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Hideki Kamiya Chooses Quality Over Bad Releases

Hideki Kamiya Says He Would Rather Cancel a Game Than Release a Bad One

Veteran game creator Hideki Kamiya has shared a strong view on game development, making it clear that quality should matter more than simply meeting a release schedule.

Kamiya, known for creating Devil May Cry and Bayonetta, as well as his involvement with Resident Evil 2, recently appeared in a discussion panel with Yoko Taro, the creator of NieR.

During the conversation, both creators were asked about their approach to game development. The discussion also touched on how developers balance creative ambition with production schedules.

Kamiya Does Not Start With Deadlines

Kamiya explained that he does not usually focus on schedules first when making games.

He said that many talented people around him have always handled those production details. Because of that, he has been able to focus more directly on creating the kind of work he truly wants to make.

For Kamiya, starting a project with deadlines as the first concern can weaken the creative process. If he needs to think about schedule limits from the beginning, he feels he cannot move forward at full force.

That mindset also connects to his belief that a game needs at least one special element that makes it stand out.

Creativity Needs Room to Push Forward

Kamiya’s answer reflects a development style built around creative momentum.

Instead of reducing ambition too early, he prefers to chase the idea first and let the team find a way to manage the rest. This does not mean schedules are unimportant, but it shows that he sees creativity as the heart of the project.

For many players, this also explains why his released works often carry a clear identity. Whether through stylish action, bold characters, or unusual game direction, Kamiya’s projects rarely feel anonymous.

That kind of identity becomes harder to build when developers are forced to treat deadlines as the most important rule from day one.

Yoko Taro Also Shared a Harsh Industry Reality

The conversation became even more interesting when Yoko Taro shared his own experience with canceled projects.

According to the discussion, Yoko Taro admitted that many projects he had been involved with over the past 3 years ended up being canceled.

That comment led to another question about how creators feel when games get canceled during development. For many developers, a canceled project can feel painful because years of effort may never reach players.

However, Kamiya answered in a way that showed his clear priority.

Canceling a Bad Project Can Be Better

Kamiya said he is actually more comfortable with a game being canceled than seeing a low-quality game released to the public.

His view is simple. Releasing a bad game can hurt players, creators, and the reputation of everyone involved. A canceled project may be disappointing, but it can also prevent something unfinished or weak from damaging the final legacy of the team.

This answer shows that Kamiya does not see cancellation only as failure. In some cases, he sees it as the better outcome if the alternative is releasing something that does not meet the right standard.

Quality Still Defines a Creator’s Legacy

Kamiya’s career includes both released projects and ideas that never reached the public. However, many of the games that did launch became well-known and respected by players.

That makes his philosophy easier to understand. A creator’s reputation often comes from the games people actually play, not from the hidden projects that were stopped behind the scenes.

For Kamiya, protecting that quality seems more important than forcing every project to survive until launch.

Hideki Kamiya makes a strong point that many players can understand. A canceled game is disappointing, but a bad game can leave a deeper scar. In an industry where deadlines, budgets, and market pressure can easily control creative decisions, his quality-first mindset feels refreshing. Players may never see every idea a developer starts, but they will always remember the games that were good enough to be released.

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Origin: gamesradar

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