It's silly to think that he was stating it as a universal law for all interactive media, from TES to Flappy Bird.
There are also the factors of context and it being translated from Japanese which I would explain, but the kind Senator has already done that for me.
Translation and context, respectively.
I understand, but at the same time it seems silly to assume so much (about the "passable premise" and "competent" director part) from such a simple quote. If a quote is so simple, I would think it would not need so much looking into it, no? And likewise, if such context is needed to really understand the quote, then should it really be used so often? (Legit asking, not rhetoric)
With that said, while I still disagree, I completely understand where you and Shaya stand, however.
There's always context to consider. Never take the impact or power behind someone's words and their affects as just the words themselves. Miyamoto is insanely well known for delaying games, throwing all development thus far into a trash heap and starting again, and when asked about this very widely publicized habit he has, he responded with this. He would rather delay a game and make it perfect rather than be coerced and pressured into releasing a game not yet ready.
Understandable, and I agree. So no arguments here (especially for the bolded).
Lost in translation. Conveying a meaning between two languages isn't always easy, and different translations can be relatively accurate although saying completely different things. In this case I would highlight an alternative translation of his "quote" that accentuates 'a bad game is bad forever'. In other words, depending on the translator's perspective, one of your issues with his quote is invalidated.
Your issue is that it isn't multiple paragraphs defining exactly what intent was behind each single word of his sentence. That's ludicrous.
As I was saying to Moped I'm not sure if this helps the quote. I don't believe I was being super literal with the quote, but I was just reading it at face value (because I thought the quote was relatively simple and straight to the point and didn't need much digging). It needing to rely so much on such interpretations for its context (and language!) makes me believe that its not nearly as useful as everyone says it is (
especially for arguments). My problem may stem by, while it may be generally a good quote to keep in mind (yes, being pressured to rush games out is definitely not ideal for any developer, I certainly won't disagree with that), using it to prove a point leads to less then satisfying results, as I don't believe it proves anything.
With that said, me calling the quote "nonsensical" was going too far, as there is a slight sense and truth to be taken from it if you look at it from an alternative perspective.
The popularity of the quote heavily stems from how simple and short it is. Blunt and succinct, obviously very easy to remember as it is used quite commonly. It's also who has said it: arguably the greatest video game designer of all time.
FYI, I don't generally care by whom the quote was said by, as it doesn't influence my opinion on the quote
at all. Which is why I was taken back when you asked if I knew who Miyamoto was. Of course I know who he is, silly.
Miyamoto is indeed a legend and brilliant developer, but he has his share of silly decisions/ideas/reasonings in the past.
Maybe take the time to read them =). I'd rather posts like that then 1 liner/hashtags
This a thousand times. Discussions and debates beat out hashtag nonsense any day (I just love discussions in general, so I'm glad you guys replied to give this thread something to talk about
). I now understand where you're coming from and see your points better, but I still ultimately feel the quote itself has little place in arguments overall.
Demos didn't have tripping, didn't have cancelled hit stun, didn't have set trajectories for pre-tumble hitstun (that's why you can't DI Dedede or Falco's down throws) and still had L cancelling.
Sakurai's decision to put more emphasis on auto cancelling aerials and allowing for an option out of hit stun weren't terrible decisions, but it definitely feel their implementation was severely rushed. Removing DI on pre-tumble hit stun seems to knee-jerked and not well thought out that it would've been obvious within a very short period of play testing.
Wait, is that true? Huh. Interesting.