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  Your game industry in your words: Week of February 10
by Eric Caoili [Console/PC, Design]
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February 10, 2012
 
Your game industry in your words: Week of February 10

[Gamasutra highlights choice quotes from game industry figures such as Electronic Arts' Peter Moore, Big Huge Games' Colin Campbell, David Jaffe, 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 PS Vita, creating cinematic games, bringing real-world brands into games, and more.

This Week's Noteworthy Game Industry Quotes

"I keep all of my focus centered around a single thing. We're all going through the process of throwing ideas at a wall, but I'm just more interested in working out why one particular thing didn't stick before I move onto the next one."

-- Alexander "Demruth" Bruce, creator of IGF finalist Antichamber

"I just bought my Dove shower soap [in the game]. It's relevant! I actually use Dove soap at home!"

-- Electronic Arts COO Peter Moore on opportunities for bringing real-world brands into The Sims Social

"It has felt a lot like a mini-PS3 to us rather than a completely different mobile device."

-- Drinkbox Studios' Chris Harvey on working with the PS Vita

"In any healthy environment there needs to be a steady flow of competition and new ideas. You can't have the same five bands be at the top of the charts for 10 years in a row. Video games are no different."

-- Todd McFarlane, comic book artist and executive art director on recently launched MMORPG Kingdoms of Amalur

"I started to hate death because it fucks up the narrative."

-- Size Five Games' Dan Marshall discussing why death in games like Uncharted shouldn't be an automatic fail state

"I don't want to try and make a cinematic game, I want to try and make a great game,"

-- Twisted Metal and God of War director David Jaffe

"Ultimately, games must speak for themselves, so designers need to learn not to rely on the crutch of their own enthusiasm and communications skills to sell their ideas."

-- Former Firaxis lead designer Soren Johnson

"They say we're the first company in history to crowdsource a defense in court."

-- Mojang CEO Carl Manneh

"We can't build individual parts. None of us are building our own sliver of the game, and then putting them all together expecting them to work. We're all connecting to each other. We're all building one thing, collectively. It has to feel cohesive in all of its parts."

-- Big Huge Games lead designer Colin Campbell on Kingdoms of Amalur

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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