From my perspective, Miyazaki is a rather unique, yet extremely serious game developer.
His career did not begin in the game industry. In fact, he didnāt become a game developer until he was almost thirty years old.
Even among developers of my generation (those of us born in the 1970s), I think itās remarkable that someone who wasnāt even a game developer during the dawn of the polygon era eventually became one of Japanās most representative game creators. (In other words, compared to the rest of us from the same generationāincluding myselfāhis career path is exceptionally unusual. Most notably, unlike many of us, he was not working at one of the major development studios that held a significant technological advantage during the early polygon era. That, more than anything else, is what makes his path so unique.)
Next, regarding my impression of Dark Souls.
People often focus on its difficulty as a game, but I believe Miyazakiās true creativity shines through in the world he created. (By the way, I personally think Dark Souls has fairly simple action mechanics, and I donāt actually consider it to be an especially difficult game.)
If you look into my own career, youāll see that I was personally involved with the Dark Souls series and Elden Ring as the General Manager overseeing both production and marketing (Just to clarify, I wasn't part of the development team itself. My involvement was simply as the General Manager of the publisher-side department overseeing production and marketing). From that perspective, I can say that Dark Souls didnāt suddenly become a massive success overnight. It was the result of everything Miyazaki and his team had built up through their previous titles.
Today, he receives offers from all over the world, but when I think back to the days when he and his team were struggling the most, many of those offers seem like theyāre coming from people who only know who they are today. Some of them almost feel like complete reversals in attitude. Well, thatās just my personal perspective.
Personally, I had grown tired of people who would simply compare games by saying things like, āThat title cost X billion yen to make and sold Y million copies,ā and then use nothing but those numbers to judge them against other games. There were so many people who couldnāt appreciate the journey or the growth of the developers themselves. Anyone can look at the current numbersātheyāre available to everyone. Whenever I heard those kinds of opinions, I always thought, āThatās exactly what youād expect from someone whoās never actually developed games.ā
What surprised me even more was that, even if people couldnāt properly evaluate that journey, almost nobody even seemed interested in trying to understand the process of how those developers gradually reached where they are today.
(I'm NOT talking about the fan community).
Now, going back to Miyazaki, there are two things about him that have always stayed with me.
The first was back when I was developing Summer Lesson for VR, around the time it was generating a lot of buzz.
One day, he came to try an early build of Summer Lesson along with people from several other game companies.
While everyone else was laughing, chatting, and having fun with it, Miyazaki alone played it with incredible seriousness. Then, after everyone had finished and started discussing their impressions, he remained completely silent, staring intently at the preview monitor, deep in thought.
Everyone became curious and finally asked him, āMiyazaki, what are you thinking about?ā
He suddenly smiled and said,
āOh⦠I got completely absorbed in thinking about what I would do if I were making this, and what kind of game Iād create.ā
What he talked about after that was, in the best possible sense, completely insane.
It was one of those rare moments when I caught a glimpse of what Iād call his āmad scientistā sideāhis deeply serious, obsessive approach to creativity.
The other thing that left a strong impression on me was that he generally dislikes video interviews (including live streaming).
I once asked him about it by email, and he replied with quite a long explanation. After reading it, I completely understood where he was coming from.
Simply put, he doesnāt like watching himself moving around on video. (Psychologically speaking, itās actually a bit more complicated than that.)
But there was another reason.
According to him, there are naturally many people in this industry who know games far better than he does. Whenever he listens to those people speak, he realizes that his own understanding is still shallow, and it makes him feel that heās not yet in a position to be the one talking about games.
I mean⦠itās common for well-known developers to say, āI still have a long way to go.ā
But whenever someone like him says that, my reaction is always,
āCome on⦠if you say youāre still not there yet, then the rest of us wonāt feel qualified to talk about games at all.ā (laugh)
Anyway, thatās one of the reasons why video interviews with Miyazaki are extremely rare. And conversations with him on cameraāespecially long-form discussions with another developerāare even rarer. They almost donāt exist at all.
By the way, the other game developer in that photo is Masahiro Sakurai.
If you ask me, heās basically:
āA Saiyan who genuinely believes heās just another ordinary human.ā
Every now and then, when the rest of us are struggling with some problem, heāll say something that sounds exactly like Goku saying,
āWell⦠why donāt you just fly?ā
And Iāll reply,
āBecause we humans canāt use Flight Technique.ā
Then he just stares at me with a completely puzzled look.
To put it in terms of Demon Slayer, Iād describe him as:
"Like Muzan Kibutsuji casually showing up at a drinking party where all the Hashira have gathered, genuinely believing he's just another ordinary guest".
Thatās the kind of person he is.
@1875lew@NewtonJedi https://t.co/g1GpE95Ggwā¦
How about the Penn State White Out where the stadium was so loud that the Center couldn't hear the QB trying to get him to snap the ball?
@RobSharpey@vadinatria Shohei Ohtani is the best baseball player of all time...
Naoya Inoue is the number one pound for pound boxer in the world right now...
@EbSobb24396@BoodMk6@TommyGunnNBA Those athletes live in the USA. The issue is that she is born and raised, and currently lives and trains in the USA, yet chooses to represent China.
@d_devine10 At least for Unity, I think a lot of that is people seeing with rose tinted glasses. There was a lot of good in that game, but it was also a buggy mess on launch, has a boring MC, and very outdated mission design.