I don't like all the attention. I think it's better to let my work do the talking.

As I am ageing, naturally, how I want my videogames to be played must be changing.

I was originally going to become a biochemist, but it just got way too complicated.

My biggest failure is 'Metal Gear.' It's my biggest failure and my biggest success.

My goal is to make a player think, 'I want to reenter this world of lies tomorrow.'

Some of the most beautiful scenes I've ever seen in a game has been in 'Minecraft.'

To create a new standard, you have to be up for that challenge and really enjoy it.

No game designer ever went wrong by overestimating the narcissism of their players.

The human body is supposed to be 70 percent water. I consider myself 70 percent film

Even when people abroad see me, I'm often asked about a 'Zone of the Enders' sequel.

Games shouldn't only be fun. They should teach or spark an interest in other things.

Looking for meaning in the ordinary seems like the most urgent thing that we can do.

At TGC, we are firm believers in the value of making games that respect our players.

Innovation, surprising people and creating a sense of wonder is what consumers want.

The PSP will not be able to display anything that you cannot do on a current system.

It seems we always exceed even our own expectations-after a lot of hard work, though!

I think the charm of 'Fable' was in the feeling of the world and definitely the humor.

What I really want to do is be in the forefront of game development once again myself.

I made some games, but I'm pretending like I didn't because they all turned out weird.

Nowadays I think it's really important that designers are really unique and individual.

In cartoons, in movies, time passes differently. There are flashbacks and flashfowards.

I fervently believe in research as a necessity for good design, and I teach it that way.

We founded thatgamecompany to push the boundary of video games as an interactive medium.

Game creation keeps on expanding, just like the Universe. That is why I keep making games

I won't make games with senseless violence. There has to be a reason for it, such as war.

I think, for me, it's very simple with the Xbox; I just want the ultimate gaming console.

I'm very careful about violence in games. I'm not interested in creating violent effects.

Gamers are everywhere, coming in all ages and genders, and developers have grown up, too.

When you're dealing with a new platform, the real trick is just getting the game running.

Whatever we do would likely happen before or during the events of Mass Effect 3, not after

People nowadays don't know about the Cold War and the U.S.'s old rivalry with the U.S.S.R.

For me, what fun means is finding novelty in the suffocating familiarity of ordinary life.

I studied Computer Science when I was in my undergrad and minored in Digital Art & Design.

Providing accurate portrayals of characters is something I want to pay ample attention to.

I think if you try to force a personality on a world then I think you're destined to fail.

It's part of my ritual to watch a new film every day, no matter what. It's important to me.

I like technology, but the blockbuster games use it for the same thing over and over again.

I'd like to be known as the person who saw things from a different point of view to others.

Unfortunately, the rights to 'System Shock' trademark and copyright are both up in the air.

Television is a very different thing from video games. It's kind of hard for me to compare.

I've been in the industry doing games since the BBC Micro, the Acorn Atom, the Commodore 64.

When we use this word fun, it sort of bangs up the ordinary and the extraordinary altogether.

Everybody is playing games. There are games now for pretty much every age, every demographic.

Reality has always been too small for the human imagination. We're always trying to transcend.

I want to show people how there are variations and different interpretations of good and evil.

We are all born alone and die alone. The loneliness is definitely part of the journey of life.

Absolutely not every idea is anywhere near mine at Lionhead. It's a real collaborative effort.

The new Peter Molyneux has been born that never ever promises things but always ever shows it.

I try not so much to create new characters and worlds but to create new game-play experiences.

I wonder sometimes why the U.S. reviewers are more negative towards turn-based battle systems.

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