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Your game industry in your words, week of November 9

Your game industry in your words, week of November 9

November 9, 2012 | By Eric Caoili

Gamasutra highlights choice quotes from game industry figures from the past week, including Peter Molyneux, Jordan Mechner, Redbox's Joel Resnick, 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 2D puzzle platformers, cinematic storytelling, aggressive female characters, and more.

This Week's Noteworthy Game Industry Quotes

"Basically, we don't really worry about the Japanese market when making Kinect games."

- Land Ho (Crimson Dragon) general manager Takahiro Fukada

"The most important thing we pay attention to is speed and tempo, creating this "the adventure's just about to begin" kind of feeling. We're not just playing a video that goes on and on; we're aiming for a tempo that gets players really excited about getting started with the game."

- Tales Of series producer Hideo Baba on opening games with an animated movie

"Some commenters have criticized us -- and indies in general -- for making nothing but [2D] puzzle platformers. I think that is unfair. There's a huge difference between Portal 2, Limbo and Braid! Pid is much closer to Mega Man or Donkey Kong, I think, than those indie titles."

- Might and Delight (Pid) lead programmer Kian Bashiri

"Physical is so simple and it has such a lack of friction from a consumer engagement perspective. It's just easy and very tangible for them. And with our consumer base being more casual, it's just an easier for them to do and it will continue to be relevant for them."

- Redbox's vice president of games Joel Resnick on consumers forgoing digital distribution for renting physical game copies

"Build on our existing engines or growing expertise in genres we'd already tackled? Not for us!"

- Launching Pad Games founder Tristan Clark on what sank his indie studio

"The best cinematic storytelling in a game happens during the gameplay itself. The most powerful moments in a game are the moments we're playing ourselves; that's what we remember."

- Karateka and Prince of Persia creator Jordan Mechner

"Ultimately we think it's only effective in the short term to use gimmicks and other negatively perceived techniques to increase virality."

- Insomniac's chief creative officer Brian Hastings explains why Outernauts is abandoning its viral gimmickry

"What's that old adage? If a man acts forceful he's 'take-charge and aggressive, a real leader' but if a woman acts that way, she's being 'pushy and a bitch' -- an unfair gender stereotype, but one we had to deal with. How? By making her less aggressive and critical."

- Uncharted: Golden Abyss' writer and director John Garvin shares why focus testers originally disliked the game's aggressive female lead

"Apple doesn't have a clue who I am, and neither should they. I just explained -- 'Look, I can't tell you what is in there. You have to trust us that it is something amazing."

- Peter Molyneux on how he was able to get away with releasing Curiosity, despite not revealing to Apple what's in the cube

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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