"I wanted to make something very unique, something very different"
About this Quote
In Miyamoto's hands, "unique" isn't a branding adjective; it's a design ethic and a quiet act of rebellion against sameness. The line is almost disarmingly plain, but that's the point: he frames innovation as a personal itch rather than a corporate mandate. "I wanted" centers authorship and curiosity. It's not "the market demanded" or "players asked". It's the stubborn, childlike impulse that sits under Nintendo's most durable ideas.
The double-stacking of "very unique" and "very different" reads like someone reaching for emphasis without polishing the sentiment into PR. Subtext: the risk was real. In game development, "different" can mean confusing controls, alien aesthetics, or mechanics that don't map neatly onto existing genres. Miyamoto is acknowledging a willingness to lose people on the way to finding something new.
Context matters: he emerged in an industry that repeatedly standardizes itself. Arcades codified reflex loops; consoles codified sequels; every hardware generation rewards safe iteration. Miyamoto's signature projects - Mario's kinetic readability, Zelda's exploratory mystery, Pikmin's oddball ecology, Wii's motion-controlled invitation - are essentially arguments that play can be re-taught. The intent isn't novelty for novelty's sake; it's to expand who games are for and what they can feel like.
There's also an implicit critique of tech-forward "innovation". Miyamoto's "different" usually isn't about horsepower; it's about verbs. What do you do, minute to minute? If you can change that, you can change the culture around games.
The double-stacking of "very unique" and "very different" reads like someone reaching for emphasis without polishing the sentiment into PR. Subtext: the risk was real. In game development, "different" can mean confusing controls, alien aesthetics, or mechanics that don't map neatly onto existing genres. Miyamoto is acknowledging a willingness to lose people on the way to finding something new.
Context matters: he emerged in an industry that repeatedly standardizes itself. Arcades codified reflex loops; consoles codified sequels; every hardware generation rewards safe iteration. Miyamoto's signature projects - Mario's kinetic readability, Zelda's exploratory mystery, Pikmin's oddball ecology, Wii's motion-controlled invitation - are essentially arguments that play can be re-taught. The intent isn't novelty for novelty's sake; it's to expand who games are for and what they can feel like.
There's also an implicit critique of tech-forward "innovation". Miyamoto's "different" usually isn't about horsepower; it's about verbs. What do you do, minute to minute? If you can change that, you can change the culture around games.
Quote Details
| Topic | Art |
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