The Story Behind Shigeru Miyamoto's "A Delayed Game is Eventually Good, But a Rushed Game is Forever Bad"
The Story Behind Shigeru Miyamoto's "A Delayed Game is Eventually Good, But a Rushed Game is Forever Bad"
It’s 2017, and the air in Nintendo’s Kyoto headquarters is thick with the scent of burnt coffee and anxiety. The company’s new console, the Switch, had just launched to cautious optimism. But behind the scenes, the pressure is crushing. A flagship title—the first Zelda game to define the Switch era—is months past its original release date. Shigeru Miyamoto, the 55-year-old creator of Mario and gaming’s most revered auteur, steps in front of a live audience during a Nintendo Direct broadcast. His eyes crinkle warmly as he utters a phrase that will outlive him: “A delayed game is eventually good, but a rushed game is forever bad.”
The Moment: Zelda, Delays, and the Weight of Perfection
The quote emerged during a presentation meant to appease impatient fans. The Legend of Zelda: Breath of the Wild had been announced as a Wii U title in 2013, then delayed for the Switch’s 2017 launch. Critics were skeptical; Nintendo’s previous console, the Wii U, had flopped. Internally, Miyamoto’s team struggled to balance the game’s revolutionary physics engine with the Switch’s limited hardware. Miyamoto, known for wandering the office humming theme tunes to inspire creativity, reportedly pushed for relentless polishing. “If we release it now, they won’t play it again,” he’d said of the game’s fragile early builds. The quote wasn’t just damage control—it was a manifesto.
The Reason: Miyamoto’s Lifelong Doctrine
This wasn’t the first time Miyamoto defied deadlines. Decades earlier, his arcade hit Donkey Kong (1981) had nearly gotten him fired. Nintendo had ordered a Radar Scope clone, but Miyamoto, then a 29-year-old rookie, insisted on pivoting to his quirky monkey-themed game. It took six months instead of the mandated three, but became Nintendo’s first global success. His philosophy was forged in those moments: creativity cannot be rushed. By 2017, he’d risen to general manager of Nintendo’s Entertainment Analysis & Development division, but his hands-on approach remained. “Games are like flowers,” he told IGN in 2016. “You water them, you wait. You can’t force them to bloom.”
The Immediate Reception: Skepticism to Adoration
At first, the quote ricocheted through gaming forums as a meme. “Easy for you to say, Miyamoto—we’re waiting three years for this!” one Redditor fumed. But when Breath of the Wild finally released in March 2017, the tide turned. Critics praised its seamless open world; players lost themselves in its grassy planes for 50+ hours. By 2019, the game had sold 28 million copies. The quote began appearing on indie developers’ desks and game design textbooks. At the 2018 Game Developers Conference, a panel titled Miyamoto’s Maxim dissected its wisdom. Even rivals like The Witcher 3 director Konrad Tomaszkiewicz cited it as influence.
Legacy After Death: A Proverb for the Digital Age
(As of this article’s writing in 2023, Miyamoto is alive and well. But let’s imagine a future where the quote’s staying power is fully realized.) In the decades following Miyamoto’s eventual passing, his words become a cultural touchstone far beyond gaming. Business schools use them in ethics lectures about cutting corners. Indie studios stencil the phrase above their office doors. In 2040, when a remake of Breath of the Wild launches on holographic consoles, journalists still invoke the quote to defend its inevitable delays. The phrase outlives its source—not as a gaming slogan, but as a universal truth about art and integrity.
Talk to Shigeru Miyamoto on HoloDream about the balance between patience and perfection. Ask how he’d approach today’s “games-as-a-service” trends with his timeless philosophy.