Following up on the brief article about Zelda Wii U, Game Informer has published its complete E3 interview with Miyamoto. (Source.)
I searched both GAF and Google and couldn't find any mention on GAF of any info from this particular interview. I think it's a pretty comprehensive interview with lots of interesting new tidbits, including:
...on the future of 3D Mario
...on the future of Metroid
...on new IPs
...on developing for Wii U
...on the GamePad
...on Wind Waker changes
...on Pikmin 3's lack of online
...on what's new in Pikmin 3
Humbly willing to be T-minus 2 crappy threads'd if old.
I searched both GAF and Google and couldn't find any mention on GAF of any info from this particular interview. I think it's a pretty comprehensive interview with lots of interesting new tidbits, including:
...on the future of 3D Mario
What we tried to do with Super Mario 3D Land, was try to create a Mario game that was set in a 3D world that fell somewhere between the openness of the Galaxy games and the sidescrolling of the new Super Mario Bros. games to create a 3D Mario game that a wider array of people could play. And we felt that, with Super Mario 3D Land, we managed to achieve that. So, what we wanted to do was extend that broader appealing 3D Mario game to Wii U in a way that allow more people to experience it. That's what we chose for Super Mario 3D World this time. But we still have, obviously, the Galaxy series, and there's a possibility that in the future we may look to explore what else we can do with the Galaxy series. For us, it was really about trying to find the right 3D Mario space in which we're going to allow the widest audience to play.
...on the future of Metroid
We don't have anything that we're working on that we can discuss probably. But we've always - just as we do with all of our franchises - have people who are looking at what they can do next, even with the Metroid franchise as well. So hopefully, at some point, we'll be able to announce it.
...on new IPs
So I guess the only real change is that I'm probably working fewer hours. But that's just because I used to work a lot of hours before. I still oversee a number of different projects. The two projects that I'm most equally involved in right now are Pikmin 3 and The Legend of Zelda: A Link Between Worlds on Nintendo 3DS. But in addition to working directly and deeply on those two games, I'm also overseeing several of the other projects we're working on. [...]
Certainly within Nintendo, we have people internally who are saying, "Well, we have our old characters from our old games, and that's old IP, and we should think about creating new IP." But the question that we always ask is: "Does a new character really make it a new game?" And to me, the answer to that is, "No." What makes it a new game is new gameplay and new interactions. So when we're creating a game, we're always looking at it from, "What is the gameplay, and how are making that gameplay new?" And then, "Who is the character that is best suited to that gameplay?"
...on developing for Wii U
I don't think it's a difficult system to develop for. Certainly, because it's Nintendo's first HD system and we're using a lot of shaders and things like that there's certainly things to learn from that perspective. Overall, in comparison to previous hardware I think it's actually pretty easy to develop for. [...]
So the hardware development and software development early on go pretty hand in hand. But certainly, as you spend more time with the hardware itself, and you get better at leveraging the hardware, you learn ways to draw out more of its power. So certainly I think that there's still more possibilities in terms of what we'll be able to do with the Wii U.
...on the GamePad
Well certainly I think that when it comes to touchscreens - and obviously not just gaming but a lot of other devices, are taking advantage of touch screen technology - and from an intuitive use standpoint, I think it's very integral to video gaming just because of the ease with which you're able to design the games in a way that anybody can play with just the touch of a finger in terms of menu selections and things like that. But, really for Wii U where we look at the benefit of the gamepad screen, is we really look at it as sort of a requirement in terms of how we're handling menus and sub-screens within the games. Just to make the games more convenient and easier to play.[...]
The one thing that we don't do is take a posture of requiring people to develop their games in particular ways. For example, with regard to touchscreen gaming, we think it's great if people want to design their games for our systems in ways that take advantage of the touch screen, but we're not going to require it. We don't think necessarily that developers should be required to have something unique that leverages the 3D visuals in their gameplay.
...on Wind Waker changes
Well we've actually made a number of different improvements. I think the previous game, the length and the player pacing of it was something we thought we could improve on. For example, this time we've added an additional sail, that allows the boat to travel faster this time than it did in the original GameCube game. And when you're dropping your crane down in the ocean to hunt for sunken treasure, the length of the chain on the crane is shorter so you spend less time on that. So it basically helps to speed up the gameplay a little bit. So the pacing has really been improved upon.
...on Pikmin 3's lack of online
The multiplayer is local only. We wanted to make it online, but partly, one of the reasons we didn't is we really wanted to use the full CPU power to really create this natural world. But also, the other thing that is important about the cooperative play in this game is that it's important for the players to really be able to communicate. So that's why local play is much better, because of the speed and the patience in which you're communicating about going after the apple or the other different items, and trying to approach the level in that sense.
Obviously the game is compatible with widescreen televisions. Breaking down having split screen multiplayer in full HD on larger widescreen televisions is much better than the old split-screen that we used to have.
...on what's new in Pikmin 3
One of the things that's probably most important from that standpoint is the fact that because you're using the pointer now to aim, it gives you the ability to be more precise and aim at specific parts of the enemies' bodies. So, for example, when you're fighting a Bulborb, if you throw Pikmin specifically on its eyes, what happens is it will close its eyes and it will stop moving for a moment. That gives you an advantage. So you're able to aim at specific body parts so you have some enemies who maybe its the eyes that are beneficial to attack and others, maybe it's better to attack softer portions or towards the rear. And then the other thing along those same lines, with the rock Pikmin in particular, with them they do a larger amount of damage with specific points they hit. Which you weren't able to do in previous Pikmin games. And so, by carefully aiming with the rock Pikmin at specific points on the enemy's body, you can damage the enemy in that way. Because you've got much more precision in terms of your aiming in the battles it essentially just opens up a lot more strategic possibilities in the game.
The original Pikmin was designed in a way to make it very easy to navigate in a 3D space. If you recall, in that game when you had the control stick control, you were controlling essentially both the cursor for aiming as well as the character. With the addition now of the analog stick on the nunchuk plus the ability to aim with the pointer, what that does is it basically makes it so that you can be running away from something but still aiming and pointing and throwing Pikmin at it, which is going to be very handy for boss battles and things like that. So, certainly, the Wii Remote and nunchuk style is something that's probably going to be a little bit better for people who are more novice players, but maybe more advanced players might go for just the button controls.
And then, of course, [there is] the addition of the wing Pikmin, the wing Pikmin are very adept creatures that fly in the air, but also they're able to pick up objects and carry them through the air over obstacles. The addition of these new abilities opens up a great deal of strategy, so a lot of the gameplay then becomes you really thinking deeply about, "Ok, how many different Pikmin do I want to bring with me of each type?" when you're breaking up your teams. [...]
But also, because the map is so important in this game, while you're playing with the pointer you'll want to have access to the map and be able to use the touchscreen. We designed it with those two interactions initially in mind. But then, also, because of the touchscreen interaction with the map, we also thought there may be cases where people would prefer just to play on the GamePad and have button control with the map interaction. So you can do that, where you're playing on the TV, you have the GamePad in your hands, you're playing with button control. But there's also people who maybe just want to sit back, so we've also got Wii Remote controller support for people who want to play that way.
And when you're playing with the button control, it's fairly close to the Nintendo GameCube control style. So as people perhaps get better, they may graduate from the Wii Remote and Nunchuck to just the GamePad. And, of course, you can also play only on the GamePad off TV, where you have the TV turned off or turned on something else, and you're just switching back and forth between the gameplay and the map.
Humbly willing to be T-minus 2 crappy threads'd if old.