In an earlier talk, he explained that he designed his games starting with how you physically interact with the controls you're holding in your hand, and then inwards into the computer, instead of the other way around like so many other people tend to do.
In a later talk, about the Wii, he explained that now he designs his games starting with the facial expressions of the people playing them, then to the physical experience that could evoke such an expression, then on into the computer that could conduct such an experience.
As an example, he showed a picture of a grandfather with his granddaughter sitting in his lap, playing a game, looking totally entranced and delighted at the game, and her grandfather looking at her, with just as entranced and delighted an expression as on his granddaughter's face, even if he didn't necessarily understand what the game itself was about. He got so much enjoyment out of just watching his granddaughter enjoying the game, that it was fun for him, too.
The Wii was so successful as a social party game, because the players themselves were more fun to watch than the game on the screen, because they make spectacles of themselves, which is much more entertaining to watch than the computer graphics. And you don't get bored waiting for your turn to play, because it's fun watching other people play.
I'll add that many games don't understand "the reveal." They simply rely on "the experience." iow, Sure, it's great to be an astronaut zapping meteors, but it's not great to instantly and always be that astronaut. It's best to earn the ability in several large strides.
https://en.wikipedia.org/wiki/Shigeru_Miyamoto
In an earlier talk, he explained that he designed his games starting with how you physically interact with the controls you're holding in your hand, and then inwards into the computer, instead of the other way around like so many other people tend to do.
In a later talk, about the Wii, he explained that now he designs his games starting with the facial expressions of the people playing them, then to the physical experience that could evoke such an expression, then on into the computer that could conduct such an experience.
As an example, he showed a picture of a grandfather with his granddaughter sitting in his lap, playing a game, looking totally entranced and delighted at the game, and her grandfather looking at her, with just as entranced and delighted an expression as on his granddaughter's face, even if he didn't necessarily understand what the game itself was about. He got so much enjoyment out of just watching his granddaughter enjoying the game, that it was fun for him, too.
The Wii was so successful as a social party game, because the players themselves were more fun to watch than the game on the screen, because they make spectacles of themselves, which is much more entertaining to watch than the computer graphics. And you don't get bored waiting for your turn to play, because it's fun watching other people play.