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I have no interest in guys who wear armor and swing big swords.
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In the electronic game world, I know I have a reputation for doing the cyberpunk thing, and for doing the serious epic fantasy thing, but if you go back to when I was a kid, I've been a Disney fan all my life.
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We live in a world of virtual goods where none of us own the 0s and 1s. What are you going to do?
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On the small scale, 'Ico,' I think, actually delivered a small new thing: holding a character's hand and really feeling like your job is to rescue this person, and establishing a personal connection.
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The fact is most computer roleplaying games that offer a zillion highly specialized skills end up with nine-tenths of a zillion skills that every player quickly realizes aren't worth the experience points to buy.
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I was lucky enough to go to an all-boys prep school in upstate New York that had a film program, so we had access to 16mm Bolex cameras, Nagra sound recorders, Arriflex cameras. We even had an Oxberry animation stand!
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The reality, for me at least, is that the finest recreation of a paper game, played on computer, pales in comparison with the actual, face-to-face experience.
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Every game has to teach you how to walk, run, talk, use.
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I'm a big believer in pushing things too far and forcing people to pull you back.
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The heart of the gameplay is still about choice and consequence, which is what I've been doing since the '80s.
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I was an independent developer and started Junction Point in January of 2005.
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We're not going to do a Facebook game aimed at 35-year old women about farming.
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Finney is about the best writer of time travel stories ever, and I adore time travel stories - have to make a time travel game someday!
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I would love to take 'Ultimata Underworld' and literally update the graphics.
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For me, the cool thing is doing things that could only be done in gaming.
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My first encounter with video games was pretty conventional. I was travelling with my parents - we used to take long cross country trips in the United States every summer - and we went into a restaurant where there happened to be a Pong machine, and I was... a lot of quarters went into that Pong machine, let's just say.
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The only thing I insist that everybody do is there has to be a basketball court in every game I do, and - with one exception, I let them get away with it once - you can actually shoot a ball through the basket in every game I've made.
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For most developers, that kind of situation – a player figuring out how to do something that the designer didn't intend – to most developers, that's a bug. For me, that's a celebration.
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My greatest joy is seeing parents and kids playing Disney 'Epic Mickey' together, handing the controllers back and forth, helping each other out.
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I have got no problem with used games. I've bought plenty of used games.
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If we're going to reach a broader audience, we have to stop thinking about that audience strictly in terms of teenage boys or even teenage girls. We need to think about things that are relevant to normal humans and not just the geeks we used to be.
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I think plenty of games - from 'Thief' to 'Zelda' - have shown that sneaking around can be fun.
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I've always said - I've been making games for twenty years, and from the first day I got in this business, I've been saying, 'All I have to do is sell one more copy than I have to, to get somebody to fund my next one.'
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The Disney archives, it's 84 years of history. The one way in which I feel I'm a kindred spirit with Walt Disney is that neither one of us ever throws anything away. He never threw anything away.