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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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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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We're not going to do a Facebook game aimed at 35-year old women about farming.
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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 have no interest in guys who wear armor and swing big swords.
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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 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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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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Every game has to teach you how to walk, run, talk, use.
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I would love to take 'Ultimata Underworld' and literally update the graphics.
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I was an independent developer and started Junction Point in January of 2005.
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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'm a big believer in pushing things too far and forcing people to pull you back.
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I have never been assigned a game, I have never made a game I didn't want to make. I've never done anything just to make somebody some money.
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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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I have got no problem with used games. I've bought plenty of used games.
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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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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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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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I kind of get a next-gen game machine, but competing for the home entertainment business? We'll see how that goes.
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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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It's about players making choices as they play, and then dealing with the consequences of those choices. It's about you telling your story, not me telling mine. It's about you.
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I remember on Deus Ex there was one programmer - Alex Durand, a guy who still works for us - he decided he was going to get through the game without ever using a weapon. I would never think to do that. And that's fine.