A Quote by Masahiro Sakurai

'Smash Bros.' features a slew of modes as well, but we didn't create them all under the idea that we want gamers to try every single one of them. I think it's just fine if gamers enjoy the aspects of the game they like. It's kind of a buffet-style approach.
Whenever you get game adaptations, it strikes me that it's always the gamers who get mugged because they try and make it for everyone else first and the actual gamers last.
One of the things I'm excited about is the observation that gamers are creators and creators are gamers too. We used to think of creators as workstation customers and think of gamers as consumers.
I would like to reach non-gamers. It's always great when guys come up to me who are gamers and represent my usual audience, but they'll say, 'You know, Psychonauts is the only game I can actually get my girlfriend to play with me.'
Take the hardcore gamers. The characters are way more real in the world of hardcore gamers who have played the game for hundreds of hours. They have the movie in their heads, they've built it on their own. These guys are always very disappointed in the movies.
We want to create a kind of cycle where casual gamers are gradually growing up to become passionate players.
Xbox has been created by gamers for gamers.
I'd even say possibly I'm one of the best gamers in the NBA. I play everything. I play every single type of genre game.
I think, like most gamers, I talk a good game.
Game designers are obsessed with emotion. How do we create the emotions that we want gamers to feel, and how can we really make it this intense, emotional experience?
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.
I have enough friends who are gamers. I actually enjoy watching them play because of the visuals and the storytelling of the games. I just love being able to go on an adventure and games are just so sophisticated now that you can just get lost in a world for 20 hours and just be someone else in a very visceral, emotional way. And that's just fascinating.
Gamers always believe that an epic win is possible and that it's always worth trying, and trying now. Gamers don't sit around.
Each game we make, we like to introduce an emotion that is rarely experienced by gamers in the console game industry.
Gamers both demand and deserve novelty. They need something new. As a game developer, one of my rules is there will be at least one thing in every game that I worked on that no one on the planet has seen before.
Nintendo's approach to our work is to greatly increase the population of gamers.
I don't just write a script, and then someone takes it away and builds a game. I am continually getting input in order to create a big suspension field to hold the gameplay together so that the gamers aren't doing arbitrary tasks, so that they are doing things that seem meaningful.
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