Miyamoto is the rock star of Nintendo but it's interesting to see some of the other personalities there that are also heavily influencing their games. Next Generation recently had an interview with Yoshiaki Koizumi who was Super Mario Galaxy's director and has also worked on Link’s Awakening, Super Mario 64, Ocarina Of Time, Majora’s Mask, and Super Mario Sunshine. I've posted some of the more interesting excerpts from it.
http://www.next-gen.biz/index.php?option=com_content&task=view&id=8731&Itemid=2
"Link’s Awakening, Super Mario 64, Ocarina Of Time, Majora’s Mask, Super Mario Sunshine and Super Mario Galaxy: what’s the first name to pop into your head? It’s almost impossible not to think of Shigeru Miyamoto, but it’s hard to conceive any other name to attach to such a remarkable series of titles. Yet a man called Yoshiaki Koizumi has quietly toiled on each one of them, most recently as game director for Super Mario Galaxy."
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"Mr Miyamoto is known for taking lots of time to create the best player experience. His demands are numerous and exacting, but I actually really like that. He’s effortless in explaining what he wants,” Koizumi explains, recounting a moment during the development of Super Mario 64 where Miyamoto excitedly tried to describe how he felt Mario should swim – by swimming around his office. “I began swimming around with him,” Koizumi laughs. “We get along well together, and time files by when we’re working. Before we know it, sometimes, it’s 2am.”
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"Indeed, Koizumi’s influence is focused on player experience. “In all of the games I’ve worked on, I’d say I spent most of my time working on the player character,” Koizumi says, but he can’t help but note Miyamoto’s role once again. “Miyamoto has taught me that if the player does not feel right, this can affect the whole game. The more things a player can do, the more possibilities are available for the game. A great example is Super Mario Bros. What if Mario couldn’t jump? Even the lowliest Goomba would be unstoppable. But when he can jump, breaking blocks and stomping enemies becomes possible. So several new possibilities can open up from only one new ability. But of course, complexity can become higher. At Nintendo we call it ‘player-based design’. It’s all about the balance between fun and complexity.”"










