In the first part of our interview with Nintendo legend Shigeru Miyamoto, the great man discussed his influences and the creation of upcoming epic Mario Galaxy 2.
In this second instalment, Mario's creator discusses the difference between developing for the hardcore and casual audiences, gives his view on 18-rated titles - and recounts how he made his own toys in his childhood...
You've been recognised by BAFTA this month. Would you like to see games getting similar recognition from other entertainment bodies?
I'm sorry - I just don't know what I comment I can make on specific organisations. In Japan there have recently been some movements to try and appreciate better the role of video games in general culture.
However, video games are generally regarded in Japan today as just a part of the entire digital entertainment. Of course, if the video games industry can earn the respect from the public then more and more young people will be willing to become developers - so that's something we should welcome.
However, I understand that general appreciation from the public is something we have to go on asking for. I don't think we need to demand anything from an organisations.
You often discuss your childhood and its influence on you as a professional. Was it a happy time?
It was a happy time for me, even though I had less goods around me in terms of the material prosperity - far less than today. Children from wealthy families tended to have a lot of stuff, whilst all the others of us had a scarcity when it came to toys.
But because of that, I used to make toys for myself with my own hands. Also, a lot of the encounters and conversations among the children back then still influence the way I make games myself today. I must say it was a happy time.
There's nothing in your games that risks offending those of a nervous disposition. But many people seem to fear the effect violent games have on society. What are your thoughts on titles like Modern Warfare 2? Why aren't you interested in making games like these?
In our work, we are trying to make video games as relevant as possible for a wide ranger of generations of people. I do not think we should limit the audience to a particular category, for example, young kids or young males, or a limited number of people. At least, that's how I've been trying to make my own games.
We just talked about the opportunities for the Academy recognising video games as an art form. We really appreciate that kind of opportunity because that can change the mindset of the general public, to how they conceive video games per se.
But when it comes to the question of how each individual game designer or developer should make their games, I don't think we should try to intervene in how they are trying to express themselves in whichever format.
It's a question of how we can make the appropriate communication so that only the people who are appropriate to play with a particular game are able to play it; how we can make enough information accessible to the parents - what types of games can be played by their children.
That goes for us as video game companies - and our marketing people must be very careful as to how they are promoting which types of products to which audiences.
I think most importantly, from the viewpoint of the evolution of the video games, we have to be very careful about the very great potential video games have as a way for people to express themselves.