Category Archives: Quick Quotes
Thu, Feb 02, 2012 | 23:16 GMT
“We’re talking with Sony games now. We are really trying to take it in areas that haven’t been done before and have stayed out of the marketplace because the ideas simply weren’t exciting enough. So while the gaming world is waiting for the KISS games that are going to explode, we’re busy taking the brand to places where no band has gone before. We’re talking with Angry Birds, KISS and Angry Birds, which will become a deal. It’s just endless what we can do, but we only do things when it’s right. Just because there are games, and just because there’s this or that out there, unless the deal is right and unless the content is exciting to our fans, we don’t do it.” – Gene Simmons on extending the KISS brand to video games and Angry Birds. Thanks, IndustryGamers.
Sat, Jan 28, 2012 | 22:03 GMT
“We are disappointed that NCsoft is attempting to mar the launch of TERA. Unfortunately we can’t discuss much publicly due to the sensitivity of legal actions, but we do outright reject the NCsoft claims, and we are going to do everything in our power to defend and protect ourselves. To all our supporters who have been anticipating the arrival of TERA – please know that this situation has no impact on our continuing efforts to realize the vision we have for our game. We are committed to making TERA awesome and delivering the game to you on time on May 1. Thank you for your patience and support.” – En Masse VP of publishing Chris Lee responding to NCsoft’s allegations that BlueHole Studios stole software and artwork from the studio to create TERA. Thanks, TenTonHammer.
Sat, Jan 28, 2012 | 20:28 GMT
“Sometimes you’re stuck in a situation where you can only choose between two really bad outcomes. Looking back I’m not sure what I could have done. We’re changing our QA processes based on this game, and we’re changing the whole model of how we make games with third-parties. We’ve added amendments to existing contracts to prepare, to try and stop it from happening again. But it was bad, and I’m the first to admit it was my fault and we’re doing our best to fix it.” – Paradox CEO Fredrick Wester on Sword of the Stars 2′s release which was buggy, and had missing features.
Fri, Jan 27, 2012 | 18:46 GMT
“Nintendo, Sony or Microsoft [won't] disappear from the gaming market; quite the opposite. They are now, and will be for many years, a driving force in our market; however, the way they operate will probably evolve into a somewhat different role. I strongly believe the big console makers of today will have a big impact on the games industry tomorrow, but it will not take a piece of hardware between the gamer and the screen for them to do so. Maybe we’ll see a Sony, Nintendo, or Microsoft “hub” integrated in TVs or their own OS included in the TV; let’s not forget the Google TVs that have already seen their first generation and the oft-rumored Apple television set (not to be confused with Apple TV). As a content producer, I am really excited to see what happens on the hardware market in the coming years.” – Paradox CEO Fredrik Wester clarifying his remarks about the future of consoles. [pic]
Wed, Jan 25, 2012 | 20:52 GMT
“There is a place for subscription-based games and if you’re going to build a subscription-based game it’s got to be huge in scope. People have to feel that it’s worth paying a subscription fee every month, so the scope of the game has to be much bigger than the free-to-play games. The quality, the polish has to be very, very high, and then you need to have a plan to continue to deliver free content on a regular basis. If you do those things, I think you can succeed as a subscription-based game. Obviously, there can only be a few subscription-based games. There is a limited MMO audience and not a ton of that audience is playing more than one MMO, but I still think there’s room for more than just one really successful online game. I think Star Wars: The Old Republic can coexist with World of Warcraft and other successful games like Rift. You can have multiple MMOs with a subscription being successful as long as those games fulfill the requirements of high quality, good polish, lots of content, and continuing to do high value updates on a regular basis.” – SWTOR director James Ohlen to IGN.
Sat, Jan 21, 2012 | 21:43 GMT
“It’s big. Really, really big. And perhaps more importantly, it’s incredibly dense. I couldn’t tell you the exact square footage of the overworld map, but I can tell you that it takes over half an hour to sprint at full [speed] across the map, even if you somehow avoid all combat. As for dungeons, there are around 130 of them in the game, and each one is hand-crafted in several different art styles, from crystal caverns to the organic innards of an ancient tree, so there’s an awful lot of variety to experience there.” – Big Huge Games’ Ian Frazier to 360 Magazine on the size of the game world in Kingdoms of Amalur: Reckoning.
