A Quote by Shigeru Miyamoto

I always try and come up with a clear theme when I'm making a videogame. — © Shigeru Miyamoto
I always try and come up with a clear theme when I'm making a videogame.
My secret ambition was always to provide music for animation films: something with an Indian theme, either a fairy tale or mythological tale or on the Krishna theme. I still have a very deep desire, but these sorts of chances don't always come.
I was always a very indoor videogame nerd movie buff... Now I've come to appreciate Scouts and the outdoors.
From the inception of this series, Mike and I were very interested in exploring the theme of tradition versus progress. We always like the struggle for balance to be a central theme of our stories, so as we introduce all of these changes to the 'Avatar' world, we get to see how people react and try to realign themselves.
It's complementary. It's fairly clear where the boundaries are. When I start telling you the contents of his head, I am making it up. But I try to make it up based on what is on the record. So even my wildest speculations [on Thomas Cromwell] will have a root somewhere.
I went to this boy's choir school when I was growing up, and I think that the first time that I consciously started making music was when this one kid joined our class. He was an amazing pianist and would come up with all these ideas. I've always had a really competitive side, so I saw him doing that, and was like, "I have to try writing songs as well."
As a child growing up, you never thought about being in a videogame, then to have a game of your own and be lucky enough to set the bar with it in the gaming world, it's a dream come true.
On the off days, you have to come in and try to maintain your rhythm, just try to keep everything together. I sometimes come by myself, or some of my boys, get up a few shots, not too much, before or after practice. I always find time to get some shots up.
You have a job to do, and whoever I am up against I will try to come out on top like I always try.
Perhaps 'Borderlands' can be a lesson for all of us - that when making a videogame, we should not be afraid to identify gamers as the audience.
I've always made a clear distinction between making a life and making a living.
Making wishes on the elephant is emotionally dangerous, because inevitably one's hopes rise abnormally high, unhealthily high, and when the wish does not come true, one's high hopes get crushed more painfully than if one had not asked for the help of supernatural powers. Therefore, one should always try to make the wish casually and forget about it instantly after making it, which is what I try to do now.
If I'm practicing making up what the characters will do, it's never good. In fact, when I catch myself doing that, I try to get rid of that section, and try and let them start making the decisions.
That's when you start messing up, when you put too much pressure on yourself. Just come into the game clear and just try to play hard.
A theme is always necessary, a plain, simple, unadorned theme to confuse the ignorant.
I try not to "perform." I try to come on stage and be myself, to sing the way I would in a room by myself, to interact with the audience the way I would relate to them if we were in my kitchen drinking tea and making up silly songs. Maybe the way to get past the fear of being ourselves is simply to try it more often.
Nobody wants to end up super rich and famous - but divorced. I'm always clear on that and try to stay on the right side of the line.
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