I think that inside every adult is the heart of a child. We just gradually convince ourselves that we have to act more like adults.
A delayed game is eventually good, but a rushed game is forever bad.
To create a new standard, you have to be up for that challenge and really enjoy it.
Video games are bad for you? That's what they said about rock 'n' roll.
Players are artists who create their own reality within the game.
Games are a trigger for adults to again become primitive, primal, as a way of thinking and remembering. An adult is a child who has more ethics and morals, that's all. I am not creating a game. I am in the game. The game is not for children, it is for me. It is for an adult who still has a character of a child.
A great idea solves multiple problems at the same time.
So you know cats are interesting. They are kind of like girls. If they come and talk to you it's great. But if you try to talk to them it doesn't always go so well.
What if everything you see is more than what you see--the person next to you is a warrior and the space that appears empty is a secret door to another world? What if something appears that shouldn't? You either dismiss it, or you accept that there is much more to the world than you think. Perhaps it is really a doorway, and if you choose to go inside, you'll find many unexpected things.
A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once.
The obvious objective of video games is to entertain people by surprising them with new experiences.
It isn't about games, for me, personally, and it never really was. It was about creating something - anything - far bigger than yourself.
Nintendo's philosophy is never to go the easy path; it's always to challenge ourselves and try to do something new.
When I'm working on games I don't think necessarily about what the end benefit of the game is going to be. Typically I'm trying to think of: "What can I do that is going to find new ways to entertain and surprise people."
What I really want to do is be in the forefront of game development once again myself.
Donkey Kong Country proves that players will put up with mediocre gameplay as long as the art is good.
When I create a game, I try to focus more on the emotions that the player experiences during the game play.
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.
I'd like to be known as the person who saw things from a different point of view to others.
I always try to create new experiences that are fun to play.
Our job as the game creators or developers - the programmers, artists, and whatnot - is that we have to kind of put ourselves in the user's shoes. We try to see what they're seeing, and then make it, and support what we think they might think.
As long as I can enjoy something, other people can enjoy it, too.
An adult is a child who has more ethics and morals.
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.
Anything that is impractical can be play. It's doing something other than what is necessary to continue living as an animal.
"Programming is all about numbers."
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