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Hidetaka Miyazaki Quotes
Hidetaka Miyazaki Quotes
Hidetaka Miyazaki
Japanese
Director
Dark
First
Game
Games
Think
Work
Related authors:
Alfred Hitchcock
David Lynch
George Lucas
Martin Scorsese
Steven Spielberg
Tim Burton
Woody Allen
Dont give up. Obstacles can be overcome through strategy and learning.
Hidetaka Miyazaki
Learning
Overcome
Strategy
Give
Through
Obstacles
Up
I think death is a crucial element when designing games around the theme of the satisfaction of overcoming overwhelming odds.
Hidetaka Miyazaki
Death
Odds
Overwhelming
Think
Crucial
Overcoming
Around
Theme
Games
Element
Satisfaction
Designing
In order to produce the satisfaction of comprehension, there first needs to be the process of comprehension. Furthermore, the overarching idea at hand needs to be something that is actually comprehensible.
Hidetaka Miyazaki
Needs
First
Furthermore
Comprehensible
Comprehension
Something
Idea
Hand
Order
Process
Produce
Satisfaction
Actually
Dark Souls is in some ways an incomplete game, and I like to think that it has been completed by players, by their discoveries, as they moved along. I'd love to say that the nature of this incompleteness was completely deliberate, but it is both deliberate and by accident in different ways.
Hidetaka Miyazaki
Love
Nature
Game
Dark
Accident
Incomplete
Think
Completed
Say
Ways
Has-Been
Some
Deliberate
Both
Along
Like
Souls
Been
Discoveries
Moved
Different
Different Ways
Players
Utilising wit in the thick of battle will be your key to victory.
Hidetaka Miyazaki
Battle
Key
Victory
Will
Wit
Your
Thick
Being a director, I've had the privilege of heading a PS3 launch title. Looking back, I think the PS4 has made the development cycle much easier.
Hidetaka Miyazaki
Director
Made
Looking
Looking Back
Think
Back
Easier
Launch
Had
Development
Heading
Privilege
Being
Title
Much
Cycle
The intention behind the high difficulty of the games I direct is to evoke a feeling of joy and accomplishment in the player when they overcome these challenges.
Hidetaka Miyazaki
Challenges
Joy
Overcome
Feeling
Difficulty
Evoke
High
Direct
Accomplishment
Behind
Intention
Games
Player
I, as a gamer, understand passion to discuss favourite games.
Hidetaka Miyazaki
Gamer
Passion
Favourite
Understand
Discuss
Games
Now I'm president. I get to meet a lot of other company presidents. They're such weird people. I'm fascinated by them. I use some of them as enemy characters in our games.
Hidetaka Miyazaki
People
Enemy
Other
President
Meet
Our
Presidents
Characters
Some
Weird
Lot
Get
Them
Use
Games
Fascinated
Company
Now
Ever since 'Demon's Souls,' I've really been pursuing making games that give players a sense of accomplishment by overcoming tremendous odds.
Hidetaka Miyazaki
Odds
Sense
Tremendous
Give
Pursuing
Since
Overcoming
Souls
Demon
Making
Been
Accomplishment
Really
Games
Ever
Players
The main concept of 'Dark Souls III' is the first flame and its successors; the world has been in this cycle of reigniting the flame since the first game, but now it seems to be disappearing, almost dying. We're trying to draw out the aspects of this withering flame.
Hidetaka Miyazaki
Game
World
Dark
First
Flame
Draw
Out
Has-Been
Seems
Main
Disappearing
Almost
Since
Concept
Withering
Souls
Been
Trying
Dying
Aspects
Cycle
Now
One of my favourite Japanese cartoons is 'Yasuragi no Yakata,' written by the famous Fujiko Fujio.
Hidetaka Miyazaki
Favourite
Cartoons
Written
Famous
Japanese
I'm not one to restrict the potential that 'Dark Souls' has by insisting that only I can work on the titles.
Hidetaka Miyazaki
Work
Dark
Restrict
Insisting
Only
Potential
Souls
Titles
Perhaps the tranquillity of 'Deracine' heightens the violence in 'Sekiro: Shadows Die Twice,' while the intensity of 'Sekiro: Shadows Die Twice' makes 'Deracine' all the more serene.
