Top 119 Quotes & Sayings by Reggie Fils-Aime - Page 2

Explore popular quotes and sayings by an American businessman Reggie Fils-Aime.
Last updated on April 15, 2025.
Our goal is that everything we do blows people away.
I still really like 'WarioWare.' It's a great quick hit, especially for air flights.
I get asked constantly, what's Nintendo's approach to the esports community. And our approach is we want to enable consistent standards. We want to enable an approach to the competition that's fair, that's balanced, that enables the players to showcase their skills.
'Super Mario Maker' clearly is going to drive hardware. There are consumers who have always wanted to make their levels of Mario games. So that game will really speak to those consumers.
The Wii had sold a hundred million units globally; the Wii U did not have that same level of success. — © Reggie Fils-Aime
The Wii had sold a hundred million units globally; the Wii U did not have that same level of success.
Look at how many times we've improved on the Game Boy Advance in terms of the look, the feel, screen changes, and everything else. We believe that type of constant innovation is critical to driving this industry, and certainly if you look at the world wide sales of Game Boy Advance, I don't think anyone would disagree.
I love playing our content. Except for 'Smash Brothers.'
I would say that 'Breath of the Wild' is a dramatic departure from the conventions of a 'Zelda' game.
'First to market' is simply a demarcation on a calendar. It really doesn't mean anything.
I think Nintendo is fortunate, having been in this business for over 30 years, to really understand the dynamics and recognize that it's software that drives hardware, and it's new, unique, compelling experiences within software that make it stand out.
Ours is a company that doesn't do annualized software, and so when we create a 'Zelda' game, when we create a 'Smash Bros.' game, or a 'Pokemon' experience comes on the platform, it needs to be exceptionally compelling because we plan on selling it for a very long time.
At Nintendo, we think deeply about everything.
Nintendo, as a company, prides itself on doing things differently.
For Nintendo, we do believe the GamePad is a critical innovation, and we believe that integrated experience with a second screen is something that brings new propositions to the consumer.
Nintendo, at its heart, is about making us feel younger than we are today.
I love 'Spirit Tracks' - I'm a 'Zelda' fan all my life. — © Reggie Fils-Aime
I love 'Spirit Tracks' - I'm a 'Zelda' fan all my life.
That 'Super Mario' movie from the 1990s... left a really bad taste in the mouth of our developers.
We believe that there are a number of Nintendo titles that could do exceptionally well in the competitive play space.
We see our mobile initiatives as a way to bring our intellectual properties and our gameplay experiences to a larger population than the tens or hundred million consumers that own a dedicated gaming system.
We don't believe used games are in the best interest of the consumer. We have products that consumers want to hold onto. They want to play all of the levels of a 'Zelda' game and unlock all of the levels.
In the end, what developers want is a healthy ecosystem to create content and launch it into.
Software drives hardware in this business. We see it time and time again. We saw it with our Wii and DS businesses.
'1-2 Switch' is a party in a box.
We believe used games aren't in the consumer's best interest.
There's no doubt that 'Breath of the Wild' is the Switch game I've put the most time into.
We want great third-party titles to achieve mass-market success on Nintendo platforms. We also want the evergreen Nintendo titles to continue to do well.
We are so fortunate that our IP has been so effective out in the marketplace that every time there's a new iteration, our developers feel a sense of pressure.
'Star Fox' is a fan favorite.
The marketplace is absolutely mercurial. But what I love about our company is that we create a vision, and then we go all in.
Our developers are constantly thinking about, 'How do I bring new and novel experiences to our platforms?' whether it's the Switch, 3DS, or even a smart device. So that is just part of the way our developers think.
When the DS was first announced, our focus really was on communicating to consumers and to developers the innovation that's in that unit: two screens, a touch screen, voice activation.
When we launched the Wii - I mean, again, people look back and say, '100 million units, it was easy!' Believe me, I was there, and it wasn't easy at all. We had tough conversations, internal debate, like, 'How are we going to do this? How are we going to bring it to life? What are we going to do?'
The fact is, there's no single magic number that defines profitability for a game.
