Top 70 Quotes & Sayings by Hidetaka Miyazaki

Explore popular quotes and sayings by a Japanese director Hidetaka Miyazaki.
Last updated on October 11, 2024.
Hidetaka Miyazaki

Hidetaka Miyazaki is a Japanese creative director, designer, scriptwriter, and executive for the video game company FromSoftware. He joined them in 2004 and was a designer for the Armored Core series before becoming better known for directing the Souls series. Miyazaki was promoted to company president in 2014 following the success of Souls and also serves as its representative director. Other notable games he has directed include Bloodborne, Sekiro, and Elden Ring, all of which have also received critical acclaim.

Often, I hear my ideas are more incomprehensible than not.
Dark Souls is in some ways an incomplete game, and I like to think that it has been completed by players, by their discoveries, as they moved along. I'd love to say that the nature of this incompleteness was completely deliberate, but it is both deliberate and by accident in different ways.
Demons, chaos, dragons - all of them are different incarnations and representations of our idea of death in 'Dark Souls.' — © Hidetaka Miyazaki
Demons, chaos, dragons - all of them are different incarnations and representations of our idea of death in 'Dark Souls.'
We personally don't try to follow industry trends or themes. We just try and make something that we think would be cool and we want to make.
I think death is a crucial element when designing games around the theme of the satisfaction of overcoming overwhelming odds.
Now I'm president. I get to meet a lot of other company presidents. They're such weird people. I'm fascinated by them. I use some of them as enemy characters in our games.
I, as a gamer, understand passion to discuss favourite games.
I am conscious of that when I make these games: I try to make a game that has beautiful open spaces, gaps, room for players to enjoy it in ways that were not authored. I never want it to be where you have to follow the rules completely, where you have to do things exactly as the designers intended.
I believe there are aspects of the narrative that become easier to understand by shifting the focus of the story to the characters. Illustrating growth and change in the protagonist becomes a simpler process, and these changes are, in fact, one of the themes of 'Sekiro: Shadows Die Twice''s story.
From the initial design stages of 'Sekiro: Shadows Die Twice,' we had the idea of the player being able to move dynamically through a detailed, multi-layered map. We found that a 'shinobi' type character was the key to achieving this in a way that was both realistic and cool.
I believe it's important for us to have a diverse and free approach to making games in the way that we like.
Development of 'Bloodborne' and sinking into the battle of the hunter and the unique horror world was not only an exciting experience but it also allowed me to re-acknowledge the charm of a fantasy world and the intrigue of 'Dark Souls' for me.
It's quite obvious that the 'Dark Souls' franchise is reaching a turning point, and I'm happy that I have a greater budget for the third game, as well as the creative freedom to make my own decisions. But if there were some restrictions about what I was creating, I definitely wouldn't want to work on it.
I don't think it'd be the right choice to continue indefinitely creating 'Souls' and 'Bloodborne' games. — © Hidetaka Miyazaki
I don't think it'd be the right choice to continue indefinitely creating 'Souls' and 'Bloodborne' games.
There was a board game called 'Sorcery,' which is one of my favorites, and I would often revisit the game. It's not a video game, but it definitely stands out in my mind as a game that impacted me.
To feel fulfilled, you must first have a goal that needs fulfilling. At the same time, it must actually be possible to fulfill said goal.
The construction of 'Sekiro''s world is based on that of traditional Sengoku, or medieval Japan. To that end, we made sure to reference a lot of written materials on that period as well as actually visit several locations.
From Software believes all the things we have learned in the past titles can be best reflected in the future only by starting work on a new franchise or series. That's the philosophy behind us trying to make a decision about leaving the 'Dark Souls' franchise.
Perhaps the tranquillity of 'Deracine' heightens the violence in 'Sekiro: Shadows Die Twice,' while the intensity of 'Sekiro: Shadows Die Twice' makes 'Deracine' all the more serene.
Ever since 'Demon's Souls,' I've really been pursuing making games that give players a sense of accomplishment by overcoming tremendous odds.
Unlike most kids in Japan, I didn't have a dream. I wasn't ambitious.
We do need this diversity in the industry. Regardless of what From Software is doing, we need people making battle royale games and live services, and we need people making single-player focused experiences. We feel that this diversity is what will keep everyone going.
To be honest, I'm really not interested on how I'm viewed as. The only thing I'm interested in is to keep creating something special. Whether that something is synonymous to me or not is really none of my concern.
If you had a game that said, 'Oops, you're dead. Now switch off the game,' it wouldn't be very successful. So you do need to have something to teach and be there to learn from, and we feel that death in video games is a positive experience.
'Sekiro: Shadows Die Twice''s story is one of fate and growth.
The intention behind the high difficulty of the games I direct is to evoke a feeling of joy and accomplishment in the player when they overcome these challenges.
