You never stop learning from this game. That's the crazy thing.
From a gameplay standpoint, I've said for years that hero, fiction, and tone have nothing to do with the idea that choices have consequences. And that's really what I'm interested in. I care about you showing how clever and creative you are.
I'm definitely more of a 'think game' kind of girl. I'll read every single dialogue and codex entry and lore entry. I really do love projecting myself and creating my character.
I like games that are complex - the deeper you get into the game, the more there is to learn.
'Reckoning' will be the first game of its kind. They've taken that 'God of War'-style combat and placed it in a truly open world with hundreds of hours of gameplay. You can do whatever it is you want to do. What path you take, what role you choose, what trail you blaze - there's meaning and depth and substance in the world.
I've got to keep my pitch count down. If you want to go deep into ballgames, you have to stay under that 100 mark.
I would like 'Dark Souls' to be a broad exploration game filled with so many veiled things and details.
How deep is your game?
There are so many games where you fight aliens or zombies, and they have very high-fidelity graphics, but they don't ask the question of why the events are happening.
'CLUE' is a spin on the classic board game. It uses the original characters and weapons, but it goes even further in depth than the classic who-kills-who idea.
I prefer games with many goals.
A deliberate choice on my part was for the player to continue to find new possibilities in the early Attic rooms far into the game. I think this builds atmosphere, though it means there's no neat division of the prologue from the middle game.
Only he, who penetrates into the depth of the game, can express his personality in it.
I think people maybe had a perception of me that I was just a hard working player, just a runner. Don't get me wrong, I think I am that but I've got a lot more to my game than that.
It's only a game if there is an absence of meaning. And we've already gone too far for that.
Players like to know that they've discovered things that even the designers didn't know were in the game.
I don't really want to make casual games or games with no sort of story backbone or character backbone.