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All the time, players are forced to do their utmost. If they are challenged to the limit, is it really fun for them?
Shigeru Miyamoto
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Shigeru Miyamoto
Age: 72
Born: 1952
Born: November 16
Artist
Computer Scientist
Designer
Game Programmer
Screenwriter
Television Producer
Video Game Designer
Video Game Developer
Miyamoto Shigeru
Fun
Really
Utmost
Time
Challenged
Limit
Forced
Players
Limits
Player
More quotes by Shigeru Miyamoto
Who knows how Mario will look in the future. Maybe he'll wear metallic clothes!
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Originally, I wanted a machine that would cost $100. My idea was to spend nothing on the console technology so all the money could be spent on improving the interface and software. If we hadn't used NAND flash memory and other pricey parts, we might have succeeded.
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I always try to create new experiences that are fun to play.
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Video games are bad for you? That's what they said about rock 'n' roll.
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I don't really think of things in terms of legacy or where I stand in the history of Nintendo or anything like that.
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When I'm making video games today, I want people to be entertained. I am always thinking, How are people going to enjoy playing the games we are making today? And as long as I can enjoy something other people can enjoy it, too.
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Most people think video games are all about a child staring at a TV with a joystick in his hands. I don't. They should belong to the entire family. I want families to play video games together.
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What I'm really excited about is that continued challenge to create things that gamers of all experiences can play.
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I don't like all the attention. I think it's better to let my work do the talking.
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I never really participated in specific sports or anything, but once I hit 40, I started to get a little bit more active and began swimming more.
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When I look back I can tell that after I started having a family, I certainly wanted to make games that could be played with all the family members.
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Necessity is the mother of invention. I love solving things like that. Because there wasn't enough memory, thinking of an economical way to make the movements look right was like solving a puzzle, and I had a lot of fun.
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For a long time at Nintendo we didn't focus as much on online play because for many years doing so would have limited the size of the audience that could enjoy those features. But certainly now we see that so many people are connected to the Internet. It opens up a tremendous amount of possibilities.
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Nowadays I think it's really important that designers are really unique and individual.
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A delayed game is eventually good, but a rushed game is forever bad.
Shigeru Miyamoto
Their attitude is, 'okay, I am the customer. You are supposed to entertain me.' It's kind of a passive attitude they're taking, and to me it's kind of a pathetic thing. They do not know how interesting it is if you move one step further and try to challenge yourself with more advanced games.
Shigeru Miyamoto
I don't think as a creator that I could create an experience that truly feels interactive if you don't have something to hold in your hand, if you don't have something like force feedback that you can feel from the controller.
Shigeru Miyamoto
Controller is so intuitive, even your mum can play.
Shigeru Miyamoto
As a kid, I was a big comic fan and I liked foreign comics as well.
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Throughout the Zelda series I've always tried to make players feel like they are in a kind of miniature garden. So, this time also, my challenge was how to make people feel comfortable and sometimes very scared at the same time. That is the big challenge.
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