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Interview between Shigeru Miyamoto and Shigesato Itoi (1989)

IbizaPocholo

NeoGAFs Kent Brockman

This lengthy interview, originally published in Gamer Handbook, captures a high-level meeting of the minds between Shigesato Itoi, Shigeru Miyamoto, and author Seikou Itou. Conducted a few months after the release of the original MOTHER, the conversation quickly turns to philosophical (and comical) musings about realism, creative exhaustion, the moral panic over kids and gaming, and Miyamoto's visionary notions of how gameplay will evolve in the future.
1. Game Design Philosophy


  • Miyamoto argues that game "realism" isn't about visuals, but how well the controls and rules feel to the player—making games respond in convincing ways even if they're unreal in physics.
  • Both emphasize that player experience is central: smooth animation isn't fun if it sacrifices responsiveness.
  • They contrast this with a trend toward purely realistic graphics and sound, suggesting such focus can hurt immersion rather than help it.

2. Interaction Between Developers


  • Miyamoto explains that programmers translate a director's design into numerical rules, but his point is that fun emerges from those rules feeling right to the player.

3. Creative Processes and Aesthetics


  • Itoi talks about design choices for his game Mother—such as art and color—that reflect deep instincts rather than realism.
  • They share humor and insight about how visuals, music, and art shape a game's world feel, not just its technical achievements.

4. Views on Player Culture


  • Both are critical of a focus on speedrunning or breaking games just to boast times or stats. They find this misses deeper enjoyment and nuance.
  • Miyamoto argues that focusing on "beating" a game isn't the same as truly engaging with its experience.

5. Industry Trends and Future Outlook


  • The pair discuss how games are often viewed through "trend" or fashion, but fun and innovation come from fresh experiences—like different physics or simulation ideas (e.g., pet simulation).
  • Miyamoto suggests that new input methods (trackballs, mice, etc.) open unexplored possibilities and fresh ways to play.

6. Broader Perspective on Gaming and Culture


  • They push back against the idea that players get lost or addicted in games; for them, games are simulated experiences players are conscious of.
  • Itoi also reflects on how design resonates with human instinct, creativity, and the modern player's mindset.
 
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