In order to produce the satisfaction of comprehension, there first needs to be the process of comprehension. Furthermore, the overarching idea at hand needs to be something that is actually comprehensible.
I'm not necessarily a fan of horror genre of movies or books.
I love throwing down the gauntlet and trying our hand at that new tech.
A shinobi embodies an archetype that is able to use everything at their disposal. They don't pick a fighting style; they use every means and everything they can get their hands on. They exploit every weakness.
I would like 'Dark Souls' to be a broad exploration game filled with so many veiled things and details.
We always look back at our back catalogue for inspiration for new titles, but when it comes to very old things like the 'King's Field' series, I'm concerned about just mimicking the style of what Naotoshi Zin, the founder of FromSoftware, created for the PlayStation original. I would rather not go back to it simply out of respect.
I personally want my games to be described as satisfying rather than difficult.
Growing up, as a kid, I loved to read. I liked to read books that were above my range. I always tried to aim higher and read difficult books.
I believe that From Software has to create new things. There will be new types of games coming from us, and 'Dark Souls 3' is an important marker in the evolution of From Software.
It's true that there was a lot of influence from 'Tenchu.' We even pondered making 'Sekiro: Shadows Die Twice' a part of the 'Tenchu' series at first.
First of all, I don't dislike direct storytelling - people seem to think that about my games! Actually, the truth is, I'm just not good at implementing direct narrative in my games.
For me, 'Dark Souls III' is the end, but that doesn't mean the end for 'Dark Souls.' If someone other than myself, like another staff member, wants to make a 'Dark Souls,' then I don't want to deny others from making future installments.
Being a director, I've had the privilege of heading a PS3 launch title. Looking back, I think the PS4 has made the development cycle much easier. — © Hidetaka Miyazaki
Being a director, I've had the privilege of heading a PS3 launch title. Looking back, I think the PS4 has made the development cycle much easier.
Utilising wit in the thick of battle will be your key to victory.
The grappling hook allows for versatile and dynamic movement through the map, while a variety of shinobi-esque tools allow for all sorts of tricks and finesse. These are very important elements of 'Sekiro: Shadows Die Twice''s gameplay and the protagonist's nature.
I believe that 'Dark Souls III' must be developed as its own individual series.
One of my favourite Japanese cartoons is 'Yasuragi no Yakata,' written by the famous Fujiko Fujio.
Overcoming challenges by learning something in a game is a very rewarding feeling, and that's what I wanted to prioritise in 'Dark Souls' and 'Demon's Souls.'
When I was working on the first 'Dark Souls' - as far back as 'Demon's Souls,' actually - I didn't expect the player community to come up with speedrun contests or any of the strange new ways to play the games.
I don't claim to be a pro gamer in any shape or form.
If the number of easy games is increasing nowadays, I guess it is because difficulty is not related to interesting and worthwhile game elements in many games among players.
'Deracine' is French for uprooting, or someone who's been displaced from their natural environment.
I believe I can do both the 'Bloodborne DLC' and 'Dark Souls 3.' This isn't the first time I've had to work on two projects at the same time. — © Hidetaka Miyazaki
I believe I can do both the 'Bloodborne DLC' and 'Dark Souls 3.' This isn't the first time I've had to work on two projects at the same time.
I really like 'Metal Wolf Chaos,' but it's not my title.
The main concept of 'Dark Souls III' is the first flame and its successors; the world has been in this cycle of reigniting the flame since the first game, but now it seems to be disappearing, almost dying. We're trying to draw out the aspects of this withering flame.
Games are a media that relies on technology to be innovative and forward thinking and interesting. Personally, I love being at that forefront when something new comes out.
I'm considering 'Dark Souls 3' to be the big closure on the series. That's not just limited to me, but From Software and myself together want to aggressively make new things in the future.
'Gears Of War' is one of my favourite games that I immersed myself in playing for long time, and Mr. Cliff Bleszinski is one of the greatest game creators that I respect.
In 'Demon's Souls,' we tried to implement some features in a kind of experimental way, not being sure whether or not it would be popular, but we did it anyway so that we could see how people reacted.
Dont give up. Obstacles can be overcome through strategy and learning.
Personality-wise, I like to avoid putting my pride on parade.
I am very happy if those who played 'Bloodborne' are interested in 'Dark Souls III' too.
It's true that I'm sad about not being involved in the development of 'Dark Souls II,' because I've worked on 'Demon's Souls' and 'Dark Souls'' development for the past five years.
Our strengths or maybe our characteristic as a developer firm software used to maybe be known as a studio that put out unexpected, almost, like, quirky, very unique titles. Not that we've lost that charm in recent years, but that's something that I really, really liked about our studio.
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