Having created franchises like Donkey Kong, Mario, and Zelda, Nintendo's Shigeru Miyamoto has been a big name in the industry for a long time. And if you've read one interview with the man in the last 20 years, you've pretty much read them all.
He likes new challenges. He likes innovating. He likes to make games that anyone can play. If the interview is from 2001 or later, it might mention how he got the idea for Pikmin while he was gardening.
CNN today posted a transcript of Miyamoto's recent appearance on Talk Asia, and while much of it reads like a "greatest hits" of the developer's previous Q&As, there are some interesting passages where he might be doing more than reciting the same answer he's given 100 times before.
When asked about why Nintendo hasn't jumped headfirst into the profitable world of violent games like Grand Theft Auto, Miyamoto replied, "My personal thought is, and I think it is the same with Nintendo, that before thinking about how to handle violence in video games, I think it is important to think about pain people feel. For example, you would not laugh at people with disabilities. There are bullying problems in Japan. Looking at the overall picture, it is important to understand and feel the pain that people might have. We make our games based on that philosophy, using means other than violence."
Talk Asia host Anjali Rao also asked Miyamoto about how he deals with fan feedback, noting that gamers are rarely restrained in offering their opinions.
"This is a difficult subject," Miyamoto confessed. "If a fan makes a suggestion, I will often put it in my mind, and I will take in whatever comment I feel is useful. But I make my own predictions of how a user might react to the games I create, and I would say I am sensitive to whether those reactions are in line with what I predicted. People generally have different views and opinions about anything. So I would only listen to whatever information is useful for me. It is interesting to hear what other people say. But instead of reading the blogs, I would rather stand behind a person playing the games and sense how the player is reacting to the game--whether he is unhappy with the games, or if he is having fun. I can feel all of that directly. It is more useful for me to do that than to read what he thinks of it."
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