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Development Philosophy: 2011-Present: Wii U, 3DS, Switch and Other Projects

Shigeru Miyamoto had less involvement in development in the 2010s, only producing two games that decade. He took on roles like General Producer and Executive Producer which provided less involvement than being a producer. In 2015, he became the Nintendo representative for the Super Nintendo World theme park project. After the death of Nintendo president Satoru Iwata, Miyamoto was appointed as acting Representative Director briefly. He was then appointed the new role of Creative Fellow to provide expert advice to the new president. In 2018, Miyamoto began working as a producer on the Super Mario movie by Illumination Entertainment.

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0% found this document useful (0 votes)
36 views1 page

Development Philosophy: 2011-Present: Wii U, 3DS, Switch and Other Projects

Shigeru Miyamoto had less involvement in development in the 2010s, only producing two games that decade. He took on roles like General Producer and Executive Producer which provided less involvement than being a producer. In 2015, he became the Nintendo representative for the Super Nintendo World theme park project. After the death of Nintendo president Satoru Iwata, Miyamoto was appointed as acting Representative Director briefly. He was then appointed the new role of Creative Fellow to provide expert advice to the new president. In 2018, Miyamoto began working as a producer on the Super Mario movie by Illumination Entertainment.

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Reo28
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2011–present: Wii U, 3DS, Switch and other projects

Unlike in the 2000s in which he was involved on many projects as producer, Miyamoto's activities in
development were less pronounced in that decade with Miyamoto only producing Luigi's Mansion:
Dark Moon and Star Fox Zero in that decade. Otherwise, Miyamoto was credited as General
Producer, Executive Producer and Supervisor for most projects, which are positions with much less
involvement in comparison to a producer.

In 2015, Nintendo announced that a Nintendo themed park in partnership with Universal Parks &
Resorts called Super Nintendo World and Miyamoto became the Nintendo representative for it.[49]

Following the death of Nintendo president Satoru Iwata in July 2015, Miyamoto was appointed as an
acting Representative Director, alongside Genyo Takeda.[50] He was relieved of this position in
September 2015 when Tatsumi Kimishima assumed the role of the company's president. He was also
appointed the position of "Creative Fellow" at the same time, providing expert advice to Kimishima as
a "support network" alongside Takeda.[51][52]

In 2018, it was announced that Miyamoto would be working as a producer on the Super Mario movie
by Illumination Entertainment.[53]

Development philosophy

People have paid me a lot of lip service, calling me a genius story teller or a talented
animator, and have gone so far as to suggest that I try my hand at movies, since my style
of game design is, in their words, quite similar to making movies. But I feel that I am not a
movie maker, but rather that my strength lies in my pioneering spirit to make use of
technology to create the best, interactive commodities possible, and use that interactivity
to give users a game they can enjoy and play comfortably.

— Shigeru Miyamoto (translated)[12]

Miyamoto, and Nintendo as a whole, do not use focus groups. Instead, Miyamoto figures out if a game
is fun for himself. He says that if he enjoys it, others will too.[4] He elaborates, citing the conception of
the Pokémon series as an example, "And that's the point – Not to make something sell, something
very popular, but to love something, and make something that we creators can love. It's the very core
feeling we should have in making games."[54] Miyamoto wants players to experience kyokan; he
wants "the players to feel about the game what the developers felt themselves."[4]

He then tests it with friends and family. He encourages younger developers to consider people who
are new to gaming, for example by having them switch their dominant hand with their other hand to
feel the experience of an unfamiliar game.[4]

Miyamoto's philosophy does not focus on hyper-realistic graphics, although he realizes they have their
place. He is more focused on the game mechanics, such as the choices and challenges in the game.[4]
Similar to how manga artists subverted their genre, Miyamoto hopes to subvert some of the basic
principles he had popularized in his early games, retaining some elements but eliminating others.[4]

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