Interview: Shigeru Miyamoto on Wii U's future

GamesMaster meets the legendary designer to discuss his changing role at Nintendo...

For the last 25 years Mario has been the most recognisable face in video gaming, thanks largely to the persistent genius of his original creator, Shigeru Miyamoto.

Now, with Wii U's lined up in the shops awaiting eager gamers, it falls on creators, such as Miyamoto and his team, to enrapture generations of people once more. GamesMaster repressed the urge to hug and sat down for a vaguely serious talk with Miyamoto, encompassing the Wii U's future, HD and his changing role at Nintendo...

Words: GamesMaster magazine. Order the latest issue online here.


As a creator, what excites you most about the Wii U?

Of course the most important thing about the Wii U is how we can create the most attractive game machine. For that matter I'm satisfied with the outcome. However at the same time, I've personally been trying to make it so that the Wii U is going to become the machine that'll be cherished by the entire family, especially when it's hooked up with the TV set in the living room.

Actually that's one of the themes that I've been challenging myself with for many years. And at this point in time I'm very satisfied with the outcome as well as how it's going to create unique gaming experiences.

How does Wii U represent the future of gaming?

Whenever we're working on a certain platform, as time goes by, everybody, including the game players, is looking forward to more improved versions of the existing software. However, that's not only the direction that evolution should take. Whenever we can create a different format, unique gameplay should be another direction where game entertainment should head.

For example Nintendo Land, which is going to debut with the launch of the Wii U system. We've included a variety of games inside of it, some of them will be able to show the way the future of gameplay
might head.

Can you give examples?

You might have already played Mario Chase, it's a game that's not only unique in the game itself, but a really unique thing that we found out is that everyone can get together and see the replay of the game. That itself was very exciting. Actually that's not something that we could originally expect.

How did Pikmin come about?

A Well actually there are a variety of different ways for us to create videogames. Sometimes from the very outset we have some clear-cut goals towards which we start working. On the other hand we have cases when we don't have any kind of clear-cut image as to what kind of game it will eventually be but rather we have a very vague image of whatever we would like to establish or realise.


In the case of Pikmin 1 our original idea was how it would be nice if we would be able to see a bunch of small creatures doing something. Something like, they are protecting their own village and at the same time they are trying to grow and expand that village.

Later on we added the feature so that the player character will be there. But at the beginning I thought that it wouldn't be interesting enough because in that original development mode the Pikmin were used as if [they were] weapons. To be utilised, to be shot by the player themselves.

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