Top 159 Quotes & Sayings by Famous Game designers

Explore popular quotes by famous game designers.
Be contemporary. Have impact. Strive for it. Be of the world. Move it. Be bold, don’t hold back. Then the moment you think you’ve been bold, be bolder. We are all alive today, ever so briefly here now, not then, not ago, not in some dreamworld of a hypothetical future. Whatever you do, you must make it contemporary. Make it matter now. You must give us a new path to tread, even if it carries the footfalls of old soles. You must not be immune to the weird urgency of today.
When you're a kid and get your first bike, you want to go somewhere you've never been before. That's like Pokémon. Everybody shares the same experience, but everybody wants to take it someplace else. And you can do that.
The United States has been utilizing what may prove to be the most historically inept strategy in the entire history of warfare, in which the enemy nations are occupied while allowing its own territory to be colonized.
Every decision you've made will impact how things go. The player's also the
architect of what happens. — © Casey Hudson
Every decision you've made will impact how things go. The player's also the architect of what happens.
When Mr. Miyamoto says easy, he doesnt mean simple. He means easily -- this is the difficulty of the language here. Its accessible, and you know how to do things, if not necessarily what to do. You may have a series of puzzles to figure out, and it may be difficult to decipher the meaning, but its not difficult to accomplish what you need to do.
Video games are like a religion; you want to get people tattooing your little logo on their body so they’ll get somebody else interested in it too.
Every adventure requires a first step. Trite but true, even here.
Fortunately we have a product for people who aren't able to get some form of connectivity, it's called Xbox 360.
John Carmack, who has become interested in focusing on things other than game development at id, has resigned from the studio. John’s work on id Tech 5 and the technology for the current development work at id is complete, and his departure will not affect any current projects. We are fortunate to have a brilliant group of programmers at id who worked with John and will carry on id’s tradition of making great games with cutting-edge technology. As colleagues of John for many years, we wish him well.
It's possible to do computing in the Cloud, PlayStation 4 can do computing in the Cloud. We do something today: Matchmaking is done in the Cloud and it works very well. If we think about things that don't work well... Trying to boost the quality of the graphics, that won't work well in the Cloud.
Design a clear and simple interface. The primary task of the interface is to present the player with a choice of the available actions at each moment and to provide instant feedback when the player makes a choice.
We absolutely need diversity [in game designers]. And not just diversity of gender, but diversity of cultures, of ethnicity, of sexuality. If we want to reach beyond the audience we have we've got to bring in more players, and to bring in more players we've got to bring in people who might be able to reach those players.
I had no special training at all; I am completely self-taught. I don’t fit the mold of a visual arts designer or a graphic designer. I just had a strong concept about what a game designer is – someone who designs projects to make people happy. That’s his purpose.
I've never made something I've regretted — © Rod Humble
I've never made something I've regretted
We want to build things that encourage creativity and exploration. We're working to build a company focused on sustainable, creative and fulfilling game development. It's aimed at making a positive difference in our lives, as well as the lives of our people.
You're just being cryptic again. It's like soap opera sex. Lots of boring dialogue and when they finally do go to bed, everything's dark and covered by blankets.
As long as I'm alive, you'll never see the last of Lightning!
Play is the way that human beings learn about the world. That's how we discover how things work.
E.T. certainly isn't the worst game or even the least polished, but I actually like having the distinction of it being the worst game. Between that and Yars Revenge, I have the greatest range of anyone ever on the machine.
There's a level of realism you can only achieve through the imaginary.
I get inspired by the notion of transforming people into extraordinary versions of themselves.
I feel like creating things without getting too hung up on little details, and paying more attention to the importance to the concept itself, is the way to move forward.
The really blisteringly original games are incredibly simple.
We writers have this saying 'Kill your darlings'... but I suppose you family men don't agree with it.
You know that a plan was dreamed up by politicians and pollsters - and not by, oh, anyone who knows what they are talking about - when the numbers are nice and round with a catchy ring to them.
One of the problems of other MMOs combat is that you often have scenarios where you have multiple heroes beating on a single enemy. That just isn't very Heroic
I don't think I have what it takes to make a good action game. I think I'm better at telling a story.
The most common way to identify a soldier is by the disc around his neck. But these were made of compressed cardboard and so they've all but disappeared.
