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Your game industry in your words: Week of February 3

Your game industry in your words: Week of February 3

February 3, 2012 | By Eric Caoili

February 3, 2012 | By Eric Caoili
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More: Console/PC, Design



[Gamasutra highlights choice quotes from game industry figures such as Double Fine's Tim Schafer, FASA founder Jordan Weisman, Zynga's Brian Reynolds, 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 game cloning, arcade titles from Atari designers, and Kinect's future.

This Week's Noteworthy Game Industry Quotes

"There are now more opportunities than ever for game makers to show work in public and physical contexts. Indie games can be more than just 'products' distributed over the Internet.

-- Douglas Wilson of Die Gute Fabrik, the developer behind IGF finalist Johann Sebastian Joust

"I think the best games are yet to come with Kinect. ... I think we're going to come up with whole new genres of experiences that just haven't existed before."

-- Double Fine's Tim Schafer

"For the lead females of many, many casual games, sacrifice and service are the only game there is."

-- Linden Lab creative director and Gamasutra columnist Emily Short, examining "the heroine's journey" in games

"When I started development on [The Binding of Isaac], I wasn't even sure if I should charge for it, because I didn't think people would want it, in all honestly."

-- Edmund McMillen, co-developer of Super Meat Boy and The Binding of Isaac, the latter of which has sold over 450,000 copies

"The concept of how to design for interactive media isn't limited to just games, as important as games are. It's the future literacy that's going to be required for people."

-- Jordan Weisman, founder of FASA (Mechwarrior) and interim director at University of Washington Bothell's Center for Serious Play

"At Zynga, of course, I feel like weve got lots of innovation going on, so I certainly want to talk about that. But I was there in the '90s when Doom came out and then everybody made a shooter, and I was there when Warcraft and Command & Conquer came out in 1997, and then like 50 different [real-time strategy] games launched, and it was the year of the RTS."

-- Zynga's game design chief and veteran strategy game designer Brian Reynolds, on game copycats

"We wanted to have playability and intuitiveness go over realism, and I think that's where we err when we need to make those choices."

-- Matias Myllyrinne, managing director at Alan Wake developer Remedy Entertainment

"I wanted to make a game with the idea that the player might be smarter than me."

-- Tom Francis, co-developer on IGF finalist Gunpoint

"Games lived or died by word of mouth. That terrifies the game industry now, but it's what the industry was then."

-- Xbox creator Seamus Blackley talking about old coin-op games from Atari designers

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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