Top 102 Quotes & Sayings by Shigeru Miyamoto - Page 2

Explore popular quotes and sayings by a Japanese designer Shigeru Miyamoto.
Last updated on November 22, 2024.
As I am ageing, naturally, how I want my videogames to be played must be changing.
What I'm really excited about is that continued challenge to create things that gamers of all experiences can play.
If it turns out that Mario doesn't really fit into the type of game I want, I wouldn't mind using Zelda as the basis of the new game. — © Shigeru Miyamoto
If it turns out that Mario doesn't really fit into the type of game I want, I wouldn't mind using Zelda as the basis of the new game.
Controller is so intuitive, even your mum can play.
Originally, I wanted a machine that would cost $100. My idea was to spend nothing on the console technology so all the money could be spent on improving the interface and software. If we hadn't used NAND flash memory and other pricey parts, we might have succeeded.
I always try to create new experiences that are fun to play.
An adult is a child who has more ethics and morals.
Angry Birds is a very simple idea but its one of those games that I immediately appreciated when I first started playing, before wishing that I had been the one to come up with the idea first.
I think Zelda 64 is utilizing about 90 percent of the N64 potential, ... When we made Mario 64 we were simply utilizing 60 to 70 percent. So we have come a long way I believe.
We don't pay a whole lot of attention to the Internet until people have played the game - then we pay a lot of attention to whether people liked it. We read through it and see it, but we don't take it into consideration. ... [The Internet] is not going to dictate the direction of where the game goes.
I don't like all the attention. I think it's better to let my work do the talking.
When I look around and see how aged cartoonists continue to work on their manga and how movie directors create new movies all the time, I understand that they would never retire. And by the same token, I guess I will still be making games somehow. The only question is whether the younger people will be willing to work with me at that far point in the future.
I believe that any sort of changes to interface that allows people to get into games and enjoy games is a great trend. — © Shigeru Miyamoto
I believe that any sort of changes to interface that allows people to get into games and enjoy games is a great trend.
If we end up creating a gameplay structure where it makes sense for, whether it's a female to go rescue a male or a gay man to rescue a lesbian woman or a lesbian woman to rescue a gay man, we might take that approach.
All the time, players are forced to do their utmost. If they are challenged to the limit, is it really fun for them?
Donkey Kong Country proves that players will put up with mediocre gameplay as long as the art is good.
I am not Link, but I do know him! Even after 18 years, the Legend of Zelda never stops changing and this game is no different. We are now taking you to a world where Link has grown up--a world where he will act different and look different. In order to grow, Link must not stand still and neither will I.
Of course, I would like to know what [Sony and Microsoft] do with their machines, but there is no game that I feel the need to go see. So far, from what I’ve seen on the show this year, there does not seem to be any games that I would like to have created myself.
Fortunately, because of the spread of smart devices, people take games for granted now. It's a good thing for us, because we do not have to worry about making games something that are relevant to general people's daily lives.
When I'm working on games I don't think necessarily about what the end benefit of the game is going to be. Typically I'm trying to think of: "What can I do that is going to find new ways to entertain and surprise people."
In other words, I'm not intending to start from things that require a five-year development time.
It isn't about games, for me, personally, and it never really was. It was about creating something - anything - far bigger than yourself.
We can be using the same kind of technology, the same kind of techniques, but when we use it, we get something different.
A late game is only late until it ships. A bad game is bad until the end of time
The PSP will not be able to display anything that you cannot do on a current system.
I think what a lot of people see as unique is using different technology or different techniques [to make games], but I feel like, as long as you have a core that's unlike others, that's what 'unique' is.
Their attitude is, 'okay, I am the customer. You are supposed to entertain me.' It's kind of a passive attitude they're taking, and to me it's kind of a pathetic thing. They do not know how interesting it is if you move one step further and try to challenge yourself with more advanced games.
So, it's important for us to acknowledge that we're prone to be conservative, and in turn surround ourselves with individuals who will help break down our conservatism.
When we're doing an action game, we make the second level first. We begin making level 1 once everything else is completed. — © Shigeru Miyamoto
When we're doing an action game, we make the second level first. We begin making level 1 once everything else is completed.
I would prefer to grow with the team inside Nintendo rather than taking anyone from outside. It would be a joy for me if someone who was working with me became a big success.
Programming is all about numbers.
I feel more reassured with physical media. Entertainment is something that will not just become digital.
Who knows how Mario will look in the future. Maybe he'll wear metallic clothes!
Necessity is the mother of invention. I love solving things like that. Because there wasn't enough memory, thinking of an economical way to make the movements look right was like solving a puzzle, and I had a lot of fun.
Entertainment companies always have to stay on the edge of trying to catch that certain thing that will grab people's attention. And that thing is always changing. Nintendo has been doing this for a long, long time. Originally, we weren't even a video game company, but we were still an entertainment company. So I can't say what that next thing is, but I can say, at Nintendo we're trying to create new ways to play.
I could make Halo. It’s not that I couldn’t design that game. It’s just that I choose not to. One thing about my game design is that I never try to look for what people want and then try to make that game design. I always try to create new experiences that are fun to play.
For a long time at Nintendo we didn't focus as much on online play because for many years doing so would have limited the size of the audience that could enjoy those features. But certainly now we see that so many people are connected to the Internet. It opens up a tremendous amount of possibilities.
Throughout the Zelda series I've always tried to make players feel like they are in a kind of miniature garden. So, this time also, my challenge was how to make people feel comfortable and sometimes very scared at the same time. That is the big challenge.
I don't let Mario appear in just any kind of game. Mario could not appear in Zelda games. They are two distinct game worlds. — © Shigeru Miyamoto
I don't let Mario appear in just any kind of game. Mario could not appear in Zelda games. They are two distinct game worlds.
Most people think video games are all about a child staring at a TV with a joystick in his hands. I don't. They should belong to the entire family. I want families to play video games together.
When I look back I can tell that after I started having a family, I certainly wanted to make games that could be played with all the family members.
As long as I can enjoy something, other people can enjoy it, too.
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