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Your game industry in your words, week of September 14
Your game industry in your words, week of September 14
September 14, 2012 | By Eric Caoili

Gamasutra highlights choice quotes from game industry figures from the past week, including Adam Boyes, Ninja Theory's Motohide Eshiro, DICE's Karl Magnus Troedsson (pictured), 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 the iPhone 5, PlayStation Network's Pub Fund, and more.

This Week's Noteworthy Game Industry Quotes

"Developers are the gas in the engine, and that's the important part we need to focus on: make their lives easier. Because, like I said before, there's a lot of options these days, and we need to make sure that we're evolving every day."

- SCEA's vice president of publisher and developer relations Adam Boyes

"The main difference, if we were to really simplify things, is it seems that Western games tend to focus a lot on realism in animation."

- DmC producer Motohide Eshiro the differences between Japanese and Western developers

"I had zero experience in the turn-based genre, but I think something wonderful happens when you stretch muscles you haven't stretched before. These muscles in turn help out all your future projects."

- Blendo Games' Brendon Chung (Quadrilateral Cowboy)

"Games are about the interaction of systems. This interaction is really hard to imagine in your head. You can have a guess about what a game might be like but you don't actually know until you build it. This is why there are so few good original games."

- Incredipede developer Colin Northway

"It's a general problem in the indie scene, where so many beautiful and lovely games go unnoticed simply because the developer doesn't know how to present their game to the press"

- Vlambeer's Rami Ismail, creator of Presskit()

"I think the issue most people run into is that they go in expecting to make a fortune, when they are making the games that they want to make, and not the ones that the marketplace wants them to make."

- Xbox Live Indie Games Uprising co-organizer Dave Voyles on independent developers' expectations for the platform

"The issue that happened with PSP is we got overrun with ports. It became very difficult for us to define what made PSP unique."

- SCEA's marketing VP for handhelds and consoles John Koller

"This is not a threat to the console business. It's a different player - or if it's the same player, they're playing at different times and under different circumstances."

- EA's Global Mobile and Social Studios SVP Nick Earl discusses the recently revealed iPhone 5

"I have to say that sometimes I think we get too much crap for not being innovative."

- DICE GM Karl Magnus Troedsson on EA's reputation

"If you don't untap emotion, all the science in the world isn't going to make somebody come back to you."

- Ngmoco's Clive Downie on using tricks to keep mobile game players engaged

"I have personally lost a lot of interest in devices that do not offer something that feels truly fresh with new and exciting ways of interaction, like the first iPhone, the DS, or the Wii."

- Simogo's Simon Fessler reacting to iPhone 5's perceived lack of innovation

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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