Your game industry in your words: Week of July 6
[Gamasutra highlights choice quotes from game industry figures from the past week, including Harvest Moon creator Yasuhiro wada, THQ's Brian Farrell, Unity's David Helgason and many others.]
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 open world design, games in planes, indie first-person shooters, and more.
This Week's Noteworthy Game Industry Quotes
"There used to be so many kinds of video games, but now I walk around, and all I see is the same kind of game. It's a little sad."
- Harvest Moon creator Yasuhiro Wada
"We've actually even made our own version of Google Maps where we look at all of the content in the game, and by using this program we can actually go in and really scrutinize the different routes and play-styles that players will use."
- United Front's Jeff O'Connell on how Sleeping Dogs tackles open world design
"We don't really want the player thinking 'how do I do...' as opposed to, 'what should I do?'."
- Jon Ingold of Inkle Studios, creator of interactive fiction tool Inklewriter
"It's not just a case of taking your smartphone content and porting it across, a lot more thought about gameplay and restrictive gestures has to be taken into consideration."
- Electronic Arts' Matt Dixon explaining on bringing games to in-flight entertainment devices on planes
"The problem we have when we have to meet a publisher when the game is not done, is they give their opinion. ... My issue is that, as many people as you put around the table giving their color, in the end you've got brown. I can't be small and brown; it's not possible."
- Arkedo co-founder Camille Guermonprez
"We don't have a lot of room to run, so we've got to execute flawlessly."
- THQ CEO Brian Farrell
"We came up with 'I.C.E.,' which stood for Impressive, Cohesive, and Expressive. When you're working on something, you can give yourself a little self-test -- is it impressive, is it cohesive, or is it expressive?"
- Volition product art director Frank Marquart discussing the art direction of Saints Row: The Third
"It seemed like indies were avoiding shooters because they view those as the pinnacle of all that is wrong with triple-A. I figured it was time to change that."
- Vlambeer's Jan Willem Nijman
"The vision remains the same: democratization of game development, in a very broad and massive sense"
- Unity Technologies' CEO David Helgason talking about his company's goals for Unity 4
"Fun is a lazy word. A bit like 'game'."
- DigiPen professor Neils Clark
The complete versions of these in-depth articles, as well as other insightful pieces, are all available in Gamasutra's pages for Exclusive
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