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> Nintendo does not disclose Mr. Miyamoto’s compensation, but it appears that he has not joined the ranks of the superrich. apparently he doesn't ask for much
by tokipin 18y ago
> Nintendo does not disclose Mr. Miyamoto’s compensation, but it appears that he has not joined the ranks of the superrich.
apparently he doesn't ask for much money
> According to Mr. Miyamoto, gameplay systems and mechanics have always come first, while the characters are created and deployed in the service of the overall design.
this is what i love about his games. he focuses heavily on the mechanics. eg the "tactility" that makes Mario 64 a blast to speedrun. and it's not for the sake of the mechanics -- it's for the sake of the player
i think there is a lot of parallel with what Miyamoto does to usability/interfaces in general, where you have to get into the shoes of your audience and experience their experiences
> “There are very few people in the video game industry who have managed to succeed time after time at a world-class level, and Miyamoto-san is one of them.”
this is definitely no accident. there is a famous phrase related to Miyamoto: "upending the tea table." where if he's not satisfied with a game he will have large portions of it (maybe all of it) redone
i liken this to the same sort of feeling as rewriting a program -- you have it all in your head, so you can see how it sucks, and how it could be structured better. what makes Miyamoto special is that he can hold the game in his head in the first place
- pmjordan 18y ago> > “There are very few people in the video game industry who have managed to succeed time after time at a world-class level, and Miyamoto-san is one of them.” > this is definitely no accident. there is a famous phrase related to Miyamoto: "upending the tea table." where if he's not satisfied with a game he will have large portions of it (maybe all of it) redone And it's no accident that it's so rare: being at liberty to do that kind of thing is a huge luxury in the game industry. The way games would need to be developed for that is to build a playable prototype with a team of less than 5 people, and only when that prototype reaches a Miyamoto-level of addictiveness, should it go into full production. That's generally not how it works. (yet?) Especially not if developer != publisher.
- zandorg 18y agoI write scripts like that. If the plot doesn't work, rip out the middle and end, keep the beginning and some parts from the middle, and add the rest of the new idea to the end.
- serhei 18y agoI think that's how you should write software in general. Write tiny prototypes that you can rip up and change on a whim, and aim for making something so fun/beautiful/useful that it would become a crime against creativity not to turn it into a "full" product. If you stumble on a way to repeatably accomplish this, you'll consistently create hit software.
- rms 18y ago>apparently he doesn't ask for much money With how Nintendo's stock has done lately, he must be doing alright. http://finance.google.com/finance?q=OTC%3ANTDOY http://finance.google.com/finance?q=OTC%3ANTDOY