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In terms of scope, and in terms of sheer number of characters, we went beyond our limits long ago.
Masahiro Sakurai
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Masahiro Sakurai
Age: 54
Born: 1970
Born: August 3
Computer Scientist
Screenwriter
Seiyū
Video Game Designer
Video Game Producer
Tōkyō
Masa Sakurai
Sakurai
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More quotes by Masahiro Sakurai
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.
Masahiro Sakurai
At the current time we have no plans. I consider my job at this point, and my main responsibility, to make the Wii U and 3DS versions the best and the fullest experience possible. That said, once finished, it's the type of thing we could take into consideration, but for now, you could consider DLC as not being in the cards.
Masahiro Sakurai
Using a mouse, keyboard or gamepad make my arm tired, so I can't use them in a continual manner. The only device I can use for an extended period of time is a joystick. It's posing problems when I'm test-playing something in progress.
Masahiro Sakurai
What I can say now about paid DLC is that we aren't working on anything at the moment. We've put all our efforts into making the actual game. Creating DLC would involve large additional costs and require the involvement of a lot of people.
Masahiro Sakurai
So I created a tool for you to do just that. With the Mii Fighter creator you can have any character you want join the battle.
Masahiro Sakurai
It's fun making new skills for new characters.
Masahiro Sakurai
I'm not depressed and I continue to remain healthy and positive, but developing 'Smash Bros.' is beyond hard.
Masahiro Sakurai