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Masahiro Sakurai

Quotes

Masahiro Sakurai

  • So I created a tool for you to do just that. With the Mii Fighter creator you can have any character you want join the battle.
  • In terms of scope, and in terms of sheer number of characters, we went beyond our limits long ago.
  • You can only truly wow a player the first time he sees [a cutscene]. I felt if players saw the cutscenes outside of the game, they would no longer serve as rewards for playing the game, so I've decided against having them.
  • It's fun making new skills for new characters.
  • The pain goes away, but your work always remains.
  • Providing accurate portrayals of characters is something I want to pay ample attention to. If I don't stick to that thought, then we'd have to lower the quality or break the balance of the game. Something that goes way off spec could break the entire game.
  • You never know what's going to happen in this world. I'll just keep my mouth shut. That's a good idea.
  • In terms of quantity, we've probably already reached the limit of what's feasible. I think a change of direction may be what's needed.
  • Using a mouse, keyboard or gamepad make my arm tired, so I can't use them in a continual manner. The only device I can use for an extended period of time is a joystick. It's posing problems when I'm test-playing something in progress.
  • Even if it's a sequel, lots of people have to give their all to make a game, but some people think the sequel process happens naturally.
  • What I can say now about paid DLC is that we aren't working on anything at the moment. We've put all our efforts into making the actual game. Creating DLC would involve large additional costs and require the involvement of a lot of people.
  • At the current time we have no plans. I consider my job at this point, and my main responsibility, to make the Wii U and 3DS versions the best and the fullest experience possible. That said, once finished, it's the type of thing we could take into consideration, but for now, you could consider DLC as not being in the cards.
  • If tournament popularity was the most important consideration, then I think we would create a Smash Bros game that included a multitude of fast moves with complicated controls. However, I believe this is actually the greatest shortcoming of fighting games at present, and that is the reason why I don't do it.
  • I'm not depressed and I continue to remain healthy and positive, but developing 'Smash Bros.' is beyond hard.

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