Geburtsdatum | Sonntag, 16. November 1952 |
Geburtsort | Sonobe, Kyoto, Japan |
Sternzeichen | |
Beschreibung | Shigeru Miyamoto (japanisch: 宮本 茂, Hepburn: Miyamoto Shigeru, geboren am 16. November 1952) ist ein japanischer Videospiel-Designer, Produzent und Game Director bei Nintendo, wo er als einer der stellvertretenden Direktoren tätig ist. Er gilt als einer der erfolgreichsten und einflussreichsten Designer in der Geschichte der Videospiele und ist der Schöpfer einiger der bekanntesten und meistverkauften Spieleserien aller Zeiten, darunter Mario, The Legend of Zelda, Donkey Kong, Star Fox und Pikmin. |
I don't want to criticize any other designers, but I have to say that many of the people involved in this industry - directors and producers - are trying to make their games more like movies. They are longing to make movies rather than making videogames.
I don't really think of things in terms of legacy or where I stand in the history of Nintendo or anything like that.
Games have grown and developed from this limited in-the-box experience to something that's everywhere now. Interactive content is all around us, networked, ready. This is something I've been hoping for throughout my career.
I think what's really the most ideal thing is for the player themselves, within their own imagination, to carve out what they view as being the essence of the character.
I think I can make an entirely new game experience, and if I can't do it, some other game designer will.
I don't think as a creator that I could create an experience that truly feels interactive if you don't have something to hold in your hand, if you don't have something like force feedback that you can feel from the controller.
Japan actually is an aging population, and so as the population has aged, they have had a lot more problems with health.
Japanese people have a funny habit of abbreviating names.
I think that the entertainment industry itself has a history of chasing success. Any time a hit product comes out, all the other companies start chasing after that success and trying to recreate it by putting out similar products.
There's definitely space for uniqueness in a home console.