{"id":1131,"date":"2010-12-16T17:50:50","date_gmt":"2010-12-16T16:50:50","guid":{"rendered":"http:\/\/www.jesperjuul.net\/ludologist\/?p=1131"},"modified":"2010-12-16T17:50:50","modified_gmt":"2010-12-16T16:50:50","slug":"more-miyamoto","status":"publish","type":"post","link":"https:\/\/www.jesperjuul.net\/ludologist\/2010\/12\/16\/more-miyamoto\/","title":{"rendered":"More Miyamoto"},"content":{"rendered":"<p>Nick Paumgarten at the New Yorker has written a quite extensive profile on Shigeru Miyamoto: <a href=\"http:\/\/www.newyorker.com\/reporting\/2010\/12\/20\/101220fa_fact_paumgarten\">Master of Play: The many worlds of a video-game artist<\/a>.<\/p>\n<div>\n<div>\n<div>\n<p style=\"padding-left: 30px;\">Unlike  most of the better-known game designers, Miyamoto doesn\u2019t have a  particular niche. His games have spanned many genres. He\u2019s also been at  the forefront of three major phases: the side-scrolling game; the  free-roaming 3-D game, like Super Mario 64 and Legend of Zelda: Ocarina  of Time, to which Grand Theft Auto and its ilk owe their existence; and,  with the Wii, the motion-capture game, now the prevailing paradigm.  (Consider Kinect, the new Microsoft toy.) The only big shift he missed,  perhaps, is the push toward hyperrealistic graphics.<\/p>\n<p style=\"padding-left: 30px;\">\u201cI recognize  that there are certain types of games for which the photorealistic  graphics are suited,\u201d he said. \u201cBut what I don\u2019t like is that any and  all games are supposed to be photorealistic.\u201d He prefers to direct his  team\u2019s efforts and resources toward the quality of the gameplay\u2014the  choices and challenges inherent in the game, also known as the game  mechanics.<\/p>\n<p>Oh, the profile also cites yours truly a few times and mentions the concept of &#8220;the pull&#8221; that I discussed in <a href=\"http:\/\/www.jesperjuul.net\/casualrevolution\/casual_revolution_chapter1.pdf\">A Casual Revolution<\/a>.<\/div>\n<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Nick Paumgarten at the New Yorker has written a quite extensive profile on Shigeru Miyamoto: Master of Play: The many worlds of a video-game artist. Unlike most of the better-known game designers, Miyamoto doesn\u2019t have a particular niche. His games have spanned many genres. He\u2019s also been at the forefront of three major phases: the &hellip; <a href=\"https:\/\/www.jesperjuul.net\/ludologist\/2010\/12\/16\/more-miyamoto\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;More Miyamoto&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[2],"tags":[],"class_list":["post-1131","post","type-post","status-publish","format-standard","hentry","category-games"],"_links":{"self":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/1131","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/comments?post=1131"}],"version-history":[{"count":0,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/1131\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/media?parent=1131"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/categories?post=1131"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/tags?post=1131"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}