Nintendo's philosophy is never to go the easy path; it's always to challenge ourselves and try to do something new.
Shigeru MiyamotoRead
I always try and come up with a clear theme when I'm making a videogame.
Interpretation
Creating a video game involves having a central theme to guide development.
Shigeru Miyamoto emphasizes the importance of a clear and identifiable theme in video game design. By establishing a theme, game developers can create a more cohesive and engaging experience for players, as the theme serves as a guiding principle that informs gameplay, story, and visual elements throughout the development process.
In practice
In a keynote speech at a gaming conference.
Nintendo's philosophy is never to go the easy path; it's always to challenge ourselves and try to do something new.
There are big lines between those who play video games and those who do not. For those who don't, video games are irrelevant. They think all video games must be too difficult.
I think when you talk about competing against others, the problem is that you refer to something that's been done already and try to beat it.
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.
If we end up creating a gameplay structure where it makes sense for, whether it's a female to go rescue a male or a gay man to rescue a lesbian woman or a lesbian woman to rescue a gay man, we might take that approach.
I think Zelda 64 is utilizing about 90 percent of the N64 potential, ... When we made Mario 64 we were simply utilizing 60 to 70 percent. So we have come a long way I believe.
You know, traditional country music is something that's going to be around forever.
...the moon that hung over the garden like some great priceless pearl, flawed and blemished with grey shadowy ridges as only a very great beauty can risk being.
When asked how she knows when her writing is where she wants it to be: "I know when it's the best I can do. It may not be the best there is. Another writer may do it much better. But I know when it's the best I can do. I know that one of the great arts that the writer develops is the art of saying, 'No. No, I'm finished. Bye.' And leaving it alone. I will not write it into the ground. I will not write the life out of it. I won't do that."
A poet is a professional maker of verbal objects.
The artist doesn't really think about consequences - he or she does the work, stands back and looks at and thinks, 'Hmm, that could have worked better like this.' But as a person who needs to sell tickets to do the next work, one needs to analyze how it does or does not hit its mark.
A short story must have a single mood and every sentence must build towards it.
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