محمد أبو الحسن طاهر — 5 يوليو، 2013
مقالة رائعة للغاية من Eurogamer أنصح بقراءتها بالكامل. للتحميس: هناك حديث عن بداية سوبر ماريو 64 الفعلية (لم تكن من إلهام نينتندو).
هذه جزئية أعجبتني ومتوقعة من مياموتو:
Being close to the legendary Miyamoto was an eye-opener for the Argonaut team. “It was amazing to see the way he worked,” says San. “He didn’t design games up front, like western game designers would do. He had ideas and liked to play, refine and evolve. He especially liked to iterate – he did a lot of trial and error. It really felt like he would be flying by the seat of his pants much the time. It was occasionally frustrating, because you couldn’t schedule the project in advance. You couldn’t know how much effort or man-hours were required for any specific feature or element because he didn’t really plan in any great detail. He seemed to do everything by what feels right, which means it has to be pretty much fully built before he could evaluate how much fun it was – and then he’d tell you to change this or change that, and so on. He works in a pretty similar way to Peter Molyneux: a game’s not done until it’s done and I couldn’t really tell you in advance when that will be, and if you make me tell you I will take a guess and it will be wrong and I’ll miss the deadline by a few years!” Programmer Giles Goddard, now head of Steel Diver studio Vitei, concurs that working with Miyamoto wasn’t without its tense moments. “In the later stages of development, things could be quite nerve racking because of his tendency to throw everything out the window and start again.”