For us, we're clear that, in terms of Nintendo-developed games, we want to bring new experiences from our best franchises to Nintendo Switch, and that's what you see with 'Smash Bros.' and 'Pokemon.'
'Yoshi's Woolly World' for young families and new entrants into the overall video gaming space, I think, is going to be a hardware driver.
In the end, I don't mind how you interact with our IP as long as you're interacting with it every day.
The consumer likes having a brand-new experience and reliving it over and over again. If you create the right type of experience, that also happens in video games.
One of the things that, on one hand, I love and, on the other hand, that troubles me tremendously about not only our fanbase but about the gaming community at large is that, whenever you share information, the perspective is, 'Thank you, but I want more.' 'Thank you, but give me more.' I mean, it is insatiable.
Whether it's with a 'Metroid' experience or a 'Donkey Kong' experience, we're constantly looking to push the envelope on the IP versus doing sequential small iterations with a particular franchise.
Nintendo has an enviable position of having the best franchises in this industry in terms of 'Mario' and 'Zelda' and 'Metroid' and 'Donkey Kong' and all of those great franchises. Together, those are a library that any developer would kill for.
It was only after the earthquake that the health minister said mental health should be a priority and that the issue was talked about. — © Reggie Fils-Aime
It was only after the earthquake that the health minister said mental health should be a priority and that the issue was talked about.
Nintendo's way is to challenge conventional thinking. Not just for the sake of doing things differently, but to do things better.
The government is already involved from an entertainment standpoint. I mean, they regulate a large part of our entertainment. What we're trying to do as an industry is be proactive and drive it much more positively, much more effectively, than the government can, and that's what the ESA is all about[....]We think we're doing a pretty effective job, and certainly from an Nintendo perspective, we think the ESA is the way to go.
My name is Reggie, and I, am happy.
I feel just like a purple Pikmin.
DS not only changes Nintendo, it changes our industry.
My name is Reggie. I'm about kicking ass, I'm about taking names, and we're about making games.
Nintendo DS is not standing still. As a tenth serious competitor decides to make a run at Game Boy, DS raises the bar on portable gaming, before they even get started.
Being the puppet master, it's like running Nintendo of America.
If competitors don't like our two to one advantage, dominating market share with both SP and DS, well, I've got bad news. Because we just made it two and a half to one.
I'd much rather have the consumer buy a Wii, some accessories, and a ton of games, vs. buying any of my competitor's products. — © Reggie Fils-Aime
I'd much rather have the consumer buy a Wii, some accessories, and a ton of games, vs. buying any of my competitor's products.
The social and economic impact of the earthquake is still very present and is contributing to mental health problems, the mother who lost her husband, or children who lost their parents, and who now are responsible for the whole family, taking children to school and providing food. This transition is still causing stress and depression.
There's been nothing proven that violence in video games has an impact. As a parent though, and I'm a parent for a 20-year-old, for a 16-year-old and for a 10-year-old, and so, you know, I make choices everyday for my kids as to what games I think is appropriate for them to play. And, you know, in the end it's up to the parents, it's up to the gamers themselves working with their parents, if they're under 21, to make the smartest choice for the games they play.
Mario sees himself in Nintendo DS, and he feels like flying.
We're working to overcome the overly macho nature of the current online console game world, where a handful of the high testosterone crowd fight for supremacy, while the mass of casual game players stay away.
The impact of the earthquake on mental health was huge and unimaginably deep in people's lives. Some lost all benchmarks and references because of their great loss, we still have people coming to clinics with mental health problems related to the earthquake. They talk about the earthquake, about being under the rubble.
The key here are two little words: the word 'or' and the word 'and'. Nintendo is not an or company, with games devoted to just this group or that group. We're an and company, with games for this group and that group and for groups that don't even call themselves gamers yet.
Attitudes to mental health are slowly changing, there's less stigma among healthcare workers and a greater commitment to provide mental health treatment when doctors and nurses can see people do get better.
For us, launching new systems is about bringing new consumer experiences to the marketplace and we're doing that with Nintendo land and third-party publishers are doing it with games like ZombiU. For us, now is the right time to launch new hardware.
This site uses cookies to ensure you get the best experience. More info...
Got it!