Miyamoto said:
"Pikmin is the kind of game that you have to play maybe three times to get the full effect, but you know, people dont have a lot of time, so they just clear the stage and just move on. Games are becoming more of a consumable product, and its getting harder and harder for people to let a game to sink in and enjoy leisurely.
He's right about that. One might prefer the consumable product (or say, cinematic experiences, streamlined gamedesign so that you can jump right into any game and controls, one-and-done games) vs. the product to enjoy leisurely (aka replay-centric games, getting to know gameplay mechanics, get ready to 'learn' new approaches or play differently). It's difficult to marry those concepts, and one part of your audience will always prefer it the other way around.
Needless to say, I also think Star Fox Zero is an underrated game on an underrated platform (though not the most underrated game). It falls into a similiar pitfall like Wonderful 101 in that it plays differently than other games in the genre and needs some time to sink in. But with Wonderful 101, people were already expecting a different game whereas with Star Fox, people were waiting for a safe successor to Star Fox 64 and then were put off by the controls for some reasons.
I can see where some of the complaints come from, at the same time I truly enjoy the game (level design, Arcade gameplay, boss fights) and the controls a lot. I think a lot of people do not want to play with motion controls in general or never bothered getting good with them - yet I feel restricted by the usual right-analogue-stick aiming since that never felt as precise and quick to me compared to motion controls which for me is the best thing for shooting/aiming since the computer mouse (also seen on Splatoon and Metroid Prime Collection). Somehow, the Star Fox controls felt quite natural to me, especially now with the ability to aim your laser in another direction than the direction you're actually flying.
I am not sure about the "for kids/siblings" quote though. Maybe that's lost in translation or context, I guess if you're used to a certain way games are handled after playing tons of them as an adult, it's more difficult to let yourself immersed by something which controls or plays differently? And yeah, coming from the creator of the game, this might come with a grain of salt. On the other hand, I am supportive of an artist and creator supporting his product - just because many people did not like the outcome, it is his right to still say "It is a good product and I stand behind it, even if it's not for everyone". I find some honesty in that and in many contexts I prefer this to someone saying "OK, people do not like this approach so now I also say 'this is bad' and instead of trying to get them to better understand it or improving this concept, I just fall back to something safe.". Of course, ideally you have both the creator and the consumer in synch, but I do not feel the absolute need for every product to please everyone and I also do not feel the need for a creator to cater to a specific broad audience all the time (apart from economical neccessity, which Miyamoto seems to be lucky enough to stand above these days with his role at Nintendo allowing him for pet projects and experiments like that). It's nice to have games which play it safe for comfort, but it's also nice to challenge both gamedesign/game control standards and the creator/consumer relationship. This can be hit or miss, but it's a great way to break out of just refining a concept over and over (just saying for example, twin stick analogue FPS controls were once new as well an in some earlier games, people didn't always like it either. Still, somewhere some creators believed in it and pulled through and now it's industry standard).