Q&A with Nintendo designer Shigeru Miyamoto on what excites him about his work, his strengths and weaknesses as a boss, not abusing power, ambitions, and more
The legendary designer on rejecting violence in games, trying to be a good boss, and building Nintendo's Disneyland.
New YorkerSimon Parkin
Context & Ripple Effects
This New Yorker conversation catches Shigeru Miyamoto between eras: he had already spent decades as director of Mario and Zelda, and profiles from early 2024 record him still saying he has no plans to retire as representative director at Nintendo. In the interview he articulates three commitments — rejecting violence in games, trying not to abuse power as a boss, and building a Nintendo-themed Disneyland.
With Miyamoto explicitly steering parks and film rather than only game direction, Nintendo converts character IP into venues that earn outside the console cycle — the museum and park coverage show that conversion already operating.
A nonviolent-design doctrine voiced by the company's most senior creative sets a de facto house style that constrains which projects get made under Nintendo branding.
Third-order effects
If the pattern holds — a designer who will not retire shifting weight from software to parks, museums, and film — Nintendo's institutional knowledge concentrates in fewer people, making succession planning the structural question behind every expansion into physical entertainment.
The trend: Nintendo is turning its game IP into permanent physical experiences under its founding designer, stretching the company's identity beyond the console business.
Absolutely beautiful interview. Broader thoughts from Miyamoto than is usual and some really honest thinking here from one of the world's best creative minds. https://t.co/khGKyE6YRG
“This process of trial and error builds the interactive world in their minds. This is the true canvas on which we design—not the screen. That's something I always keep in mind when designing games” https://twitter.com/...
This interview is fantastic in that it is, as the author puts it, purely philosophical in tone and content. There's no new game or console being sold here, just a conversation with Miyamoto-san. https://twitter.com/...
I wonder if his kids had to negotiate a real life Mario level built in his house to get their Xmas presents when they were younger? https://twitter.com/...
The mind “is the true canvas on which we design—not the screen,” the legendary game creator Shigeru Miyamoto says. “That's something I always keep in mind when designing games.” https://nyer.cm/hHCL4RP
The New Yorker interview: Shigeru Miyamoto. Super Mario's maker on philosophy, his kids love of Sega, abusive bosses, video game guns, and how he tries to ensure his work adds more to a person's life than it takes. https://www.newyorker.com/...
“I've had people ask me: ‘What will you do when video games fall out of fashion?’ Even if that were to happen, digital experiences are increasingly becoming a part of human life. My interest in engaging in those opportunities has only increased.” Same, bro https://www.newyorker.c…
Mr. Miyamoto inspired me to want to work in the video game industry from a very young age. This story reinforces all the reasons why. Phenomenal interview, @SimonParkin. 🍄❤️ https://twitter.com/...
Wonderful interview. But... Mario kills almost every single creature he meets. Usually for points or coins. Pity the Goombas. https://twitter.com/... https://twitter.com/...
Nintendo's Shigeru Miyamoto has opened up about his career, how people view him as a boss, and how he wants to “create a kinder world.” https://www.ign.com/... https://twitter.com/...
“There has to be a connection to our real-world experience, so that when you make a move in the game it feels familiar but also, somehow, different. To achieve that harmony, you need a dash of truth and a big lie to go along with it.” Some choice quotes from Miyamoto-san in here.…
Shigeru Miyamoto, el creador de Mario y Zelda, sobre el arte de hacer videojuegos: “This process of trial and error builds the interactive world in their minds. This is the true canvas on which we design—not the screen”. https://www.newyorker.com/...
“I think, if a child were to visit and look at the space, it might seem a bit boring? The unique creative work takes place within each person. It doesn't require a unique-looking environment.” https://www.newyorker.com/...
This on the director at Nintendo was incredibly refreshing and so relatable. Highly recommend for any who leads creative teams and has to balance being incredibly fastidious with being able to communicate ambitious, often unseen-before visions. https://www.newyorker.com/...
Love this piece and actually hits on something I was just thinking about with Cyberpunk and the messy emotions it can leave you with. For Miyamoto, “Complex emotions are difficult to deal with in interactive media.” https://twitter.com/...
Great interview and having worked closely with Miyamoto for many many years the insights into the way he builds games through minute criticism are spot on, and, it's also the way I do it, so it obviously rubbed off a bit!! https://twitter.com/...
Shigeru Miyamoto Wants to Create a Kinder World 🌎 - something we should do at every level @NewYorker https://www.newyorker.com/... https://twitter.com/...
“By Monday, I'm usually excited to get back to work. To that end, I sometimes send e-mails over the weekend, which people don't appreciate.” Wow! https://twitter.com/...