Quotes of All Topics . Occasions . Authors
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.
The Fable story hinted at a dramatic time before 'Fable 1' when the Guild was founded, this would be a perfect setting for 'Fable 4.'
If it turns out that Mario doesn't really fit into the type of game I want, I wouldn't mind using Zelda as the basis of the new game.
I feel, as a game maker, we are responsible to make content that stretch the ruling structure and emotions so that everyone can enjoy.
Even in film, books, and music, there's always action - there's always rock and roll. Young people appreciate that kind of experience.
One of the main things that's appealing about games is that you know a game can be won. It's an unusual game that's impossible to win.
In terms of quantity, we've probably already reached the limit of what's feasible. I think a change of direction may be what's needed.
Fans want to make sure that they see things resolved, they want to get some closure, a great ending. I think they're going to get that.
I'd bet Sony has some similar stuff up their sleeves they're just playing on the internet outrage for free PR. You're all being played!
90% of what is considered "impossible" is, in fact, possible. The other 10% will become possible with the passage of time & technology.
Normally we think of play as the opposite of work. Work is the thing you have to do, and then there's play, the thing you choose to do.
I enjoy thinking about ways to create something that other people have not even thought about, something no one has managed to achieve.
I used to teach animation history classes at the University of Texas, and I wrote my master's thesis on cartoons. I just love cartoons.
I do not believe in the concept of good and evil in my personal life, in the real world. I just don't believe it. I never try to judge.
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!
I was born in Japan and raised in Japan, but those are the only things that make me Japanese, I've grown up reading books from all over.
Even if it's a sequel, lots of people have to give their all to make a game, but some people think the sequel process happens naturally.
If you can imagine the delight of visiting a theme park where lasting memories are made, we envision 'Sky' will sometimes feel like that.
If more women want to be a part of the computer industry today, they have to do more to put themselves there. Nobody is keeping them out.
I love coming up with the stories and being creative and working with creative people and coming up with visuals and creating characters.
It isn't about games, for me, personally, and it never really was. It was about creating something - anything - far bigger than yourself.
In papergaming, players can look at a character sheet of their own creation and see all of their skills, right there, in black and white.
If you think of play as being in things, there are things that are playable, then it becomes the work of figuring out what a thing can do.
I used to work at HAL, where I made 'Kirby' and 'Smash Bros.' After that, I became an independent designer, but I didn't have my own team.
Japanese people wouldn't come up with ideas of blood splattering all over. Japanese focus more on the intricacies of the actions, the motion.
I think when you talk about competing against others, the problem is that you refer to something that's been done already and try to beat it.
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.
The whole idea of play is in finding, acknowledging, and then working with the natural constraints and limitations that you find in the world.
To me, being able to find gratification in more venues, rather than greater gratification in a few, seems like a much more sane way of living.
Pikachu. 'Pika' is the sound Japanese say an electric spark makes. And 'chu' is the sound a mouse makes. So Pikachu is like an electric mouse.
Everyone at Junction Point has been inspired by the creative folks at Pixar and Disney Feature Animation to make 'entertainment for everyone.'
The only morality I'm interested in is the morality between your ears, between each player's ears, because that's the interesting thing to me.
Both of them are close to how I'd envisioned them. In Ico's case the design and in SotC's the visual look were very close to what I'd imagined.
This willingness to be frank and plain about the way that the world is, is a good first step. But that doesn't mean that you get what you want.
King's Quest IV was a much bigger hit than I, II, or III. I do feel that King's Quest IV was a pivotal game in bringing in more female players.
Today, there are many, many ways to entertain people in one single videogame. And the Internet has made it so easy for people to ask for clues.
'Journey' was very much inspired by Joseph Campbell's work for 'The Hero's Journey,' but, from among his works, I like 'The Power of Myth' best.
People get so frustrated with me, so much so that they've threatened me, they've threatened my family and it just cannot go on, it really can't.
Actually, 3D is really the most normal thing because it's how those of us with two eyes usually see the world. TVs are the unusual things in 2D!
The playful perspective is not meant to turn your life into a game or a jungle gym. It's rather that the activity is looking outside of yourself.
Honestly, I can't understand English poetry. Because I am not an English speaker, when I read it I never know how to read it in the right rhythm.
'The Trail' on PC is far more challenging by nature. The flow of the game is completely changed, because I think that's what the audience enjoys.
I never really participated in specific sports or anything, but once I hit 40, I started to get a little bit more active and began swimming more.
My greatest joy is seeing parents and kids playing Disney 'Epic Mickey' together, handing the controllers back and forth, helping each other out.
Why is it that big companies fail when the technology changes? It happens in every industry, so what's the pattern? What are they all doing wrong?
Video games are like a religion; you want to get people tattooing your little logo on their body so they’ll get somebody else interested in it too.
Probably the greatest thing working in games is watching someone enjoy your game and to think, "Wow I had a part in giving someone that enjoyment".
Fun has to do with habitual activities but then also terrifically novel or unusual ones. It works as a sort of strange milkshake of those concepts.
When we transitioned from the PC to the console with 'Fable,' it took us five years to do that. And that's just going from a mouse to a controller.
As game designers, we often assume people are playing from start to finish, and they're never going to walk away from it. But people are doing that.