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Miyamoto Slams Short-Term Profit Focus: A Win for Handheld Gamers

HG Staff

“Massive failure.” That’s how Shigeru Miyamoto describes the industry’s obsession with short-term profit in a new Famitsu interview. The Nintendo legend argues that chasing immediate returns burns through talent without producing games worth remembering. For handheld players, that critique maps directly onto the tension between optimized portable design and bloat-driven development. The games that suffer most from profit-first thinking are the ones that need to run efficiently on portable hardware.

Short-Term Profit Is Handheld Gaming’s Quiet Saboteur

Miyamoto’s critique homes in on a tension every handheld developer faces. Games designed to chase mainstream trends demand high-end hardware, which drains battery life and generates heat on devices like the Steam Deck and ROG Ally. Nintendo’s counter-approach—fun first, graphics second—produces titles that run smoothly on the Switch and will scale naturally to the Switch 2. When developers aren’t pressured to recoup costs instantly, they can build for the portable form factor: snappy sessions, low-power states, intuitive controls without feature creep. The profit-first model produces the bloated, unoptimized ports that handheld players complain about most.

Games Made by People, Not Spreadsheets

Miyamoto elaborated that the best games feel like they were made by a specific person—citing directors like Hideki Kamiya and Hideo Kojima as examples of signature style. That individuality translates directly to tighter handheld design: no wasted assets, no unnecessary cutscenes that eat battery in suspend mode. He dismissed corporate terminology like “depreciation” and warned that asking “Will this make money right away?” kills originality before it starts. As handheld libraries grow across the Analogue Pocket, Switch 2, and the next wave of PC handhelds, Miyamoto’s philosophy points developers toward smaller, more personal projects that thrive on the go instead of competing in the AAA arms race.

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