Universal Studio Japan's Super Nintendo World + Interview w/Nintendo's Shigeru Miyamoto

Dec 21, 2020 19:42

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In a recent Nintendo Direct, Shigeru Miyamoto (creator of Mario and the Legend of Zelda) took viewers on a tour of Super Nintendo World, a new park opening February 4, 2021 at Universal Studios Japan in Osaka.

The tour shows off various structures as well as an interactivity feature in the form of Power-Up Bands that records what you do at the park (like games and "secrets") and links up with a smartphone app where you get coins/keys to eventually battle Bowser jr.

Music from the Super Mario games play around the park, there's of course lots of merch, and special food (like mushroom flavored popcorn [there's also caramel peach]), especially lots of mushroom dishes. They also teased a kart ride that's set at Bowser's castle and mentioned that there's more to the park than what was shown in the tour.

They are also planning on developing Super Nintendo Worlds in Singapore, Orlanda,Fl, and Hollywood/LA.


Shigeru Miyamoto [宮本 茂] explores part of SUPER NINTENDO WORLD. Amazing. pic.twitter.com/LX6UCf1Lau
- GIFSkull III (Backup) #WWETLC (@SkullGIF) December 19, 2020

Mario creator, Shigeru Miyamoto gives a walkthrough of Super Nintendo World pic.twitter.com/Yuzd2IqhnM
- Modern Notoriety (@ModernNotoriety) December 19, 2020

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Miyamoto also gave an interview to the New Yorker.

The New Yorker interview: Shigeru Miyamoto. Super Mario’s maker on philosophy, his kids love of Sega, abusive bosses, video game guns, and how he tries to ensure his work adds more to a person’s life than it takes. https://t.co/bwO1QkCXPE
- Simon Parkin (@SimonParkin) December 20, 2020

On what he would change about the world if he had the power to design it: "I wish I could make it so that people were more thoughtful and kind toward each other. It’s something that I think about a lot as I move through life. In Japan, for example, we have priority seating on train carriages, for people who are elderly or people with a disability. If the train is relatively empty, sometimes you’ll see young people sit in these seats. If I were to say something, they’d probably tell me: 'But the train is empty, what’s the issue?' But if I were a person with a disability and I saw people sitting there, I might not want to ask them to move. I wouldn’t want to be annoying. I wish we were all a little more compassionate in these small ways. If there was a way to design the world that discouraged selfishness, that would be a change I would make."

His thoughts on the video game medium being dominated by guns/shooting: "I think humans are wired to experience joy when we throw a ball and hit a target, for example. That’s human nature. But, when it comes to video games, I have some resistance to focussing on this single source of pleasure. As human beings, we have many ways to experience fun. Ideally, game designers would explore those other ways. I don’t think it’s necessarily bad that there are studios that really home in on that simple mechanic, but it’s not ideal to have everybody doing it just because that kind of game sells well. It would be great if developers found new ways to elicit joy in their players." Takes the position that monsters also have motives and resists the idea of killing all of them. Would like other game makers to occasionally shift their perspective more.

What kind of boss he thinks he is: "But if you asked the people on the front lines, those who actually work with me, they might say that I’m very picky, or that I always comment on their work. I’ve had the pleasure of growing up in an environment where people praised me. But I’m aware that there is a feeling, among people who work with me, that they do not receive adequate praise, that I’m always fastidious about their work. [...] I think my strength is that I’m able to paint a compelling picture of what a project can be, while also being concerned with the details of actually realizing that dream. As such, I get the somewhat confused experience of people seeing me as a negative person when I’m dealing with the details, and as a very positive person when I’m talking in terms of broader vision. I also believe that a shared feeling of success should come only after the players have actually enjoyed a game. Before that point, people might see me as a mean boss, trying to drive us through the rough patches. But I think that’s what dictates whether someone is a good leader or not. [...] I’m aware of the vulnerability involved when someone brings me an idea or a concept. I take great care not to shut the person down, and try to take their suggestion on its own terms. The only thing I’m focussed on is making sure that people are trying to create new experiences. That kind of focus keeps everyone, including myself, from becoming entrenched. I hope it also contributes to my being considered a good boss."

On Nintendo not exploring sad themes as much as other game studios do: "Video games are an active medium. In that sense, they don’t require complex emotions from the designer; it’s the players who take what we give them and respond in their own ways. Complex emotions are difficult to deal with in interactive media. I’ve been involved in movies, and passive media is much better suited to take on those themes. With Nintendo, the appeal of our characters is that they bring families together. Our games are designed to provide a warm feeling; everyone is able to enjoy their time playing or watching.

For example, when I was playing with my grandchild recently, the whole family was gathered around the television. He and I were focussed on what was happening on the screen, but my wife and the others were focussed on the child, enjoying the sight of him enjoying the game. I was so glad we had been able to produce something that facilitated this kind of communal experience. That’s the core of Nintendo’s work: to bring smiles to players’ faces. So I don’t have any regrets. If anything, I wish I could have provided more cheer, more laughter."

source: 1/2/ 3/ 4

nerd alert, asian celebrities, computer / video games

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