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Your game industry in your words, week of August 3
Your game industry in your words, week of August 3
August 6, 2012 | By Eric Caoili




Gamasutra highlights choice quotes from game industry figures from the past week, including Ngmoco's Neil Young, Team Meat's Edmund McMillen, thechineseroom's Dan Pinchbeck, 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 triple-A titles, subtle storytelling, and stealth games.

This Week's Noteworthy Game Industry Quotes

"When you want to make something that's different, or something that's new...it's kind of like there aren't any grown ups around who can tell you what you need to do."

- Former thatgamecompany president Kellee Santiago

"The tricky thing about this game specifically is that it plays to childhood or teen memories, and those memories can be very subjective obviously."

- Robomodo CEO Josh Tsui on his team's decision to not modernize Tony Hawk's Pro Skater HD's mechanics

"Triple-A games cost as much as studios want them to cost. It's all about how much money they want to waste on celebrity voice actors, over-the-top cut scenes and tons and tons of talent."

- Super Meat Boy co-creator Edmund McMillen

"They don't need their hands held, or things always spelled out. They are sophisticated, media-literate, smart people. It's okay for things not to make sense."

- Dear Esther writer and project lead Dan Pinchbeck explains how trusting his audience's intelligence paid off in the end for his narrative-driven game

"The ecosystem that [Nintendo has] created, it's just really difficult to justify spending $30 on a game that is anything other than a Mario, a Zelda, a Pokemon. I think that ultimately their ecosystem starts to fall apart."

- Ngmoco CEO Neil Young predicting decreasing returns for Nintendo's systems and games

"The game director, who will remain unnamed, was not a good fit for the project."

- Producer James Mielke sharing the challenges Q Entertainment faced while creating Lumines Electronic Symphony

"The dynamics of these games are saying, 'be careful' -- but then, to understand all the systems, you need to take risks."

- Klei Entertainment's (Mark of the Ninja) technical designer Nels Anderson on the allure of stealth games

"We can come up with different ideas on how to portray violence in games, and also figure out ways to make other people understand [our experiences]."

- The Domaginarium's (Enola) Sergio Rosa explaining how his exposure to violence in El Salvador has shaped the kind of games he wants to make

The complete versions of these in-depth articles, as well as other insightful pieces, are all available in Gamasutra's pages for Exclusive items and Features.


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