A Quote by Reggie Fils-Aime

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.
If you're a game company, you want to create a singular gaming experience, and part of that is doing stuff that nobody else is doing. If you're trying to create a game that feels different, you're going to create a lead that feels different. It's not going to be just another white guy.
I can evaluate a player in a very short period of time because I'm very close to that game, very educated in that game and played the game for a long, long time. I wasn't just a guy with talent. I learned a lot about the game.
If tournament popularity was the most important consideration, then I think we would create a Smash Bros game that included a multitude of fast moves with complicated controls. However, I believe this is actually the greatest shortcoming of fighting games at present, and that is the reason why I don’t do it.
And because performing for a game involves real acting. The way they create a game is very similar now to how they create a film. I've always wanted to stretch my acting skills, and the timing being what it is, I couldn't say no.
'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.
I know when it's getting close to game time, I create a different playlist for each and every game. Before the game, to game time, to warm-ups, going to the stadium, I have a different playlist that puts me in a different mode.
I think the idea of having a game based on reality is compelling right off the bat because everyone has some experience with the subject of the game.
The Thursday night game is by far the most difficult game to prepare for. You can't get into as much depth as you normally would in your game plan because you just don't have the time. You've got to jump right into the next opponent.
What I try to do is create an energy, create an excitement, but at the same time keep everybody focused and realize it's still just a game, that we have to move the football.
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.'
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.
We wanted to create an environment where if a game player enjoyed the 'writing style' of a particular game designer, he or she could look for the next game by that same author and not be disappointed.
On 'Heavy Rain,' the game started with something that happened to me when I lost my son, my six-year-old boy, in a mall. I was so scared. I was curious to see if I could create that impression, that fear, in a game, an interactive experience.
Game development is very difficult. Nobody sets out to create a game that's not fun. It's all of the challenges and difficulties that happen throughout development that determine whether a game is a failure or a success. I think playing those thousands of games is the single best and easiest way to learn from my predecessors.
I've always thought it was a beautiful game and that the ball should be passed around. I also believe you can create goalmouth excitement without resorting to the long-ball game.
You cannot create a thing-not a thought, an object, an event-no experience of any kind-which is outside of God's plan. For God's plan is for you to create anything-everything-whatever you want.
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