In a recent interview at E3, Kotaku got the chance to ask Nintendo’s very own Shigeru Miyamoto some intriguing questions about his idea of what goes into making a Nintendo game special. When asked the question on how he knows when a game is good, he replied with:
“Ultimately I want a lot of people to enjoy the game, but the initial barometer and gauge is whether I enjoy it or not. Another thing is whether the uniqueness is maintained in a game as a Nintendo game, compared to [games from] other companies.”
When asked to elaborate further on “uniqueness”, Miyamoto responded with:
“It could be how to play the game or some of the techniques or technology being used. There’s always a limited amount of things that we can use, so it’s how we use that and in what combination. So it’s really–instead of creating–a little more like editing, in a sense.” Miyamoto continued, “This becomes a little bit of a conceptual talk, but I think what’s really important is that there is a core [to the game]. And, based on that core, we use technology … to develop the game. I think what a lot of people see as unique is using different technology or different techniques [to make games], but I feel like, as long as you have a core that’s unlike others, that’s what ‘unique’ is. So we can be using the same kind of technology, the same kind of techniques, but when we use it, we get something different.”
Finally, Miyamoto was asked what that core of a game was:
“I think it comes down to the experience of the customer or people playing the game. It’s something we do with the Wii U. You can only experience playing a game with two screens on the Wii U, and it’s really about using the past techniques and technology that we’ve used before. We keep at it, and at the end of that we discover something new.” Miyamoto said, “So even with a Zelda world that is about swords and magic, if we were to make it 3D and really realistic, and render the player realistic, you’d run into games that are just like that all over the place.”
“And so Zelda is really about exploring and adventuring [through] the land. And you’re kind of fighting against the land as if you were hiking in real life, and that’s how this game works. And the player has to think for themselves and has to put their ideas into practice. That’s what this game is.”
You can check out the full interview over on Kotaku’s website.