I've noticed something: Miyamoto keeps setting trends with games that insiders to the industry call "crap", "non-games", and other such harsh terms at the time of their release. And yes, that includes SMB and Zelda; they were both criticized by PC gamers of their time for being so simplistic and childish. They scoffed at the lack of surface-level depth, and didn't bother to check and see if there was any hidden depth (which there was, of course).
Yet his revolutionary "non-game" games he makes end up being the highest sellers of all time and spawning entire series (both Nintendo-made and competitor-made). Every one of these are not really "games" by the standards of the time; they're "software toys".
The inevitable conclusion would be that "software toys" will sell better than "games", yet few developers ever think to make "software toys", and most fail to get even close to the kind of response from their "software toys" as Miyamoto gets from his. That, I believe, is because they miss the nature of good "software toys": their complexity is hidden, and on the surface level, they're extremely simple.
Of all the developers in the world, I have seen only one other who has had a similar impact on a consistent basis: Will Wright. Funnily enough, I think he was the one who coined the term "software toy" to describe games that don't fit the standards of the term "game" at the time of their release.
Sky Render - Sanity is for the weak.