SM: Nowadays, software makers want games to be so realistic, but first and foremost games should evoke emotions. When I made Pikmin, I wanted people to feel a mix of sadness and happiness. The Japanese word itoshii is used when you think fondly of someone. You wouldn't normally feel that when playing games, but that's what I was striving for.
Games aren't just about recreation and getting to the next stage. People often tell me nobody would play a game that isn't that way -- it would be too boring. But I don't agree with them.