Sat, Jan 21, 2012 | 19:02 GMT
“I understand people may think it is a silly game and even though we put serious work into gameplay too it is difficult to communicate that. Bryce [the main character] doesn’t need to evade or avoid [attacks]. If you get shot, it’s OK. It’s also hard to show this to the audience because it would change the way they play the game. It’s complicated just like trying to explain the story. It might be my fault, I’m not sure, but I’ll tell you honestly I tried to make the E3 trailer show Bryce’s true personality. I’m not sure if [it was] a success, but in the middle of the story it becomes more serious. He comes back to his young self, in his mind. NeverDead, when you look at it, is a story of vengeance. I need to make more effort to communicate this – I want people to know it’s a serious game with a guy who has a lot of bad luck.” – NeverDead director Shinta Nojiri to Siliconera.
Fri, Jan 20, 2012 | 21:25 GMT
“Despite the fact that RPGs have made such deep and passionate inroads into the mainstream market, I still feel they are slow-paced, abstract, and awkward. Reckoning reflects my hunger for a faster pace of action and combat drama, and a desire for simpler, easier-to-use interfaces. RPGs are naturally the deepest, longest, and most complicated kinds of videogame entertainment… that’s what makes them great. But making them just a tiny bit less clumsy in the interface, and just a big, fat, huge amount more physical and exciting in combat, gives them more fun-per-unit-time. Me? I want All-Fun, All-the-Time, Right-Now, thank-you-very-much.” – Ken Rolston to GameFront on how the current state of RPGS affected the design of Kindoms of Amalur: Reckoning.
Thu, Jan 19, 2012 | 16:09 GMT
“We felt it deserved to be bigger than the 4.3 inch screen on PSP. It’s almost as if we settled on five inches in order to really maximise the same impact that we felt when we first saw it. There was a great deal of discussion and we even talked about using a 5.5 inch screen, but that had a negative impact on the operability of the device. There is always a battle between engineers and designers and I’m not just talking about PlayStation Vita when I say that. I was pushing through this idea of ‘thinner is better’ but I had to be reminded of things like the feature set, processing power, battery life… the overall package. I actually wanted PS Vita to be entirely made of metal but then it was pointed out that this was impossible due to the internal Wi/Fi, 3G and GPRS antennae.” – Vita designer Tokashi Sogabe on the differing perspectives between designing and engineering the handheld.
Fri, Jan 13, 2012 | 21:18 GMT
“I’ve never experienced a game like it before, and that’s been the difficulty of talking about this game. It’s an RPG with good combat, and people have a hard time figuring out what that means in their own heads, because there’s no example of it, really. Now we’re in this age where we have all these action games that have RPG elements, that right there has just destroyed to me what an RPG means because we’re talking about RPG elements. There are all these different ways we can spread out, and these are all valid representations of RPGs. But you ask any different person what an RPG is and they’ll give you a different answer.” – Kingdoms of Amalur: Reckoning’s lead combat designer Joe Quadara to Gamespot.
Fri, Jan 13, 2012 | 00:57 GMT
“Piracy is not a solution to anything,” says Minecraft creator Notch. The Swedish developer has never really hidden his views on piracy. Summarised, the Minecraft creator considers software theft a “minor offense” overall, something on par with jaywalking or littering.
It’s not really surprising then, that when a fan commented that he loved the game but couldn’t afford a copy for himself, the creator suggested that he “just pirate it“. Almost as an afterthought, “don’t forget to feel bad.”
Thu, Jan 12, 2012 | 19:53 GMT
“What I find at SCE is that we’ve lots of passionate and committed people. But there’s definitely an opportunity to up the pace of our competitiveness. We still have a bit of a hangover – at least in the UK company – from the days of being market dominant [with PS2]. I don’t think we are as sharp as we can be. There’s room for improvement there. So it’s not change everything, but it is turn up the dial, and learn to compete.” – SCE UK’s new boss Fergal Gara to MCV.
Wed, Jan 04, 2012 | 21:47 GMT
“The idea of giving people constant incremental playable content and making it so you’re never more than a few weeks away from the next new experience within the Call of Duty universe is part of what we’re experimenting with. This franchise doesn’t really behave like most franchises. It’s become something of a year-round activity for a large percentage of our player population. One of the things that was most appealing when we were researching these ideas with consumers is the idea of breaking up the DLC so that it comes more often and more regularly. We want to provide DLC to people more often and also experiment with more of a variety in the forms of playable content. The nature of this kind of service requires constant iteration. There are things [in development] that consumers don’t yet know they want… because they can’t imagine it.” – Activision Publishing CEO Eric Hirshberg to Wired.
