Shigeru Miyamoto

Shigeru Miyamoto

16 quotes

Biography

Shigeru Miyamoto is a Japanese video game designer, producer, game director and filmmaker at Nintendo, where he has served as one of its representative directors as an executive since 2002. Widely regarded as one of the most accomplished and influential designers in video games, he is the creator of some of the most acclaimed and best-selling game franchises of all time, including Mario, The Legend of Zelda, Donkey Kong, Star Fox and Pikmin.

"I think that the entertainment industry itself has a history of chasing success. Any time a hit product comes out, all the other companies start chasing after that success and trying to recreate it by putting out similar products."

Shigeru Miyamoto

"Challenge for the player is the most important thing. In the Mario games for example, the player can go back and try to finish the game without collecting a single coin. I think great video games are like favorite playgrounds, places you become attached to and go back to again and again. Wouldn't it be great to have a whole drawer full of "playgrounds" right at your fingertips?"

Shigeru Miyamoto

"I think the first is that a game needs a sense of accomplishment. And you have to have a sense that you have done something, so that you get a sense of satisfaction of completing something. When I approach the design of my games, what I have to think about is how I'm showing a situation to a player, conveying to them what they're supposed to do. In Mario you keep going to the right to reach your end goal. In Donkey Kong you keep climbing up to rescue the captured princess. The last is the immersive quality of the game being able to feel it's a world you're immersed in, that you've become a hero. That you've become brave. Even if you're actually crying."

Shigeru Miyamoto

"I think I can make an entirely new game experience, and if I can't do it, some other game designer will."

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

"Games have grown and developed from this limited in-the-box experience to something that's everywhere now. Interactive content is all around us, networked, ready. This is something I've been hoping for throughout my career."

Shigeru Miyamoto

"Japanese people have a funny habit of abbreviating names."

Shigeru Miyamoto

"Japan actually is an aging population, and so as the population has aged, they have had a lot more problems with health."

Shigeru Miyamoto

"There's definitely space for uniqueness in a home console."

Shigeru Miyamoto

"I don't really think of things in terms of legacy or where I stand in the history of Nintendo or anything like that."

Shigeru Miyamoto

"I think what's really the most ideal thing is for the player themselves, within their own imagination, to carve out what they view as being the essence of the character."

Shigeru Miyamoto

"I don't want to criticize any other designers, but I have to say that many of the people involved in this industry - directors and producers - are trying to make their games more like movies. They are longing to make movies rather than making videogames."

Shigeru Miyamoto

"Up until now, the biggest question in society about video games has been what to do about violent games. But it's almost like society in general considers video games to be something of a nuisance, that they want to toss into the garbage can."

Shigeru Miyamoto

"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."

Shigeru Miyamoto

"It would be a joy for me if someone who was working with me became a big success."

Shigeru Miyamoto

"A delayed game is eventually good, a bad game is bad forever."

Shigeru Miyamoto