Shigeru Miyamoto talks about his career in Nintendo and how he wants to make ‘Creator a Kinder World’


Nintendo’s

Shigeru Miyamoto, best known for his work in creating endearing series like Mario, The Legend of Zelda, and Donkykong, recently discussed his career at Nintendo and discussed how people consider him as a boss I see how he “wants” to create a kinder world, “and how his children inspired him to become better by playing the Sega game Miyamoto, a New Yorker, touched many aspects of his life since joining Nintendo in 1977 as a 24-year-old. When he joined, Nintendo wanted to achieve the success that Atari was experiencing and was hoping to expand into the world of video games. Miamoto and the team took the challenge and, in 1981, was the result of Donkey Kong.

Since then, Miamoto and Nintendo have sold crores of games and hardware and the way they are currently switching shows no signs of stopping.

My dad works at Nintendo!

He started talking about how Nintendo’s headquarters are not as extraordinary as some might imagine. He described how the outside is very “simple and clean” and some people have “seen the reception area like a hospital waiting room. It is a kind of quiet place.”

When you walk in, Miyamoto mentions that employees can bring any number of toys or action figures they want, including a system Nintendo has, with its designers relying on the switching desk for which project they’re working on. Have been, meaning that “people don’t” have many personal belongings around them. ““I guess, if a kid were to travel and look at the space, it might seem a bit boring? Each person has unique creative work to do,” Miyamoto said. “It doesn’t need a unique-looking environment. Obviously, we have all the equipment to do our work: motion-capture studios, sound studios. And we also have a good-looking cafeteria, which also has good food. . “

After Super Mario Bros. ‘A worldwide success, someone told Miamoto that he had reached “Walt Disney status”. At the time, Super Mario Bros. was out for only a few years, while Mickey was around for over fifty years. For Miyamoto, success is intrinsically tied to “whether or not it is sought after many decades after its creation”, so he had “a lot to hold”.

He continued to discuss his relationship with his two children and a grandson, and how his success did not stop him from being a “normal father”.

“I don’t think my kids cared too much about my possession, to be honest,” Miyamoto said. “Even with my friends, once in a while, a major fan comes to visit us, but most of the time we are just able to hang out as a family. They definitely followed a certain path. I have never felt pressured to. To be a certain way. At home, I am a normal father. I don’t think he has felt any undue burden because of who his family is. “

Miyamoto’s game design philosophy and how his kids were playing Sega games inspired him to become better

He also tried to advise children looking to maintain a healthy connection to video games, especially at a time when many are trapped during an ongoing COVID-19 epidemic at home.

“It is important for parents to play the game, to understand why the child may not leave until they reach the next saving point, for example. It is important to note that, in our home, all video-game hardware comes from me. Were, and the children understood that they were borrowing these things. If they could not follow the rules, there was an understanding that I could take the machine away from them. [Laughs.] When there was good weather outside, I would always encourage them to play outside. He played a lot of Sega games, anyway. “

Regarding the SEGA comment and if he was jealous that his children were playing games from a contestant, Miyamoto only laughed saying “jealousy is not so much as to be pushed to try so hard that they Like the ones made by. “

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When creating and designing games, Miyamoto likes to note how interactive media allows players to “connect to a problem, solve a solution, try that solution, and then experience the results.” This trial and error “helps build the interactive world in their minds,” and “is the true canvas on which we design – not the screen.”

Miyoto always tries to apply “a big part of the truth and a big lie” to his players to keep them connected in a small way, even in the real world. This ensures that when they “make a move in the game it sounds familiar but also, somehow, different.”

Creating a kindred world through empathy

Asked how he would change our world, noting that he had the ability to design it, Miyamoto discussed how a little sympathy can go a long way.

“I wish I could have made it so that people would have been more considerate and kind to each other. This is something I think about moving through life. In Japan, for example, we have the carriage of the train There are priority seating. Are there elderly or disabled people. If the train is relatively empty, sometimes you will see young people sitting in these seats. If I want to say something, they will probably say to me: “But the train is empty. Hai, are people at issue? “But if I was a disabled person and I saw people sitting there, I wouldn’t want to ask them to move. I wouldn’t want to be upset.

“I wish we had all been a little more compassionate in these small ways. If there was one way the world discouraged selfishness, I would have changed it.”

In 2015, Miyamoto expressed sorrow over all the murders committed by James Bond in GoldenEye for N64. He suggested “It might be good if, at the end of the game, you have to join hands with all your enemies in the hospital.”He then elaborated on the idea towards shooting sports that he “has some resistance to focus on this single source of happiness.” Although he doesn’t think it’s a terrible thing that some studios focus on shooting, he feels that it’s “not ideal for everyone to do that because that kind of game sells well.”

He also insisted against the notion that every monster in the game should simply be killed.

“Even demons have a motive, and there’s a reason why they are the way they are. It’s the one thing I’ve thought about a lot. Say you have a scene in which a warship sinks. Goes. When you look at it from the outside, it can symbolize victory in war. But a filmmaker or writer can shift perspective to see people on the ship, allowing the viewer to understand the human impact of the action. To be able to see, turn off. This would be great for video game creators. Instead of always looking at a scene from the most obvious angle, take more steps to shift perspective. “

Miyamoto on his legacy and leadership style

Miyamoto goes into detail about what kind of boss he is, he thinks and understands that when people think of him and his smiling personality, they probably think he’s “pretty good.”

“But if you asked people on the front lines, who actually work with me, they might say that I’m very smart, or that I always comment on their work. I enjoy growing up in an environment Found. Where people praised me. But I know that there is a feeling in people working with me, that they don’t get enough praise, that I’m always clueless about their work. “He talked about how much of his strength is that he is “able to portray a fascinating picture of a project, while also relating it with the details of actually realizing that dream.” This creates a rift between people who see me as a negative person when dealing with details vs. a positive person when talking about a broader view of the project.

“I also believe that players should come to a shared sense of success only after they have really enjoyed a game. Before that point, people can see me as a mean boss, we have to go through a rough patch. Trying to drive the medium. But I think that is what determines it. Whether there is a good leader or not. “

Miyamoto also tries to encourage creativity and does not want to shut down a person’s idea or concept outright. He wants everyone to feel that they can come to him, and wants to create an environment that allows the birth of new experiences.

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While Miamoto is still working at Nintendo, and a major focus of his work is on Super Nintendo World at Universal Studios Japan, he believes the company is “moving towards a situation that insures Nintendo’s spirit And will die successfully. ” This allows her to continue to focus on the “discovery of the new” and to bring a smile to the faces of millions of people around the world.

Speaking of a smile, Miyamoto has spent many of his years lighting up our world only to regret that he wishes he could “provide more laughter, more laughter.”

If only there were those who shared that dream.

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst And twitch.

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