Game development is very difficult. Nobody sets out to create a game that's not fun. It's all of the challenges and difficulties that happen throughout development that determine whether a game is a failure or a success. I think playing those thousands of games is the single best and easiest way to learn from my predecessors.
My goal as a puzzle designer is to create a meaningful experience for the player, not just 'I solved it.'
If you think about it, it requires a lot of effort and time and energy to make money in the real world, and if they made games equally as difficult to make money in, people wouldn't play them. So they are generally designed to be hyper-inflationary because that's more fun.
When baseball is no longer fun, it's no longer a game.
The only real reason for self-referencing is the fun factor. It's fun for the writer, getting little peeks at what old characters might be up to. And it's fun for readers to spot a familiar face, or pick up on a made-up book title or something from an earlier story. I don't know that it does -- or even should -- contribute to the story in hand being any better than it would have been without it.
It's a game. Don't put too much pressure on yourself that you can't have fun.
Generally, successful fads have some kind of play value, like the Frisbee, Slinky, Silly Putty, my Wallwalker. They're generally inexpensive items, impulse items. They tend to be rather useless items, too. They provide a few minutes of amusement.
Making a film that's supposed to be fun to watch is really hard - that's the weird irony of it.
I'm at the stage of my career when it's not only about winning and developing players, it's about having fun. That's a void in your life right now, but it's something you're going to have here.
Matt Hardy may be dysfunctional, but you can't spell dysfunctional without fun. My goal in the professional wrestling industry is to put fun into the dysfunctionality of it.
One of the most fun inventions of my lifetime is the Mini.
Our games are not always the best, but they are exciting, which is what people love to see.
We're going to sing about things that matter to us. The balancing act is to present these ideas but also make the music exciting and sort of fun enough that even if you're not paying attention to the lyrics, you might still like the songs anyway. That's the idea.
I think fun is an important part of the entertainment industry, and it should be. Anybody who's not incorporating some of that into their work needs to take a break, go away, and have an attitude adjustment.
I'm a firm believer in trying to make something that might not be considered fun by a lot of people fun. And hopefully, that makes the person have a positive association with it, and they want to come back.
I'm going to do WWE until it stops being fun.
Two cats can live as cheaply as one, and their owner has twice as much fun
Don't define the game by the list of the features. Define it by the experience you want to have.
If the number of easy games is increasing nowadays, I guess it is because difficulty is not related to interesting and worthwhile game elements in many games among players.
I personally believe that more and more players think that 10 hours is the right kind of play time for a game.
So, through playing with Cop I realized that there is a potentially interested audience out in the world.
As soon as it stops being fun, then I'll stop acting.
Keep it simple, stupid. Good game design shouldn't keep you looking at the manual but should have enough depth where you feel like you bring something new to the game every time you play.
When I'm making video games today, I want people to be entertained. I am always thinking, How are people going to enjoy playing the games we are making today? And as long as I can enjoy something other people can enjoy it, too.
Our approach to making games is to find the fun first and then use the technology to enhance the fun.