Disagree with Bosman on this one. I think this article is really good article at explaining Miyamoto's style at Nintendo.
Some choice quotes from the article.
Miyamoto pushed the developers to create good characters. I'm thinking of Tsubasa Sakaguchi in particular, who is one of the next generation of Nintendo developers that they are trying to build up to carry on the Nintendo legacy. You have Miyamoto to thank for giving Splatoon it's identity. Just like we have him to scold for giving us Sticker Star.
I think the second quote is going to draw a lot of ire. But as mentioned I really think it's about passing on lessons to the next generation of developers they are grooming at Nintendo. I know Bosman hates Miyamoto for asking why they put that rock there but I think that's a very small nitpick in a very large idea that Miyamoto is trying to get across.
Star Fox Zero is a good game imo. I think it's a failure but Shenmue, MGSV, and many others are also failures. But they are good games. Reviewers trashed the game for the controls. They did the same with Wonderful 101 which is GOTY 2013 and one of the best experiences of gaming objectively. Star Fox Zero is game that was released in 2016 for the Wii U, it was always going to be a failure. The system's been a failure since 2013-2014. It's too late to sell a system. It's too late to convince people that the gamepad was a good idea. Cutting your losses and putting your best foot forward with the NX is the best move. Even if it's the most painful one to do.
I think this video would be much better suited after the NX comes out and we see what Miyamoto is working on and if it suffers. Then we can say if Miyamoto has lost the talent to make games. I probably rambled on too much and it's incoherent but whatever. I'm just going to post this.
Some choice quotes from the article.
Splatoon said:We had found that the ink-battle play mechanic was fun, and the team was working very hard to brush up on that aspect at that time, but we were losing the freshness of the game the more the team worked on it. The thing which concerned us most was the main character. It looked as if it could be found in any game and lacked uniqueness. So, I told the games producer and the director to even consider using Mario if we could not find the right character. I also explained to them why I was providing such a suggestion.
A few weeks later, they gingerly approached me with the squid-like character, and we decided on that direction right on the spot. The director and others who nervously brought the squid character to me must have been surprised with my positive reaction, but at the time, I didnt accept it for lack of better options. I actually thought, This must be it! Its fun to nurture something so unique, and Im glad that they were able to experience bringing it to fruition.
on work development said:What I am trying to do is not to create an atmosphere where they feel like, I will do better than Miyamoto does or I will make a game just to please Miyamoto,' he says. Based on my own experiences, I try to encourage directors to have courage and work toward the goal they set, and pose questions to them about whether the game is actually delivering the experience to the player as envisioned. I try not to get too deeply involved in the content of the games theyre developing.
storytelling in games said:All I intended to say was that in comparison it is more difficult for us to create entertainment by forcing players to embrace our own expectations regarding how they should experience game stories because video games are an active medium where players themselves think independently about which action to take next.
Whichever media we are talking about, inspiring the audiences imagination beyond what they have actually read or seen, and having them embrace that, is a fundamental essence of entertainment.
Miyamoto pushed the developers to create good characters. I'm thinking of Tsubasa Sakaguchi in particular, who is one of the next generation of Nintendo developers that they are trying to build up to carry on the Nintendo legacy. You have Miyamoto to thank for giving Splatoon it's identity. Just like we have him to scold for giving us Sticker Star.
I think the second quote is going to draw a lot of ire. But as mentioned I really think it's about passing on lessons to the next generation of developers they are grooming at Nintendo. I know Bosman hates Miyamoto for asking why they put that rock there but I think that's a very small nitpick in a very large idea that Miyamoto is trying to get across.
Star Fox Zero is a good game imo. I think it's a failure but Shenmue, MGSV, and many others are also failures. But they are good games. Reviewers trashed the game for the controls. They did the same with Wonderful 101 which is GOTY 2013 and one of the best experiences of gaming objectively. Star Fox Zero is game that was released in 2016 for the Wii U, it was always going to be a failure. The system's been a failure since 2013-2014. It's too late to sell a system. It's too late to convince people that the gamepad was a good idea. Cutting your losses and putting your best foot forward with the NX is the best move. Even if it's the most painful one to do.
I think this video would be much better suited after the NX comes out and we see what Miyamoto is working on and if it suffers. Then we can say if Miyamoto has lost the talent to make games. I probably rambled on too much and it's incoherent but whatever. I'm just going to post this.