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'Journey' was very much inspired by Joseph Campbell's work for 'The Hero's Journey,' but, from among his works, I like 'The Power of Myth' best.
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I don't believe in a particular god, but I believe in the unknown. I believe that there's something bigger than us.
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For adults to enjoy something, they need to have intellectual stimulation, something that's related to real life.
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The focus of 'Flower' is emotion and to make you feel peaceful.
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In the free-to-play industry, the most money-making games are often coming from making people fighting against each other and really hating each other and wanting to revenge, so they spend more money to dominate.
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I was not grown up in the U.S., nor in Japan. In order to create a video game that people around the globe can enjoy and relate to, I can't draw things deeply rooted in the local culture that I'm not familiar with. That's why we are not doing games about football or samurai.
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I feel, as a game maker, we are responsible to make content that stretch the ruling structure and emotions so that everyone can enjoy.
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What I find the most interesting about games is the feeling of accomplishment. I think this is an emotion that cinema can't do and books can't do. You feel like you've personally accomplished something. You feel you get better at something.
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I would rather see a game where you play to feel happier and to make other people like you and to make the people you care about happy.
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When I was a teenager, I felt my life was constrained by rules, school, my parents. I wanted to feel like I was empowered and different; that's why superheroes, comics, manga, and video games filled my needs. When I got older, I realized power is not free; it comes with responsibility.
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I'm a game designer, so I care about the whole experience.
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I grew up in Shanghai, a big urban city.
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We tried to just convince big publishers like EA or other people to make games like 'Cloud'... It's just almost impossible.
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Creativity is not talent but attitude.
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A great painter can paint something really complex, but they can crystallize it into something really simple.
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'Cloud' and 'Flower' are very much egocentric about my own expression. 'Flow' is more utilitarian, and 'Journey' is more about collaboration between various creative voices in the team.
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I always played games with my friends, but as I got older, my friends stopped playing.
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Nothing truly bad happens. There's always good and bad in any changes.
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I always have a problem playing text-heavy games. I'm a slow reader. I don't speak English well. As a kid in China, trying to play these games, I just wanted the text to go away.
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Seeing games become more of a young person thing, I feel like a toy I grew up with has been left behind. I don't want to. I want this thing to be respected by adults. I want this thing to be growing with me. It's important to have games that could be more nuanced and reflective of the real world and relevant to adults.
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The struggle we went through in the last year of 'Journey' was pretty insane, and I think that is also why, when I was working on the struggle level, I was able to channel my own struggle into the game.
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If we can make great games for PS3 players... how many PS3 players are out there? If we can make great games for everybody, that's a much bigger service. There's no reason I shouldn't do that.
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If our games can help people, that's the best reward we can get.
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Video games have always been a part of my life.