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A lot of times, for videogames, you get almost no time to prepare with a script. You've got a director that's going line for line, filling you in on what's happening, and some games are even less than that.
Everything we have today that's cool comes from someone wanting more of something they loved in the past. Action figures, videogames, superhero movies, iPods: All are continuations of a love that wanted more.
When I hear young people today complain about being bored - and the things that keep them from being bored are generally exclusively videogames and/or computer pastimes - I just try to encourage them to go outside.
I don't think anything really consciously went into 'Legend' that was influenced by videogames, but I'm pretty sure some of my experiences and love for gaming contributed to a few of the factors that are in 'Legend'.
Writing for videogames is really unique. You learn all the rules of writing, but there's a whole other set of rules for game writing, and we're changing them as we move along as well, which makes it more challenging.
Videogames based on golf have often been viewed as, to mangle a phrase, a good walk through a virtual world spoiled. Connecting with your virtual golfers has often been as hard for gamers as understanding the sport itself.
The guys from Atari that are making the next Alone in the Dark game came and we had a great meeting. I'd love to do that. I'm a fan of videogames. I like them. And to get to be part of one of them would be a fun and exciting thing.
I know it's become an ongoing thing about whether videogames are art, and I think there's plenty of examples of things that use the form in a fascinating way. Things that are more surreal or artistic, like 'Katamari Damacy' or 'Vib-Ribbon.'
To allow our audiences to watch more professionally produced video content, we acquired Major League Gaming - MLG - and we expect MLG to become the 'ESPN of Videogames' with a focus on the celebration of gamers, both amateur and professionals.
I don't want to criticize any other designers, but I have to say that many of the people involved in this industry - directors and producers - are trying to make their games more like movies. They are longing to make movies rather than making videogames.
Everybody always asks about Jimmy Fallon. I'm sorry to say that he's very nice and there's not much bad to say about him. I don't know if he sucks at videogames or not. I don't think he plays them, but he could have this whole secret life I don't know about.
People often say that videogames made by Western developers are somehow different in terms of taste for the players, in comparison with Japanese games. I think that means that the Western developers and Japanese developers, they are good at different fields.
With YouTube streaming and Twitch and all that, you can just hop on on any given night and play videogames and have people come watch you. And even if you've only got 400 people watching your stream, that's more people than would see my comedy if I went to UCB.
Whatever adults don't understand, because they didn't grow up with it, is the thing they're going to be afraid of and try to legislate out of existence. It happened with videogames, it happened with television, it happened with pinball parlours and rock and roll.
Videogames make you feel like you're actually doing something. Your brain processes the tiered game achievements as real-life achievements. Every time you get to the next level, hot jets of reward chemical coat your brain in a lathery foam, and it seems like you're actually accomplishing stuff.
Libraries have a PR problem - or at least that's what they call it when no one under the age of 40 walks through the door. To bring in a younger crowd, the paper pushers have turned to tech to bring in the public. DVDs, CDs and, yes, even videogames are hitting the shelves of your local library.
As popular culture becomes more presentist, we move away from entertainment as the vicarious experience of a narrative - as watching someone else's story - and much more toward enacting one's own story. Moving away from myths and toward fantasy role-playing games, away from movies and toward videogames.
Growing up, I played 'Ken Griffey, Jr. Baseball' and just whatever I could get my hands on. When I was really young, I was a big fan of Mario and that type of stuff. I still play videogames now, so it was really cool for me to be able to play as myself on '2K6' or '2K7,' I believe it was, when I was a rookie.
We think we have to work because the advertising industry has elevated wants into needs. The newspapers and the television batter us incessantly with the latest 'must-haves', whether that's shoes, videogames or patio heaters. As a result, mums think they 'have' to work at Tesco in order to buy expensive trainers.
I think where the criticism of videogames come from is where videogames are just Xeroxes of films, and when you get a film adaptation of that game, you've just Xeroxed something twice. I think that's where a lot of the criticism comes from - there are ultra-violent games that are already based on a million films.
I grew up with a single mom, two brothers, and a sister, and after school, we would play outside then go home for dinner and play videogames together. It's something I enjoy doing, and it's also cheap entertainment compared to a movie or paying for cable. You pay $50 one time for a game, and you can play it as many times as you want.
People nowadays think of gamebooks as rather old hat - and, after all, it was twenty years ago. In their heyday, though, they were a phenomenon, selling upwards of a hundred thousand units per title. And it's not as old hat as you might think: the same design skills I used in those days apply equally when I'm creating modern videogames.