo EAD in December because he believes his work is not helping to strengthen younger developers to create better IPs.
Here is a rumoured list of changes supposedly happening at Nintendo Japan headquarters:

Major shift in Kyoto development sources involving three Research & Development buildings

Shigeru Miyamoto stepping down as EAD General Manager

Takashi Tezuka becoming new EAD General Manager

New Groups / New Producers announced for EAD Kyoto / SPD Kyoto

EAD Tokyo Expansion / Masahiro Sakurai possibly Joining EAD Tokyo

New Division lead by Miyamoto with younger staff focused on smaller scale games

Miyamoto’s Departure Inspiring New IPs for the EAD Kyoto Division

Miyamoto, Nintendo EAD, and Retro Studios working on “fantastic” new Wii U projects

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Nintendo of America president Reggie Fils-Aime has confirmed that legendary game designer Shigeru Miyamoto, Nintendo EAD, and Retro Studios are working on “fantastic” new projects for Wii U. Depending on the progress of these projects, they will be shown either before, during E3 2013, or afterwards. Which titles would you like to see these development teams create?

Star Fox influence would love to work on the franchise again

Dylan Cuthbert was a major influence as to how Shigeru Miyamoto created the original Star Fox for SNES and he has described in a Q&A with retailer GAME the way the story was created for the popular franchise. Cuthbert and Miyamoto created the plot behind the game and Cuthbert stated his partner is the industry figure he most looks up to. Also during the Q&A, Cuthbert mentioned about his hope to one day be able to head back to Star Fox and expand the game even further.

“I remember many years ago when I presented an idea for a game with elaborate concept art and a strong storyline to Miyamoto-san at Nintendo and he quickly rushed through the document and then said ‘ok, and where’s the game?’. He then went onto a bit of a rant about how games should be made from a core concept and only vaguest of story concepts, and then once you find the core of the game you start layering on the story and the world, and he used Zelda as an example of this. Thinking back to StarFox too and it was similar; we developed the game without any sign of intrepid furry space explorers for the first 70% or so, and then suddenly POW!, ‘let’s put a fox in the concept and make it a saga about his missing dad and the fight against Andross’ and it sewed the game up nicely.”

“I like to work on a variety of games or life gets a little boring! Star Fox is a great world and series of characters and one day I’d definitely like to go back to it and expand it further.”

“Most definitely Miyamoto; his private face is different to his public face, and his style of chasing ideas and cutting through bull**** is brilliant – internally he’s kind of like a slightly more friendly Steve Jobs but just as cutting.”