Shigeru Miyamoto Book
Artwork from cover to Jennifer DeWinter's book Shigeru Miyamoto.
For many videogame hobbyists, our relationship to Shigeru Miyamoto is twofold: On one hand, we know him as the creator of some of the most loved properties in videogames. On the other hand, we know him as the person Nintendo Co., Ltd. can reliably trot out to boost their properties across the board. When we see him on stage or in a video, we know he is going to be a little silly. We know he will be talking about wonderment and the value of play. We know he will be like the strange game-design grandfather you never knew you had, a Dumbledore who will never die and whose genius comes from a realm in his head beyond our knowledge.
In other words, most of us know Shigeru Miyamoto as both a designer as well as a mascot for Nintendo’s corporate sensibilities.
Jennifer DeWinter’s Shigeru Miyamoto, the first entry in Bloomsbury’s Influential Video Game Designers book series, goes beyond game culture’s general understanding of Shigeru Miyamoto—his relationship to his own work, even to the videogame industry at large. This comprehensive look at Miyamoto takes into account his biography, analysis of his game-design style, and his position in the industry. Summing up such a massive career is an unbelievable act of compression, and what is there is incredibly well-researched and well-synthesized to the point that it feels like its own tidy Miyamoto-like object.
The core of the book is about Miyamoto’s objects, or—as he prefers—products. DeWinter gives us a very clear story about how Miyamoto understands his characters in relation to their products, and what I took from this is, he doesn’t really care much at all about them. For Miyamoto, these are merely moving parts that can ultimately be designed to generate a certain kind of engagement in the player.
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