I'm an action player. I like to be aggressive. I don't like to be on the run. I like to feel like I have the fates in my hands and that through my skill or lack thereof I control my fate.

Super Mario Bros. is equivalent to the Big Bang of our gaming universe. If it were not for this blindingly spectacular creation, digital entertainment as we know it today would not exist.

There are words that exist in one language and not in another language. It creates barriers that keep us from understanding each other. I'm often frustrated using words to talk to people.

Well, the most incredible thing about 'Fable' is the fact that there are lots of examples where people play the game in a certain way and things happen that were never designed to happen.

The Sims is kind of an interesting case because we had all these expansion packs. We were able to incrementally add on and explore without invading the core dynamic or the core game play.

I don't like necessarily that people think 'Metal Gear' defines me. I love 'Metal Gear,' don't get me wrong. But as a creator, I really want to work on other projects, including new games.

A lot of the interesting issues and dynamics within a city occur over things such as socio-economic issues or ethnic issues. But they require a much more elaborate model of human behavior.

It's helpful to be prepared to celebrate the tiny things that you can do, where you meet the world and you negotiate an outcome that's quite tiny. But you can still make it feel remarkable.

Japanese gamers aren't really into action games right now. They're into role-playing or strategy games with a lot of stats, but action titles are still really popular across the US and Europe.

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.

I was really into Space Invaders in about 1978. It got me more and more interested in video games. There wasn't any media to get information about games, so I came up with Game Freak magazine.

Angry Birds is a very simple idea but its one of those games that I immediately appreciated when I first started playing, before wishing that I had been the one to come up with the idea first.

Most people think video games are all about a child staring at a TV with a joystick in his hands. I don't. They should belong to the entire family. I want families to play video games together.

There's just an enormous vast universe of possible intrigue out there and why not pay attention to it? Because then you're not burdened with trying to find that meaning in yourself all the time.

A strong story can move me to tears, and it doesn't matter whether it's a science-fiction or fantasy world. It's about what happens to a person, the choices they make. That's what's interesting.

Games are not about being told things. If you want to tell people things, write a book or make a movie. Games are dialogues - and dialogue requires both parties to take the floor once in a while

There is only one way to receive intellectual respect, and that is to earn it. A degree doesn't mean anything, as there are too many maleducated morons running around with them to impress anyone.

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.

I want to reassure fans that I am 100% involved and will continue working on Metal Gear Solid V: The Phantom Pain; I'm determined to make it the greatest game I've directed to date. Don't miss it!

I love my games and I love sharing them with people. It's this amazing incredible thing I get to do with my life, creating ideas and sharing them with people. The problem is, it just hasn't worked.

When humans are hungry, they look for food. But they are also hungry for certain feelings. They go out to look for entertainment - from music to movies to novels to games - to satisfy their emotions.

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.

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.'

What I'm doing is creating a game. I'm not making a movie. To make the game more enjoyable and captivating, and to make the player feel like he's present in that setting, we need the cinematic element.

With a movie, it's probably easier to sustain intensity and seriousness over the 90-minute duration. But in an open-world game it becomes exhausting, demotivating and even uninteresting for the player.

The first half of fiscal 2006 has been exceptional for Cochlear. Importantly, Cochlear capitalized on a number of opportunities in this half with worldwide market share estimated to be in excess of 70%.

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.

I often think of it this way: The 21st century is going to be a war on the attention of humanity. Where civilization focuses its attention, I mean, that's what defines what the civilization cares about.

While I'm confident in Obsidian being able to deliver a quality title, it only takes one other Kickstarter developer to ruin things for everyone else and cast doubt on the donation process going forward.

Humanity needs more than merely information. We express original ideas, humor, and our personal wills. We express passions and emotions. A person's point of view conveys all of these aspects of identity.

The major change was going from 'Black and White' to 'Fable,' because I was no longer programming, and I had spent most of my time designing through programming, and only working with people I knew well.

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.

Third-person camera is way harder than I even imagined it could be. It is the hardest problem in video game development. Everybody gets it wrong. It's just a question of how close to right do you get it.

On my long list of hates about RPGs, one of them was, I always felt it was an unnecessary chore to make you care about a world when, in fact, what most players care about is their own personal experience.

Our goal is always to make games that can move people, that are designed for everybody so the whole family should be able to play it together, and that bring people together and really move them in a way.

I think what a lot of people see as unique is using different technology or different techniques [to make games], but I feel like, as long as you have a core that's unlike others, that's what 'unique' is.

I know as a child, I was really interested in becoming a manga artist, to create my own stories and illustrate them and present something that people would be interested in reading and looking at as well.

Working with franchises can be challenging, but at the same time I really did enjoy working on 'Star Wars,' for example, and I have done a lot of 'Dungeons & Dragons' games, but I still enjoy it very much.

You decide you're going to do horror, then gosh darn it, do horror. Do what's expected. Don't kind of do it. Don't dilly-dally around, because people really enjoy the genre, and they expect certain things.

I think the power of the platforms is outstripping the size of the audience. We can't charge $150 for a game. And when the best-selling game of all time has sold only 20 million copies at $60, do the math!

Once you get yourself on that path where you're willing to find something delightful in laundry and in dishwashers, it means that you train yourself to be able to find it almost anywhere in almost anything.

Don’t make it sound like I laughed because I was troubled or inconvenienced or put out. I don’t want them to read anything into it. But if you want to say that I laughed, I think that would be a good answer.

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.

Ray Harryhausen's 'Sinbad' picture was the first film I remember seeing. I was two years old when it came out, and it changed my life forever. I had nightmares about dragons and stuff for years - and loved it!

Play becomes a distraction, something you don't really need to do. It's not for serious people. They work hard, they don't play hard. Yes, you can say play hard, but that really means, keep working hard, right?

If you don't think of yourself as being someone who needs to go back to school, needs to reinvent yourself, then you're not able to do the thing you're passionate about. That's to create and invent and innovate.

There are some ghost stories in Japan where - when you are sitting in the bathroom in the traditional style of the Japanese toilet - a hand is actually starting to grab you from beneath. It's a very scary story.

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.

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.

Today's games are more forgiving in the sense that you can save your game almost anywhere, and get back into the action very quickly, whereas in POP when you died you had to go back to the beginning of the level.

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