Wed, Jan 04, 2012 | 21:11 GMT
Quick quotes: Akria missing from Silent Hill: Downpour’s soundtrack due to “Japanese business politics”
“I’d love for [Akira Yamaoka] to be involved. Unfortunately, he left Konami, and can’t do the music for the new games [which is] a Japanese business politics sort of thing. We’d like for him to be there, but he’s not. So we took seriously finding a replacement, because you can’t throw in just any old sound guy. So we found Dan Licht, who does the music on Dexter. He was actually our top choice, so we were fortunate that he was willing to jump in.” – Silent Hill: Downpour producer Tomm Hullet to GameFront.
Tue, Jan 03, 2012 | 19:50 GMT
“It was a long, painful process, but making games is like making films in that it’s a marathon, not a sprint – and some people come into the process not knowing that – I’d love to spend more time at home with my family and kids. We run things differently now – we have flexi-hours, for example. But everybody has their view on who’s the worst boss in the world, and maybe that’s me. I’ve read some amazing things about Steve Jobs in his biography, and I’ve never seen him get as vilified any way as much as I have. Sam Peckinpah [’70s film director] fired [plenty of] people off one movie, and nobody said a thing. Werner Herzog pulled a gun on Klaus Kinski to get him to finish a movie! Obviously I don’t compare myself to any of those people…” – Team Bondi boss Brendan McNamara to OPM.
Thu, Dec 22, 2011 | 16:53 GMT
“We had backup plans. In all, the design team was like three of us at that point, in total. So we were looking at doing a Lord of the Rings MMO, a Silmarillion MMO, a kind of a Gunslinger-esque Dark Tower MMO, a Game of Thrones MMO. When we were first were deciding on what kind of game we were going to build, I really wanted to do a story-based massively multiplayer game because hey, it hadn’t been done before. I thought: ‘hey, good way to innovate’ – that’s what Bioware stands for and that’s what we’re good at. We had an in-built fanbase with Star Wars: Knights of the Old Republic. In fact, when you ask our fans ‘what kind of MMO would you like us to build?’ they almost always say ‘how about Knights of the Old Republic massively multiplayer game?’” – SWTOR director James Ohlen to PC Gamer.
Sat, Dec 10, 2011 | 22:06 GMT
“Itagaki might have left, but the hatred for Tekken is still around in the team [laughter]. So when we see Street Fighter X Tekken and those kinds of games… We’re coming out with Dead or Alive. We don’t need to rely on anything else to present Dead or Alive as a strong fighting game in the genre. We don’t need that kind of thing to prove ourselves. We understand that Tekken has… It opened the way for 3D fighting games, we understand that it has a long history, we respect that history, but we’re coming in as a challenger to those 3D fighting games. We’re there to represent and take them on.” – Team Ninja studio head Yosuke Hayashi to VentureBeat.
Sat, Dec 10, 2011 | 21:40 GMT
“I don’t think we’re averse to making sequels. I just think we haven’t had a real mega breakout hit. If Brutal Legend had done five million copies we’d probably still be working on Brutal Legend 2 right now. It would have been a slam dunk for EA to immediately sign it. So, I wouldn’t rule it out but there’s still this passion and hunger to make new shit here that I absolutely love. Tim is so good at attracting really creative talent. These four games – they’re so different, they’re so creative, they’re so out-there, and they don’t come from Tim. They come from the brains of other people who are here at the studio. And that’s super-cool, so I’d hope we can keep doing that.” – Iron Brigade project lead Brad Muir to Eurogamer on the possibility of sequels in Double Fine’s future.
Sat, Dec 10, 2011 | 21:38 GMT
“With developers taking stuff that they normally would have put on the disc and selling that for DLC later, we think that lowers the value of the actual disc, the players that are going to buy that disc. We don’t think that’s a good way to do things. But as for using DLC as a way to add more stuff and increase the longevity of the title, if we’re adding stuff later we think that will… Fans will enjoy that, we as developers will enjoy that, we’ll just have that much more time to spend with that game. That’s the approach that we would like to take.” – Team Ninja studio head Yosuke Hayashi to VentureBeat.
Wed, Dec 07, 2011 | 18:41 GMT
“I doubt I would leave this company in 10 or even 20 years. It’s not that I’m satisfied at Sega so much as I really owe one to Sega — they taught me how much fun making games can be. Unless something really drastic happens, I’m not going to leave on my own volition. It’s hard to say whether the trend [of developers quitting large firms] is a good thing and for everyone’s best interests, but a creator needs to be someplace where he can shine the brightest, and that’s not necessarily always going to happen by going it alone.” – Yakuza’s Toshihiro Nagoshi to Gamasutra.