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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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A teenager can find lots of games, but that's not necessarily true for adults over 30. As you get older, you desire more intellectual, emotional experiences. If you look at film, there's many different genres. No matter how old you are, you can find the type of movie you like. That's a sign of a mature medium.
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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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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 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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The focus of 'Flower' is emotion and to make you feel peaceful.
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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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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 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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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 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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'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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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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I'm a game designer, so I care about the whole experience.
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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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Video games have always been a part of my life.
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Designing a game can be like a Japanese garden. It's not what you put in but how much you take away.
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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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I was very impressed with the scope and scale and impact that came from originally one person making 'Minecraft.' It's inspiring for me to think how our team can do more with less.
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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.