正式公布前一天,任天堂在京都公司内举行了约一小时的记者会。宫本茂表示,获奖让他既害羞又感到光荣。游戏并非个人能够独力完成的作品,因此他希望以众多共同创作者代表的身份领奖。
回顾自1977年进入任天堂以来近50年的经历,宫本茂认为,游戏已经从一种边界模糊的新媒介,发展为祖孙三代都熟悉的日常文化。任天堂的长期目标,则是让互动娱乐自然地出现在家庭客厅中。
宫本茂还提到,日本游戏业认真打磨界面、响应和易用性的能力,可以推动更广泛的互动产品发展。他过去曾担心电影设定会限制未来的游戏创作,后来看到玩家对角色本身的喜爱,才转而推进电影与主题乐园。
谈及生成式AI,宫本茂将构思意图与完成作业区分开来。他认为,随着AI承担更多作业,创作者更需要思考何为真正的创作。他也建议年轻开发者不要只改造已有的成功作品,而应回到“什么事情会有趣”这一原点,建立新的玩法。
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The day before the official announcement, Nintendo held a press conference in Kyoto for about an hour. Miyamoto stated that he was shy and proud of the award. The game is not a work that individuals can accomplish on their own, and he therefore wishes to receive the award as a representative of many co-authors.
Looking back at the experience of nearly 50 years since it entered Nintendo in 1977, Miyamoto believes that the game has evolved from a new medium with blurred borders to a daily culture familiar to all three generations. The long-term goal of Nintendo is to allow interactive entertainment to appear naturally in the living room of the family.
Miyamoto also mentioned that the ability of the Japanese game industry to carefully sharpen interfaces, responsiveness and ease of use could contribute to broader interactive product development. In the past, he had feared that film setting would limit future game creation, and then saw the player ' s love for the role itself before moving on to film and theme parks.
Turning to generation AI, Miyamoto distinguished conceptual intent from completion of the operation. In his view, as AI undertakes more work, creators need to think more about what is really creative. He also suggested that young developers should not simply transform existing successful works, but go back to what was interesting and create new ways of playing.
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