To make an embarrassing admission, I like video games. That's what got me into software engineering when I was a kid. I wanted to make money so I could buy a better computer to play better video games - nothing like saving the world.
Personally I find there is just as much if not more creativity among game makers as there is among feature filmmakers.
I would play games long enough to discover what games were doing and how they were doing it. And then I'd spend the rest of my time building.
I'm kind of new to the racing game thing. I've always been, like, a shooter game kind of guy.
I don't even make multiplayer games much, so dealing with multiple characters is something new for me - or, rather, something I've had to recall from my days as a roleplaying adventure designer where the party was everything!
Game development combines all this disparate art stuff I'd been doing into one single thing that I could use to say very specific stuff.
You can even express movies and poetry using video games. For those reasons, I've decided to create stories through video games.
Game developers know that people have more fun when they're in large groups. They feel more fired up when the challenges are more epic.
I started playing video games, and in 1978 I discovered Dungeons & Dragons and started game-mastering and writing my own adventures and creating my own worlds.
I've got a PowerPoint deck that I use for internal presentations, and there's a slide on it that asks, 'What percentage of your game is combat versus exploration versus puzzle solving versus platforming,' and I refuse to answer that question.
What is a game like 'No Man's Sky,' really? A set of symbols that specify a world but do not themselves constitute it. A rich grammar that's inert without the trigger of human attention.
Game creation keeps on expanding, just like the Universe. That is why I keep making games
You can't really be one-dimensional in this fight game. If you are, you're going to get knocked out or you're going to get finished. Either that, or you're just going to take a lot of damage and you're just not going to be able to last very long.
Always trust computer games.
Ever since I was a little kid, that intrigued me. The game within the game was the biggest thing. A lot of people don't see the little things we do within a game.
Seriously. Dados bounce." Bobby in Raven Rise
We do think deeply about the sequencing of our games, but having said that, Nintendo is well-known that if a game isn't ready, we will push out the development in order to make sure that it is as strong as possible when the game launches.
The main plot line is simple: Getting your character to the foot of the tree, getting him up the tree, and then figuring out how to get him down again.
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.
Zombies are always moving fast in video games. It makes sense if you think about it. Those games are all about hand-eye coordination and how quickly can you get them before they get you.
Coming from a programming background, I have a good sense of what's feasible and what's not feasible in a game.
In 'Colonial Marines' you come into the game as a marine, and how you play depends on your equipment and by the choices you're making in real time.
You have to design and program differently. Combat action in an MMO is so different to combat in a first-person shooter.
I think it's very difficult, and people don't give enough credit to how hard it is to do in-game commentary. I'd have a lot of work to do, but I'd definitely be interested. I'm always interested in breaking down the game, and I'd love to see more females doing it.
You don't really want to talk about 'Duke' in terms of, how many levels are there, how many guns does it have, how many monsters… It's got everything it needs in terms of that, but it's always been about the experience.