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Hidetaka Miyazaki Quotes
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Japanese
-
Director
Dont give up. Obstacles can be overcome through strategy and learning.
Hidetaka Miyazaki
Learning
Obstacles
Strategy
Through
I don't claim to be a pro gamer in any shape or form.
Hidetaka Miyazaki
Gamer
Shape
Claim
Pro
I think death is a crucial element when designing games around the theme of the satisfaction of overcoming overwhelming odds.
Hidetaka Miyazaki
Death
Think
Overcoming
Satisfaction
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
Satisfaction
Process
Something
First
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
Nature
Love
Game
Dark
To be honest, I'm really not interested on how I'm viewed as. The only thing I'm interested in is to keep creating something special. Whether that something is synonymous to me or not is really none of my concern.
Hidetaka Miyazaki
Me
Special
Something
Not Interested
Utilising wit in the thick of battle will be your key to victory.
Hidetaka Miyazaki
Victory
Battle
Will
Your
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
Looking Back
Looking
Think
Back
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
Feeling
Behind
When I was working on the first 'Dark Souls' - as far back as 'Demon's Souls,' actually - I didn't expect the player community to come up with speedrun contests or any of the strange new ways to play the games.
Hidetaka Miyazaki
Community
Dark
New
Strange
I believe there are aspects of the narrative that become easier to understand by shifting the focus of the story to the characters. Illustrating growth and change in the protagonist becomes a simpler process, and these changes are, in fact, one of the themes of 'Sekiro: Shadows Die Twice''s story.
Hidetaka Miyazaki
Change
Growth
Focus
Believe
If you had a game that said, 'Oops, you're dead. Now switch off the game,' it wouldn't be very successful. So you do need to have something to teach and be there to learn from, and we feel that death in video games is a positive experience.
Hidetaka Miyazaki
Positive
Death
Experience
You
I personally want my games to be described as satisfying rather than difficult.
Hidetaka Miyazaki
Want
Difficult
Games
Than
I, as a gamer, understand passion to discuss favourite games.
Hidetaka Miyazaki
Passion
Understand
Gamer
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
Weird
Enemy
Meet
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
Overcoming
Accomplishment
Odds
Games
First of all, I don't dislike direct storytelling - people seem to think that about my games! Actually, the truth is, I'm just not good at implementing direct narrative in my games.
Hidetaka Miyazaki
Good
Truth
People
Truth Is
Overcoming challenges by learning something in a game is a very rewarding feeling, and that's what I wanted to prioritise in 'Dark Souls' and 'Demon's Souls.'
Hidetaka Miyazaki
Learning
Challenges
Game
Feeling
'Sekiro: Shadows Die Twice''s story is one of fate and growth.
Hidetaka Miyazaki
Growth
Die
Shadows
Fate
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
Flame
One of my favourite Japanese cartoons is 'Yasuragi no Yakata,' written by the famous Fujiko Fujio.
Hidetaka Miyazaki
Cartoons
Famous
Japanese
Written
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
I Can
Potential
Unlike most kids in Japan, I didn't have a dream. I wasn't ambitious.
Hidetaka Miyazaki
Dream
Japan
Ambitious
Kids
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
Die
Violence
Shadows
More
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
Cool
Feel
Think
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
Myself
Time
Walk
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