I think of game development as a clown car moving through tall grass.
Learn how to program and play lots of games. If you find yourself capable of writing a game, someday you'll be capable of writing a really good game. My dad's a writer, and when you ask him how to learn to write, he says, "write." So basically, do it and keep doing it until you get good.
Gee, I wish I had spent more time alone with my computer.
Our ideas of happiness, gratification, contentment, satisfaction, all demand that those feelings come from within us. If you flip that on its head and say "What if I took the world at face value?" and then ask "What can I do with what is given?" it's an interesting trick to turn around the whole problem of how you feel.
Mass Effect 3 is all about answering all the biggest questions in the lore, learning about the mysteries and the Protheans and the Reapers, being able to decide for yourself how all of these things come to an end.
There will be a few people who will resent the fact you have to be online to play a single-player game. But it'll change.
Xbox has been created by gamers for gamers.
To me, being able to find gratification in more venues, rather than greater gratification in a few, seems like a much more sane way of living.
There are things about us that make us who we are, personality traits, or capacities that we have, or knowledge we possess or that we don't possess, habits we have that are good or bad.
I was obsessed with the idea of sitting next to someone and playing a game that we were both competing in, and we were also competing with the computer. That was mind-blowing to me at that time. It was just so cool to think about the computer being able to play with us, and then also [for] us to compete.
I had a cat, though. I wanted to name the frogs, because I watched them grow, but there were too many. — © Satoshi Tajiri
I had a cat, though. I wanted to name the frogs, because I watched them grow, but there were too many.
We're making efforts regarding the total flow of the Zelda game. So far, the basic flow of the Zelda games is you're exploring a field, you go to a dungeon, you conquer it and return to the field. We're looking at altering that traditional flow. That's all I can share, and I can't say more until E3 next year.
I’m not so sure that the conventional wisdom makes any sense. Yes, it might be technically easy to track people and all that. But in the long-term I’m optimistic that we’ll see the pendulum swing back in the other direction towards more privacy.
There is only one way to receive intellectual respect, and that is to earn it. A degree doesn't mean anything, as there are too many maleducated morons running around with them to impress anyone.
So there I was, wondering what sort of things women would look for in a video game. I sat in cafés and listened to what they were talking about: mostly it was fashion and boyfriends. Neither of those was really the stuff of a good video game. Then they started talking about food - about cakes and sweets and fruit - and it hit me: that food and eating would be the thing to concentrate on to get the girls interested.
We encountered an awful lot of problems from the drastic leap we took with Wind Waker. I think we will be a bit more careful in the future, but if we find a new approach that not just the developers, but also the users would enjoy then I think we will want to break new ground again. But we haven’t found such an approach yet.
I have an interest in making first-person games.
I want to be the next Walt Disney, only a little more wicked.
There are only two things worse then an empty canvas: death and taxes.
Learning how to make your own fun and discover things on your own is something that is applicable to any job, any relationship, any trip, any adventure in life.
The problem with fun is we really don't know what fun means at all. — © Ian Bogost
The problem with fun is we really don't know what fun means at all.
The universe is not particularly concerned with you.
Play is free movement within a more rigid structure.
Only the insane equate pain with success.
A good game has to have a fun core, which is a one-sentence description of why it's fun.
When the remarkable becomes bizarre, reason turns rancid.
Once you get yourself on that path where you're willing to find something delightful in laundry and in dishwashers, it means that you train yourself to be able to find it almost anywhere in almost anything.
We have a lot of great creators in Square Enix, but for larger-scale development we will be doing more distributed and outsourced development to reach our targets on time.
A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.
Today, all our wives and husbands have Blackberries or iPhones or Android devices or whatever-the progeny of those original 950 and 957 models that put data in our pockets. Now we all check their email (or Twitter, or Facebook, or Instagram, or) compulsively at the dinner table, or the traffic light. Now we all stow our devices on the nightstand before bed, and check them first thing in the morning. We all do. It's not abnormal, and it's not just for business. It's just what people do. Like smoking in 1965, it's just life.
The technology in making games and in making anime is really similar. There are common concepts.
It seems like it has kind of taken off where people are saying 'oh it's a female character' and it just kind of grew. But my intent in saying that was humour. You know, you have to show Link when you create a trailer for a Zelda announcement.
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