Interview:Spiegel Online July 14th 2010: Difference between revisions

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[https://www.spiegel.de/netzwelt/games/nintendo-mastermind-miyamoto-wir-denken-ueber-den-wii-nachfolger-nach-a-706314.html]
[https://www.spiegel.de/netzwelt/games/nintendo-mastermind-miyamoto-wir-denken-ueber-den-wii-nachfolger-nach-a-706314.html]
[http://zeldadungeon.net/forum/f14/2010-07-14-miyamoto-interview-spiegel-online-11425.html?11425-2010-07-14-Miyamoto-Interview-with-Spiegel-Online=#post150869] (translated by blubb)
[https://zeldadungeon.net/forum/f14/2010-07-14-miyamoto-interview-spiegel-online-11425.html?11425-2010-07-14-Miyamoto-Interview-with-Spiegel-Online=#post150869] (translated by blubb)


Shigeru Miyamoto is the "father" of Super Mario, Princess Zelda and the game gorilla Donkey Kong. He's been developing Nintendo games for 30 years. With SPIEGEL ONLINE, the legend talked about a Wii successor, 3D games - and the love towards his creations.
Shigeru Miyamoto is the "father" of Super Mario, Princess Zelda and the game gorilla Donkey Kong. He's been developing Nintendo games for 30 years. With SPIEGEL ONLINE, the legend talked about a Wii successor, 3D games - and the love towards his creations.

Latest revision as of 04:03, February 24, 2021

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[1] [2] (translated by blubb)

Shigeru Miyamoto is the "father" of Super Mario, Princess Zelda and the game gorilla Donkey Kong. He's been developing Nintendo games for 30 years. With SPIEGEL ONLINE, the legend talked about a Wii successor, 3D games - and the love towards his creations.

SPIEGEL ONLINE: Nintendo has surprised the video game sector with their 3D console 3DS. But, are on-the-go 3D games more than just a gimmick?

Shigeru Miyamoto: At Nintendo, we've already been following 3D development for over 20 years. Now it's the first time that we can produce a 3D console for which no special glasses are needed. For a long time, we've been thinking about how to usefully implement that in video games. For example, let's talk about a 3D game like "Super Mario 64". If playing on a normal screen, many players have problems finding the right spot to jump off in order to land successfully on the next brick. With 3D video, with an impression of depth, this will be much easier.

SPIEGEL ONLINE: According to analysts, the Wii isn't selling that well anymore, with one of the reasons being its inability to display HD video. Up until now, the motion control was the Wii's main distinctive feature compared to the graphically more advanced consoles of the main competitors, Microsoft and Sony, now both of them have introduced motion control systems as well. Isn't it about time to think about a Wii successor?

Miyamoto: Many people still have a lot of fun with the Wii, and many good games are still being released for it. But we've already been thinking about a successor since the Wii's launch. We're monitoring the market accurately. We'll announce a successor when it's about time. But this won't be the case very soon.

SPIEGEL ONLINE: Is it going to be a 3D Wii then?

Miyamoto: I don't think that this'll be our next step. One of the reasons behind the Wii's success is the fact that many people don't have HDTV devices yet and they know how to appreciate what the Wii has to offer. The Nintendo 3DS is possible because it's a portable console and 3D works with it without glasses. For the living room, people would need a 3D television and it will still take time until enough households will have 3D TV sets to make that carry weight for gaming.

SPIEGEL ONLINE: Does the fact that - concerning motion controls - the competitors are running after you somehow satisfy you?

Miyamoto: I don't want to call it satisfaction. I rather like to think "Look, I knew that you would like this!" I'm always curious towards the fans' reactions to games. That's why I'm looking forward to see them play the new Zelda, because we strongly revised the controls.

SPIEGEL ONLINE: With this Zelda game, you're focussing even more on motion control. Most of the actions aren't triggered by pressing buttons anymore, but by gestures. Don't you think that despite of all that, many players would rather prefer to sit on their sofas and don't wan't to be standing all the time, especially when playing a long game like Zelda?

Miyamoto: You can play Zelda while sitting too. Noone is forced to be standing. When I'm playing at work, then I usually do that in my office chair. But if you stand up, then you'll experience a totally different way of gaming, you'll be immersed into the game world in a much more intensive way. You'll feel as if you'd really hold a sword and a shield in your hands. Raising his [Link's] sword towards the sky is a very important move in the game.

SPIEGEL ONLINE: Mario has been appearing in video games for 30 years now, Link from Zelda is quite old too and many other games you've presented at the E3 in Los Angeles are based on older game characters as well. Isn't it time for some new ones?

Miyamoto: We're constantly thinking about new characters and we've also developed many ones. For exapmle Pikmin or the Miis on the Wii. Though they are player-controlled avatars, they're clearly identifiable as Nintendo characters and we're using them in titles such as "Wii Party". Talking about Mario: He's so great because he's like an empty canvas. Some compare him to Micky Mouse, but that doesn't fit. Micky is a fully defined character, Mario isn't. We don't know what he likes to eat, what his favourite colour is. This is great for games because he can do just everything. Flying through space without armor, executing any kind of sports. We'll keep him too because one can develop new games with him very easily.

SPIEGEL ONLINE: Many of the old Nintendo characters have been personally invented by you, nowadays they appear in games that are developed in studios all around the world. How do you feel when you see that your creations are adopted by others?

Miyamoto: It's somehow like when your own children leave your house. But hey, I know where they move in and believe me: I'm watching very closely what they do. They know that I'll always be there for them.

SPIEGEL ONLINE: At 2009 E3, you presented a "Vitality Sensor" that was supposed to measure pulse frequency and other things. Since then, nothing was heard of it...

Miyamoto: The Vitality Sensor is still in development. E3 isn't the right place for that, it needs silence and peace so that one understands what it is about. But we will show more of the sensor as soon as it is ready.