I think that the entertainment industry itself has a history of chasing success. Any time a hit product comes out, all the other companies start chasing after that success and trying to recreate it by putting out similar products.
Games have grown and developed from this limited in-the-box experience to something that's everywhere now. Interactive content is all around us, networked, ready. This is something I've been hoping for throughout my career.
Entertainment companies always have to stay on the edge of trying to catch that certain thing that will grab people's attention. And that thing is always changing. Nintendo has been doing this for a long, long time. Originally, we weren't even a video game company, but we were still an entertainment company. So I can't say what that next thing is, but I can say, at Nintendo we're trying to create new ways to play.
We can be using the same kind of technology, the same kind of techniques, but when we use it, we get something different.
Who knows how Mario will look in the future. Maybe he'll wear metallic clothes!
I always try to create new experiences that are fun to play.
When we're doing an action game, we make the second level first. We begin making level 1 once everything else is completed.
This is the entertainment industry, so game designers have to have a creative mind and also have to be able to stand up against the marketing people at their company - otherwise they cannot be creative. There are not that many people who fit that description.
Up until now, the biggest question in society about video games has been what to do about violent games. But it's almost like society in general considers video games to be something of a nuisance, that they want to toss into the garbage can.
So, it's important for us to acknowledge that we're prone to be conservative, and in turn surround ourselves with individuals who will help break down our conservatism.
You can use a lot of different technologies to create something that doesn't really have a lot of value.
Necessity is the mother of invention. I love solving things like that. Because there wasn't enough memory, thinking of an economical way to make the movements look right was like solving a puzzle, and I had a lot of fun.
Anything that is impractical can be play. It's doing something other than what is necessary to continue living as an animal.
There are big lines between those who play video games and those who do not. For those who don't, video games are irrelevant. They think all video games must be too difficult.
All the time, players are forced to do their utmost. If they are challenged to the limit, is it really fun for them?
I don't want to criticize any other designers, but I have to say that many of the people involved in this industry - directors and producers - are trying to make their games more like movies. They are longing to make movies rather than making videogames.
Their attitude is, 'okay, I am the customer. You are supposed to entertain me.' It's kind of a passive attitude they're taking, and to me it's kind of a pathetic thing. They do not know how interesting it is if you move one step further and try to challenge yourself with more advanced games.
We don't pay a whole lot of attention to the Internet until people have played the game - then we pay a lot of attention to whether people liked it. We read through it and see it, but we don't take it into consideration. ... [The Internet] is not going to dictate the direction of where the game goes.
When I'm making video games today, I want people to be entertained. I am always thinking, How are people going to enjoy playing the games we are making today? And as long as I can enjoy something other people can enjoy it, too.
I am not Link, but I do know him! Even after 18 years, the Legend of Zelda never stops changing and this game is no different. We are now taking you to a world where Link has grown up--a world where he will act different and look different. In order to grow, Link must not stand still and neither will I.
I don't let Mario appear in just any kind of game. Mario could not appear in Zelda games. They are two distinct game worlds.
I'm very impressed that there are so many fans - not just in Japan, but here in America - that are fond of the work that I've done. I'm actually kind of embarrassed by it all.
For a long time at Nintendo we didn't focus as much on online play because for many years doing so would have limited the size of the audience that could enjoy those features. But certainly now we see that so many people are connected to the Internet. It opens up a tremendous amount of possibilities.
What I really want to do is be in the forefront of game development once again myself.
Throughout the Zelda series I've always tried to make players feel like they are in a kind of miniature garden. So, this time also, my challenge was how to make people feel comfortable and sometimes very scared at the same time. That is the big challenge.
"Programming is all about numbers."
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