Hidetaka Miyazaki
Shadows
More
Perhaps
Makes
Die
Intensity
Tranquillity
While
Heightens
Serene
Twice
Violence
I think one of the studio's characteristics is to embrace wholeheartedly what we feel is interesting; what we perceive to be worthwhile, cool, or beautiful; and to place these ideals at the foundation of the games we make.
Hidetaka Miyazaki
Beautiful
Think
Characteristics
Worthwhile
Embrace
Perceive
Studio
Feel
Ideals
Make
Place
Interesting
Games
Cool
Wholeheartedly
Foundation
The more time I spend working on 'Sekiro,' the deeper I sink into this zone of blood and gore and conflict. But if I want to get out of it, I can walk over to the other side of the studio and ease myself into a completely different feeling when I work on 'Deracine.'
Hidetaka Miyazaki
Work
Time
Myself
Conflict
Walk
Feeling
Other
Side
Spend
Ease
Out
More
Studio
Over
Gore
Sink
Blood
Get
Different
Want
Working
Deeper
Zone
I believe it's important for us to have a diverse and free approach to making games in the way that we like.
Hidetaka Miyazaki
Free
Important
Believe
Approach
Way
Diverse
Like
Making
Us
Games
It's true that there was a lot of influence from 'Tenchu.' We even pondered making 'Sekiro: Shadows Die Twice' a part of the 'Tenchu' series at first.
Hidetaka Miyazaki
First
Shadows
Part
True
Making
Lot
Die
Influence
Even
Series
Twice
I'm not very good at action games in general and find most action games to be hard.
Hidetaka Miyazaki
Good
Action
Find
General
Most
Very
Hard
Games
A shinobi embodies an archetype that is able to use everything at their disposal. They don't pick a fighting style; they use every means and everything they can get their hands on. They exploit every weakness.
Hidetaka Miyazaki
Style
Fighting
Every
Everything
Weakness
Embodies
Able
Pick
Get
Hands
Hands-On
Exploit
Means
Use
Disposal
In 'Demon's Souls,' we tried to implement some features in a kind of experimental way, not being sure whether or not it would be popular, but we did it anyway so that we could see how people reacted.
Hidetaka Miyazaki
People
Way
Kind
Would
Would-Be
Tried
See
Some
Features
Could
Implement
Sure
Souls
Demon
How
Did
Being
Experimental
Whether
Anyway
Popular
From the initial design stages of 'Sekiro: Shadows Die Twice,' we had the idea of the player being able to move dynamically through a detailed, multi-layered map. We found that a 'shinobi' type character was the key to achieving this in a way that was both realistic and cool.
Hidetaka Miyazaki
Character
Key
Realistic
Design
Type
Way
Detailed
Able
Shadows
Both
Through
Had
Idea
Die
Move
Being
Achieving
Stages
Cool
Initial
Map
Found
Twice
Player
Growing up, as a kid, I loved to read. I liked to read books that were above my range. I always tried to aim higher and read difficult books.
Hidetaka Miyazaki
Difficult
Aim
Books
Kid
Range
Tried
Above
Higher
Liked
Read
Always
Were
Up
Loved
Growing
Growing Up
There was a board game called 'Sorcery,' which is one of my favorites, and I would often revisit the game. It's not a video game, but it definitely stands out in my mind as a game that impacted me.
Hidetaka Miyazaki
Me
Game
Mind
Definitely
Out
Would
Favorites
Impacted
Sorcery
Revisit
Often
Which
Board
Video
Video Game
Stands
We do need this diversity in the industry. Regardless of what From Software is doing, we need people making battle royale games and live services, and we need people making single-player focused experiences. We feel that this diversity is what will keep everyone going.
Hidetaka Miyazaki
Battle
People
Will
Diversity
Live
Software
Everyone
Focused
Feel
Industry
Making
Doing
Going
Experiences
Regardless
Games
Keep
Services
Need
We always look back at our back catalogue for inspiration for new titles, but when it comes to very old things like the 'King's Field' series, I'm concerned about just mimicking the style of what Naotoshi Zin, the founder of FromSoftware, created for the PlayStation original. I would rather not go back to it simply out of respect.
Hidetaka Miyazaki
Respect
Old
King
Style
Field
Mimicking
Back
Our
Out
Would
About
Rather
Inspiration
Catalogue
Simply
New
Like
Look
Concerned
Always
Go
Very
Just
Titles
Created
Old Things
Original
Series
Founder
Things
Playstation
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