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I don't want to make games for 12-year-olds. I have no interest in that. I haven't been 12 in a long time.
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When you're dealing with a new platform, the real trick is just getting the game running.
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Unfortunately, the rights to 'System Shock' trademark and copyright are both up in the air.
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I don't even make multiplayer games much, so dealing with multiple characters is something new for me – or, rather, something I've had to recall from my days as a roleplaying adventure designer where the party was everything!
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From a gameplay standpoint, I've said for years that hero, fiction, and tone have nothing to do with the idea that choices have consequences. And that's really what I'm interested in. I care about you showing how clever and creative you are.
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The reason our games generate so much revenue is because we're stupid enough to charge $60 for a box or $50 for a download or something. You need used games because most people can't afford those prices.
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I've made plenty of violent games in my life. I play violent games. They don't affect people in the way that a lot of people think they do. They just don't. It's demonstrably true that they don't, and anybody who thinks they do is just not thinking.
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I have never made a game that wasn't explicitly about empowering players to tell their own story.
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Anyone who says they want to make a game that becomes a cult classic is kinda screwy, right? I mean, you want to reach the largest audience you can.
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I think there's always room for more innovation and new things.
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My wife, Caroline Spector, and I pitched some comic ideas to various publishers back in the '80s, but nothing ever came of it.
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People perceive games as being for kids, and I think that perception is going to change. Time is going to take care of that. I mean, we've already won. Games have won; it's inevitable.
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The Wii U is pretty cool, and the thing that I'm most intrigued about it is it's the first gaming platform that actually is exploiting the second screen.
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I often get painted as the guy who's trying to tell other people what to make and what to like, and that's really not my goal, but I believe so passionately that games can be more than a lot of people think they can.
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I said to myself as Junction Point embarked on the Epic Mickey journey that, worst case, we'd be 'a footnote in Disney history.' Looking back on it, I think we did far better than that.
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Seriously, I don't know if people would really tell you this. But in my dream world, the people who work for you would say, 'Wow, I didn't know I could do that until I started working with that guy.'
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Gamers both demand and deserve novelty. They need something new. As a game developer, one of my rules is there will be at least one thing in every game that I worked on that no one on the planet has seen before.
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Ideas are nothing. They're irrelevant. If you think your idea is so important, you're doomed. The reality is if you don't like one idea, I've got 299 more. If I tell you my idea, and you can execute better against that idea than I can - great; I get to play a terrific game.
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I don't care much about hardware. Nintendo games are some of the best games in the world, and from a more graphical standpoint, the Wii can't do what a PS3 or 360 can do.
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I started playing video games, and in 1978 I discovered Dungeons & Dragons and started game-mastering and writing my own adventures and creating my own worlds.
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$200, 300 million games, I'm a little scared about that; there aren't a lot of companies that have the resources or the courage to spend that much.
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I'm a huge fan of e-books, but the more I buy and download, the more I worry that someone could just take them all away from me.
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Whether it's as the hero of an adventure story, as teacher and friend, as icon on watch, shirt or hat - everyone knows Mickey Mouse.
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Hey, if we didn't overcharge for our product - guess what - people wouldn't have to buy used games.