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<oembed><version>1.0</version><provider_name>The Escapist</provider_name><provider_url>https://www.escapistmagazine.com</provider_url><author_name>Logan Westbrook Legacy Author</author_name><author_url>https://www.escapistmagazine.com/author/loganwestbrook/</author_url><title>Miyamoto: Making Games Is Like Writing Detective Novels - The Escapist</title><type>rich</type><width>600</width><height>338</height><html>&lt;blockquote class="wp-embedded-content" data-secret="3dCuoPdqB1"&gt;&lt;a href="https://www.escapistmagazine.com/miyamoto-making-games-is-like-writing-detective-novels/"&gt;Miyamoto: Making Games Is Like Writing Detective Novels&lt;/a&gt;&lt;/blockquote&gt;&lt;iframe sandbox="allow-scripts" security="restricted" src="https://www.escapistmagazine.com/miyamoto-making-games-is-like-writing-detective-novels/embed/#?secret=3dCuoPdqB1" width="600" height="338" title="&#x201C;Miyamoto: Making Games Is Like Writing Detective Novels&#x201D; &#x2014; The Escapist" data-secret="3dCuoPdqB1" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" class="wp-embedded-content"&gt;&lt;/iframe&gt;&lt;script type="text/javascript"&gt;
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</html><description>Games shouldn&#x2019;t bury their secrets where few will find them, says the Mario creator. Making a fun game is like penning a good mystery, says Nintendo&#x2019;s Shigeru Miyamoto, because &#x2013; as with detective stories &#x2013; getting the flow of information just right is crucial to keeping players engaged. Developers had to give players enough information to keep them moving forward, Miyamoto said, without overloading them with too much all at once. He thought that games could hide their secrets too well, which could leave players bewildered or frustrated. Miyamoto thought that with the right level of difficulty, players would want [&hellip;]</description><thumbnail_url>http://cdn.themis-media.com/media/global/images/library/deriv/34/34675.jpg</thumbnail_url></oembed>
