Your game industry in your words, week of November 16
Gamasutra highlights choice quotes from game industry figures from the past week, including EA DICE's Karl-Magnus Troedsson (pictured), 343 Industries' Kenneth Scott 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 Master Chief's refined design, emergent gameplay, free-to-play lessons, and more.
This Week's Noteworthy Game Industry Quotes
"When it's just a publisher, you can fob them off. ... But when you've got the crowd, you have 60,000 people and they're expecting this thing on this day. If you're not going to give them what they want, you'd better have a good answer pretty soon."
- Wing Commander creator Chris Roberts, who is crowdfunding his latest project
"[The best interactive landscapes present] an invitation for players to use it, but how the players use it is met in conversation with that. It's about understanding and looking at the implied system you have... but sort of changing it to your own will and making it for your own."
- Experimental designer Chris Bell (Journey) on emergent gameplay
"The question I kept asking was, 'What could I add to it that adds more of a story to the Chief?' It is about designing the character, but it's also about storytelling."
- Halo 4 senior concept artist Gabriel Garza talks about refining Master Chief's design
"The more we look at effective F2P design and contrasted it with our app, the more we realize that this doesn't work in reality. Your users need to love your app -- but you need to leave them wanting more."
- Flippfly's Aaron San Filippo explains why his studio's initial strategy of delighting users into wanting to spend money didn't work
"It only stands to reason that people's thought process is 'Oh, well, I'll wait till it's free-to-play,' and that's not something we want as game developers. You don't want players to be going, 'I really want to play that game! ... But I'm going to wait.'"
- Funcom Montreal creative director Craig Morrison
"From the beginning when we started talking about [more extensive destruction], I didn't think that we actually foresaw how much it would change the gameplay."
- EA DICE GM Karl-Magnus Troedsson explains how more powerful game hardware led the studio to a concept of destruction that would fundamentally change how it designs games and tech
"If you build something you truly care for, and you invest that care in every part of the process, there will be an audience out there who will care for it too. "
- State of Play creative director Luke Whittaker in his postmortem for Lume
"The 'nade spamming' meme was the perfect storm of unfortunate circumstances."
- Consultant Nils Phil on why players ruined Modern Warfare for themselves
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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