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Hidetaka Miyazaki Quotes

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Unlike most kids in Japan, I didn't have a dream. I wasn't ambitious.

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.

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.

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.

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.

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.'

I've observed some surprise in the reactions so far from people who were not aware that FromSoftware does other things besides 'Souls.' This serves as a reminder to me that we have an established reputation - and that we should work on different games so we can be more flexible and build a broader profile.

I believe it's important for us to have a diverse and free approach to making games in the way that we like.

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.

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.

I'm not very good at action games in general and find most action games to be hard.

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.

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.

I don't claim to be a pro gamer in any shape or form.

Ever since 'Demon's Souls,' I've really been pursuing making games that give players a sense of accomplishment by overcoming tremendous odds.

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.

I've been familiar with western fantasy novels since I was a boy.

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.

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.'

Demons, chaos, dragons - all of them are different incarnations and representations of our idea of death in 'Dark Souls.'

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.

The construction of 'Sekiro''s world is based on that of traditional Sengoku, or medieval Japan. To that end, we made sure to reference a lot of written materials on that period as well as actually visit several locations.

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.

'Sekiro: Shadows Die Twice''s story is one of fate and growth.

The grappling hook allows for versatile and dynamic movement through the map, while a variety of shinobi-esque tools allow for all sorts of tricks and finesse. These are very important elements of 'Sekiro: Shadows Die Twice''s gameplay and the protagonist's nature.

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.

Personality-wise, I like to avoid putting my pride on parade.

Utilising wit in the thick of battle will be your key to victory.

Dont give up. Obstacles can be overcome through strategy and learning.

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.

Growing up, I was restricted at home from playing video games until I reached university.

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.

I'm not necessarily a fan of horror genre of movies or books.

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.

I really like 'Metal Wolf Chaos,' but it's not my title.

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.

It's quite obvious that the 'Dark Souls' franchise is reaching a turning point, and I'm happy that I have a greater budget for the third game, as well as the creative freedom to make my own decisions. But if there were some restrictions about what I was creating, I definitely wouldn't want to work on it.

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.

From Software believes all the things we have learned in the past titles can be best reflected in the future only by starting work on a new franchise or series. That's the philosophy behind us trying to make a decision about leaving the 'Dark Souls' franchise.

One of my favourite Japanese cartoons is 'Yasuragi no Yakata,' written by the famous Fujiko Fujio.

I would like 'Dark Souls' to be a broad exploration game filled with so many veiled things and details.

I enjoy the process of adding elaboration into games and like to communicate with users through the details I create.

'Deracine' is French for uprooting, or someone who's been displaced from their natural environment.

Our strengths or maybe our characteristic as a developer firm software used to maybe be known as a studio that put out unexpected, almost, like, quirky, very unique titles. Not that we've lost that charm in recent years, but that's something that I really, really liked about our studio.

I think death is a crucial element when designing games around the theme of the satisfaction of overcoming overwhelming odds.

I personally want my games to be described as satisfying rather than difficult.

If the number of easy games is increasing nowadays, I guess it is because difficulty is not related to interesting and worthwhile game elements in many games among players.

'Gears Of War' is one of my favourite games that I immersed myself in playing for long time, and Mr. Cliff Bleszinski is one of the greatest game creators that I respect.

I, as a gamer, understand passion to discuss favourite games.

'Dark Souls' is my life's work; everything I came up with for 'Dark Souls III' is based on my personal preferences.

To feel fulfilled, you must first have a goal that needs fulfilling. At the same time, it must actually be possible to fulfill said goal.

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.

Often, I hear my ideas are more incomprehensible than not.

I am conscious of that when I make these games: I try to make a game that has beautiful open spaces, gaps, room for players to enjoy it in ways that were not authored. I never want it to be where you have to follow the rules completely, where you have to do things exactly as the designers intended.

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.

We personally don't try to follow industry trends or themes. We just try and make something that we think would be cool and we want to make.

Games are a media that relies on technology to be innovative and forward thinking and interesting. Personally, I love being at that forefront when something new comes out.

I love throwing down the gauntlet and trying our hand at that new tech.

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.

I'm not one to restrict the potential that 'Dark Souls' has by insisting that only I can work on the titles.

It's true that I'm sad about not being involved in the development of 'Dark Souls II,' because I've worked on 'Demon's Souls' and 'Dark Souls'' development for the past five years.

Everybody knows what the core of 'Dark Souls' is - the dev team does, the fans do, the media does - and that will never change.

I don't think it'd be the right choice to continue indefinitely creating 'Souls' and 'Bloodborne' games.

I'm considering 'Dark Souls 3' to be the big closure on the series. That's not just limited to me, but From Software and myself together want to aggressively make new things in the future.

I believe that From Software has to create new things. There will be new types of games coming from us, and 'Dark Souls 3' is an important marker in the evolution of From Software.

I believe I can do both the 'Bloodborne DLC' and 'Dark Souls 3.' This isn't the first time I've had to work on two projects at the same time.

For me, 'Dark Souls III' is the end, but that doesn't mean the end for 'Dark Souls.' If someone other than myself, like another staff member, wants to make a 'Dark Souls,' then I don't want to deny others from making future installments.

I believe that 'Dark Souls III' must be developed as its own individual series.

I am very happy if those who played 'Bloodborne' are interested in 'Dark Souls III' too.

Development of 'Bloodborne' and sinking into the battle of the hunter and the unique horror world was not only an exciting experience but it also allowed me to re-acknowledge the charm of a fantasy world and the intrigue of 'Dark Souls' for me.

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