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Interviewer: Speaking of precision, hardware today is forcing developers to create and show things to players that wasn’t necessary with earlier technology.
Miyamoto: Yes, it is true, that now with 3D and the like, there’s a lot more to create in these worlds. But no matter how advanced the technology gets, we won’t be trying to make 100% real visuals.
Interviewer: Intentionally?
Miyamoto: Yes, intentionally. And if the technology does end up progressing to that level, then developers won’t be able to make something unless it’s perfect, will they? And that’s one reason why we use a representational style, like the deformed polygons, for instance.
Interviewer: Right. Even if the scope for expression increases, there will always be a need for humans to act as intermediaries.
Miyamoto: If you say you’re creating something “real”, then suddenly everything becomes a technical contest: and the winner is the one who can create the most “realistic” depiction, right? Except that I don’t think that’s true. Because here is where one’s individuality as a creator, one’s style, really comes out.
wenigstens einer der es noch verstanden hat