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Your game industry in your words, week of November 30
Your game industry in your words, week of November 30
November 30, 2012 | By Eric Caoili

November 30, 2012 | By Eric Caoili
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More: Console/PC, Design



Gamasutra highlights choice quotes from game industry figures from the past week, including Obsidian Entertainment's Chris Avellone, Team Meat's Edmund McMillen (pictured), 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 shipping games with bugs, huge pledge goals on Kickstarter, and more.

This Week's Noteworthy Game Industry Quotes

"We feel it's much better to make sure that we're asking for the right amount of funding. .... There'd be no point asking for half the money if we didn't think that that would be enough to deliver the experience that the fans, and we, are after."

- Blitz Games' Andrew Oliver on the £350,000 ($558,215) Kickstarter campaign for Dizzy Returns

"I think one of our rules is to go where players are. If players already exist in a big community some place, it's easier for us to go to them than force them to come into our ecosystem to play with us."

- Sony Online Entertainment's Matthew Higby explains why PlanetSide 2 uses Twitch for in-game livestreaming instead of a custom solution

"Users could enter music, note by note, and arrange choreography to go along with it, stringing together a series of canned dance steps to put a tap-dancing demon through his paces."

- Dale Dobson describes The Dancing Demon, one of the best-loved classics for Radio Shack's short-lived TRS-80 computer

"If earlier Nintendo systems made video games safe for homes and families, the Wii U turns the tables: it attempts to make the current trends in the internet and consumer electronics safe for video games."

- Video game researcher and designer Ian Bogost

"The community surrounding the project is at least as important as the hardware. The positive can-do attitude of people that explore, help each other, and learn together is much more powerful than any academic course."

- Mojang chief architect Daniel Frisk discusses the Raspberry Pi, the mini computer aimed at teaching kids programming

"The reason we released Isaac when we did was because it was done (if untested), and I didn't want to waste any more of my time on something I expected would crash and burn. I was just so worried it would suck that I wanted to get it out and over with."

- Developer Edmund McMillen explains why The Binding of Isaac shipped with bugs

"You like Dyad despite the fact it's got a poor experience curve, is weak at communicating with the player, has poor feel, has a weak matrix from which to derive a sense of mastery, weak at all the things I'd associate with a good game."

- Gamasutra editor at large Leigh Alexander

"There've been so many times where any story I've attempted to tell will get trumped by some action the player can do in the game systems, and it's a better story for that, and I can't argue with it."

- Obsidian Entertainment's Chris Avellone on narrative design in RPGs

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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