[Gamasutra highlights choice quotes from industry figures such as Creative Assembly's Tim Heaton, Sony Santa Monica's Chris Sutton, Naughty Dog's Richard Lemarchand, and many others in this weekly roundup.]
In our original and exclusive interviews, analysis, and feature pieces over the past week, a wide variety of developers, publishers, and indies shared their thoughts on horror games, cutting features, gross design, crunch periods, and more.
This Week's Noteworthy Game Industry Quotes
"I think teams are really scared about doing 90 percent of the work and then cutting it. It's kind of like, 'Well, it's nearly finished; I... I've done all the work! Please don't cut it! I'm sure I can make it better.' And we're fairly brutal on that."
"If horror is all one-note - suspense and eventual relief, repeated as a cycle, it quickly loses its grip over me. The stuff I find most disturbing often has a mixture of the comic, the sentimental, all kinds of sensations other than fear."
"In the film industry, crew members are mandatorily and openly compensated for their extra effort. If a film goes into overages, it falls squarely on the shoulders of the producer and management, instead of punishing team members for unexpected events."
"I think of it almost as an Express Pass to the paid user. When I went to Universal Studios in Florida, and I really wanted to get into that Spider-Man ride, I bought an Express Pass so I could get to the front of the line. I went on the same ride as everyone else, but I got to get there faster."
"U.S. publishers usually think Japanese developers can just make Nintendo platform console games, but those platforms are [declining]. Other big platforms like 360, PS3, and PC are getting bigger here, and they think Japanese developers cannot make big titles for those platforms."