![]() ![]() Masahiro Sakurai posted: As a player, as someone who's been playing games for a long time, the stories that get told in video games are honestly irksome to me pretty often. Game news/reviews site Polygon translated a few choice tidbits from the article for your viewing pleasure: ![]() In a recent issue of the popular Japanese gaming magazine Famitsu, Sakurai wrote an article about the subject of stories and characterization in video games. To answer that we'll have to look to the extensive writing he's done on the subject. But what drives it? Why does Sakurai do what he does? If you've enjoyed the LP thus far, you'd probably agree that Sakurai's approach is pretty interesting. The big difference lies in their philosophy regarding game design, game stories, and characterization. He and Sakurai have a fair few things in common: they're both Japanese game developers who worked at Nintendo overseeing big-name franchises involving flying blobs (and their surnames start with "Sak"). Kid Icarus originally started out under the supervision of Yoshio Sakamoto. Among his other accomplishments are the entire Kirby franchise and a close working relationship with Nintendo of Japan's CEO, Satoru Iwata. Brawl, when he became the public face for its development team and the focus of impatient fans' ire. His name hasn't achieved the level of recognition that Shigeru Miyamoto has, but it did become memetic on the internet during the development of Super Smash Bros. Masahiro Sakurai is a pretty well-known guy as far as Japanese video game developers go. ![]()
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