Author:: Simon Parkin Full Title:: Shigeru Miyamoto Wants to Create a Kinder World Tags:#media/article URL:: https://www.newyorker.com/culture/the-new-yorker-interview/shigeru-miyamoto-wants-to-create-a-kinder-world
- themes::
- theme 1
- Summary::
- summary 1
* Highlights first synced by Readwise 2021-01-06
* There has to be a connection to our real-world experience, so that when you make a move in the game it feels familiar but also, somehow, different. To achieve that harmony, you need a dash of truth and a big lie to go along with it. That’s the kind of game I try to create. You take things you’ve experienced in your life, sensations or feelings, and then try to conjure them in the game world.
* > It’s kind of hard to build a game where the player can quit anytime. ==Human beings are driven by curiosity and interest. When we encounter something that inspires those emotions, it’s natural to become captivated. That said, I try to insure that nothing I make wastes the players’ time by having them do things that aren’t productive or creative==. I might eliminate the kinds of scenes they’ve seen in every other game, or throw out clichés, or work to reduce loading times. I don’t want to rob time from the player by introducing unnecessary rules and whatnot.
* > The interesting thing about ==interactive media is that it allows the players to engage with a problem, conjure a solution, try out that solution, and then experience the results. Then they can go back to the thinking stage and start to plan out their next move. This process of trial and error builds the interactive world in their minds.== This is the true canvas on which we design—not the screen. That’s something I always keep in mind when designing games.
* > 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.