First, this quote is painfully out of context. Miyamato said, in the same breath:
What I mean is that there is no point in making a difficulty level the fun factor of a game. We are making Super Mario Galaxy as a new and fun experience which aims at providing a very appealing, convincing and-before all-fun experience. If we managed to do so, then I'm sure even the core gamers will find it appealing.
It is important that people who are playing them feel that the games are indeed fun to play… Now there is this concept I always focus on, which is you have to feel the fun of a game by only trying it
Should it be fun by only playing it a short time, this indicates already it has a big value as a product… It is very important that the full fun of the game is being felt in the first stage 1-1.
And second, personally, I strongly agree with him. Does anyone else feel like "difficult" single player games are totally obviated at this point anyway?
If you're looking for difficult games, obviously you should look to multiplayer. Why would you ever want to face AI -- even reasonably good AI -- when you could play a highly experienced person? Or even a team of persons working together?
Simple truth: an expert Mario Strikers Charged player will present a greater difficulty level than 90 percent of the single player games available on Wii/PS3/360. And that's not even getting in to deeper multiplayer games like Starcraft or ones that feature complex team coordination such as CS or the upcoming UT3 for PS3/PC.
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