Maybe from the art work you can see that he's not holding a sword. Is that a correct assumption? Shigeru Miyamoto: Well, the story setting for this Zelda is, of course, in a completely different era and Link is older than he was previously. He looks older than he did in Twilight Princess. This piece of art has not yet been released publicly, but we noticed that Link appears to have grown to full adulthood. IGN: At your developer roundtable this week, you showed off a single piece of artwork from the next Wii Zelda game. ![]() So we hope in the future to go ahead and work with people to again make games that are maybe more skewed toward an older audience or a more focused audience. We say, if you're going to make a game with us, try to make something that really expresses your vision and what you would like to do. To further expound upon that, I think that when we are working with other developers, a lot of times they will try to come and make games that are very Nintendo-esque, and that's something that we actually ask them to stop doing. For us, the products that we make really just sort of match that goal naturally, so that's why we are taking that route. And one of our goals is to bring that back up.Ĭheck out the full video interview. Again, I would never say anything bad, maybe, those writers focused on making something for a specific audience, but, you know, one of the problems we face in the gaming industry is that the gaming population is shrinking. As to why we don't do that, as for example, Mario Paint, if we just went and honed it down, that would be a game that could be just for artists. I've produced other games that third and second-party games have developed for us that are, as you would say, focused on one particular audience and I have no problem with that whatsoever. ![]() The work that I do generally is just something that appeals to a wider range. ![]() Have you thought about taking this approach with your games and do you think trying to appease all players ultimately dilutes your games? Shigeru Miyamoto: I consider myself in some respects a writer and as a creator in that vein, I don't really have anything negative to say about my own work, of course. In Hollywood, the same studios might make an R-rated horror movie and also work on a G-rated family movie, specifically targeting two very different demographics. We know that you have been trying to make your games - even traditional ones - appealing to a wider spectrum of audiences.
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