A Quote by Satoshi Tajiri

The more I learned about games, the more frustrated I became because the games weren't very good. I could tell a good game from a bad game. My conclusion was: let's make our own games.
The last 10% of game design is really what separates the good games from the great games. It's what I call the clean-up phase of game design. Here's where you make sure all the elements look great. The game should look good, feel good, sound good, play good.
Not only do you have 16 regular-season games, you also have four preseason games. Then if you make the playoffs, you can have four more games before you get to the Super Bowl. So you can already have 24 games without the 18-game season. And 24 games takes a real toll on somebody's body.
I don't have anything to prove at all. I've pitched in a lot of games. I've had far more good games than bad games in the postseason. I know that some people may not remember that, for whatever reason.
It is, of course, a luxury to create art and, on top of this, to insist on expressing one's own artistic opinion. Nothing is more luxurious than this. It is a game and a good game, at least for me; one of the few games which make life, difficult and depressing as it is sometimes, a little more interesting.
I was really into Space Invaders in about 1978. It got me more and more interested in video games. There wasn't any media to get information about games, so I came up with Game Freak magazine.
If I had a bad game and we lost I take it very seriously. I feel if I play a good game that other guys will follow and that will help us win more games. And if I don't, I take it upon myself as being my fault.
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.
It was, like, two mobile games I released. They did pretty well, and after I made those two games, I was like, 'Man, I want to make another game, but I want to make this game for PlayStation and Xbox and PC.' I was like, 'You know what? Forget making the video game for Xbox, PlayStation and PC. How about I make my own console?'
There are no ultimate ends. Only games and more games. The winner this round is the loser the next round. Only the game is eternal. And the game is always the same, if you never change the rules.
We all bring some different elements at the Games. Everything is a stepping stone for us after playing these two games. These Games are preparing us to play a 60-minutes game and preparing us for the gold-medal game.
Certain games aren't going to be my game. Certain games aren't going to be other people's games. As long as we win with the main goal to make the playoffs, that's all that matters.
If you're playing a one-minute game, I could squeeze in five to six games before anybody walked by my cubicle. So I got really good at blitz, one-minute chess games. But that's kind of like the cheap chess version.
Selling five million units in less than 14 months means DS is the fastest among any game machines ever launched in Japan to hit that level. To achieve this rapid growth, we were required not only to go after frequent game players, but to reel back people who had left games and to make video games enjoyable for those who had not played games at all.
I play a lot of video games. I've started playing even more games since I heard Cartoon Network was interested in making an 'Adventure Time' game.
I'll tell them how I survive it. I'll tell them that on bad mornings, it feels impossible to take pleasure in anything because I'm afraid it could be taken away. That's when I make a list in my head of every act of goodness I've seen someone do. It's like a game. Repetitive. Even a little tedious after more than twenty years. But there are much worse games to play.
All experiments that are related to the games when you have humans versus machines in the games - whether it's chess or "Go" or any other game - machines will prevail not because they can solve the game. Chess is mathematically unsolvable. But at the end of the day, the machine doesn't have to solve the game. The machine has to win the game. And to win the game, it just has to make fewer mistakes than humans. Which is not that difficult since humans are humans and vulnerable, and we don't have the same steady hand as the computer.
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