Game Boy
by Scott SteinbergOver the next 25 years, Miyamoto's design philosophy led to a
string of breakthrough hits, including 1985's Super Mario Bros.,
the most successful video game ever (and one that set the archetype
for countless platform-hopping romps to come); 1987's The Legend of
Zelda, stemming from Miyamoto's youthful ventures into the
pitch-black caves near his home and which sees players exploring
forests, mountains, and dungeons while fighting fearsome beasts;
and, of course, 1996's seminal Super Mario 64, heralded by critics
and consumers alike as the first game in which
3-D gaming showed
its true potential. Even his less historically renowned outings,
including Duck Hunt, Hogan's Alley, PilotWings 64, Super Mario
RPG: Legend of the Seven Stars, F-Zero, and Luigi's Mansion, still
rank among the biz's best.
Miyamoto attributes his ongoing triumphs to a simple design
philosophy. "Most important is that a game be fun to play and that
its environment be used to effectively capture an audience's
attention," he says. "Players can't be forced into activity … they
have to voluntarily want to enter the interactive space and
explore. Flashy graphics and fancy sound effects aren't the answer
- interactivity is. Encouraging players to immerse themselves
within virtual universes is crucial."
HENCE THE THINKING behind the just-released Wii, which aims
to speak to the entire family, not just to tech-savvy teens and
20-somethings, as its chief competitors PlayStation 3 and Xbox 360
are prone to doing. "[Microsoft and Sony] have done little to
expand their core market," explains Miyamoto. "They continue to
play to the same general users. At
Nintendo, we believe in speaking
to people of all ages and interests, whether you're five years old
or 95. There's a new, ever-growing audience for video games out
there. We're leading by example and hope to inspire generations of
developers to come."
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