“As game creators, we put up too much front in our creations and we don’t make ourselves nearly vulnerable enough. I think our audience senses this, and they emotionally withdraw from our games. I’m not calling for us to get soppy and overwrought. We human beings are also fascinated and impressed by nuance and restraint. We have to get in better touch with our emotions and become more adept at portraying them in detail… with restraint, clarity and above all, vulnerability. I think that we owe it to our audience of players to really dig deep, and tell some stories worth playing.” – Naughty Dog’s Richard Lemarchand at an NYU lecture attended by Gamasutra.