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Quotes by japanese authors
Quotes by japanese authors
In any game, you have an enemy coming at yourself that you have to shoot. If you go back to 'Space Invaders,' they shoot at you when they come at you, so how are you going to protect yourself? You're going to shoot, and that is a typical videogame.
Hideo Kojima
You
Game
Yourself
Enemy
Space
Back
Typical
Come
Protect
How
Coming
Go
Shoot
Any
Going
In Japan, there are storm channels on either side of the main roads. There were so many times when I'd fall into these ditches because I was lost in stories as I was walking along. It's still dangerous for me to drive. I've driven into the gate outside my house numerous times.
Hideo Kojima
Me
Dangerous
Drive
Fall
Lost
Numerous
Numerous Times
Side
Channels
Driven
Main
Outside
Roads
Along
House
Because
Still
Were
Times
Walking
Stories
Storm
Either
Japan
Many
Gate
My parents were huge fans of westerns, European cinema, and horror in particular. They wouldn't just show me kids' films.
Hideo Kojima
Me
Cinema
Fans
Parents
Films
Kids
Horror
Particular
Were
Huge
Westerns
Just
Show
European
If it weren't for Miyamoto-san, I wouldn't be where I am.
Hideo Kojima
Am
Were
Where
You have to be very careful when you're working on a sequel, because it has to be a continuation of what you did before.
Hideo Kojima
You
Before
Because
Continuation
Very
Did
Working
Sequel
Careful
My first concept was for a game in which you were a prisoner of war and simply had to escape. If you were caught, you'd be brought back to the prison. The idea was for a non-combat game.
Hideo Kojima
War
You
Game
First
Prison
Prisoner
Back
Brought
Had
Simply
Idea
Concept
Caught
Were
Escape
Which
I want to continue making things.
Hideo Kojima
Making
Continue
Want
Things
The painter has total control over what they're showing to the viewer.
Hideo Kojima
Control
Total
Over
Viewer
Painter
Showing
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
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