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Miyamoto on his role with development, inspirations, younger devs on Switch, Apple/Nintendo similarities, more

Posted on December 11, 2016 by (@NE_Brian) in General Nintendo, News, Switch

Glixel has a new interview up with Shigeru Miyamoto. But whereas most discussions with Nintendo’s legendary developer have focused specifically on Super Mario Run, this one is a bit more general.

While speaking with the site, Miyamoto spoke about working with his core team of four for thirty years, his role with development, inspirations and influences, relationship with Mario, and the similiarties between Apple and Switch. He also mentioned that younger staff “are taking the lead on Switch development”.

We’ve rounded up the notable responses from Miyamoto below. For the full interview, head on over to Glixel.

On keeping the relationship together with the core team going…

It’s interesting, because people often ask me what I’m most proud of and for the longest time it was a question I always really struggled with. A few years ago I realized that the thing that I’m really the most proud of is that I’ve been working with the same core group of people for the last 30 years – and really it’s because you just don’t see that happen very often.

There’s myself, Takeshi Tezuka,Toshihiko Nakago and there’s actually a fourth member of our group too – Koji Kondo. Usually it’s the four of us that work on things together. There are probably a few reasons for it. I think we’re actually somewhat special because we’re all Nintendo employees, and that’s unique compared to what you’ll sometimes see with other creative groups. The other is that in working together over the past 30 years, we’ve all fallen into these very specific roles in the development process and that’s enabled us to work really well.

On the roles between the group…

Well, I’m the boss. Because I’m the oldest.

What’s key is that all that we do is work very closely together to make sure the thing we’re doing is really fun. That’s what we’re always striving for. One of the things we’ve done to maintain the relationship is that we spend a lot of time together. Japan is a country where people really work a lot, so every day we always eat lunch together and go to dinner together.

When there’s an idea for a game or something that we think is just going to be fun, generally the four of us share a similar opinion. We all kind of agree on the fundamentals. The other thing I’ve noticed is that although we have this strange convergence of opinions, when other people come into the group and see what we’re getting all excited about, people will often question us and say “oh, does that really seem that fun?”

We just really trust each other, and that came into play with Super Mario Run because it was easy for us to drill down and know what we should and shouldn’t do on mobile. We aligned very quickly.

On Miyamoto’s main contribution to the team…

I guess if I was using a construction analogy, then I’m always focused on building the structural framework for the game. So, because of that, it’s become easier for me to decide whether changes that we’re making need to affect the overall game or just simple changes to specific small areas.

On Miyamoto’s relationship with Mario…

I kinda of look at it as if I’m running a talent agency, and I have all these different people that when there’s new technology and we’re doing something new with it, I always choose Mario to be the one to represent it. Then, if we have something else that’s maybe not quite the right fit then we choose one of the other characters. That’s usually how I approach things with him. Also, we’ve always evolved Mario’s look – so we try and keep him fresh.

On what inspires and influences him…

Generally I try to not look at anything competitive, but what I will do is watch a lot of television. Especially dramas. I used to read a lot of manga when I was younger, and I was always very interested in which ones sold well and which ones didn’t. Lately I’ve been looking at all the TV dramas to try and see what it is about them that makes them successful. I’m looking at how they’re structured because I think there’s something to the way those TV dramas are entertaining people that can overlap with games in some way.

Beyond that, it’s all about my everyday life experiences and looking at how the things that interest me can really work in a game.

Many years before we made Wii Fit there was this thing in Japan where people would get together in their homes and they would do this silly dance. I remember when I went over to someone’s house in the neighborhood and there was this guy who was a very well-dressed lawyer, and he started doing this dance in his living room. I saw his kids laughing so hard at their dad doing something silly, and he was obviously having a good time too. This was one of the images I had in mind when we started making the games for Wii Fit and the Balance Board.

On whether he’s an artist or a designer…

I’m a designer. I don’t think of myself as creating works, I really think of myself as creating products for people to enjoy. That’s why I’ve always called my games products rather than works of art. It’s not about coming up with an idea and trying to make that idea, the work of a planner is to work within the constraints of what you’re given and make the best possible thing you can.

It’s not that I ever said I wanted to make video games, but once I started making them I said “OK, now that I’m making them, I’m going to make the best video games I can.” Whatever I was building, video games or not, I’ll always approach it as trying to build the best possible thing I can within the framework I’m given.

On the talk about him retiring…

There was a misunderstanding around my supposed retirement. Really at the time what we were talking about was giving more opportunity and more leadership opportunity to younger people in the company. So rather than me leading everything we were really expanding that role out to others that had come up within the company. Somehow that got misinterpreted as the fact that I was retiring.

We have these younger people in the company who are taking the lead on Switch development and it’s really been them that have put this forward and designed this system. They’re the ones that have really shepherded it through the process. Because of that, what it’s allowed me to do is focus on other projects like Super Mario Run or the Universal theme park. I’m going to keep looking for these kinds of opportunities where I can do something new and fun.

On Nintendo/Apple similarities…

Probably the that easiest thing to point to is the fact that Apple, like Nintendo, is a company that thinks about how people will use their products. We design things to be usable by a very broad range of people. They put a lot of effort into the interface and making the product simple to use, and that’s very consistent with Nintendo. I think Apple also likes to do things differently and take a different approach. In the early days when computers were very complicated things, computer companies were purposely presenting them in ways that made them seem very complicated. Then you had Apple who came along with their very simple and colorful logo and it all had more of a fun feel to it.

Actually, this reminds me that with the Super NES controller we put the multicolored buttons on the face of the controller, and then the US office decided not to keep that. I told that story to Apple, and how I liked the use of color in their old logo. That was like a bridge that had been built between us. 

Their focus is always on simplicity. Their focus is always on really taking the user into account, making it easy to use and then having an environment that’s safe and secure that people can work and play in. They’re the areas where Nintendo and Apple really see eye to eye.

For Nintendo, we have a lot of kids that play our products. It was important for us to be able to offer Super Mario Run in a way that parents would feel assured that they could buy the game and give it to their kids without having to worry about future transactions. From early on, I thought that Apple would be a good partner so we could work on this new approach.

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