I don't know how video game narrative works.
God of War 2,' for me, was great because we were experts at the platform. You know, it was at the end of the PS2's lifecycle and we knew everything about it.
In any case, 'Nier: Automata' is not a perfect game. But I am proud of everything in 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.
Flash, take the game off. I'll go out and do the work.
If you look at a multi-player game, it's the people who are playing the game who are often more valuable than all of the animations and models and game logic that's associated with it.
I love 'Gabriel Knight' and will always be proud of it. Despite the fact that I've done many other things, it seems to be the one thing that people remember. I hope 'Gray Matter' is as memorable.
It's weird that, in a way, by writing about video games, I get to develop them, too.
I think that first-person shooter is a stable genre that's going to be here forever, just like there are going to be driving games forever. There's something just intrinsically rewarding about turning around a corner and shooting at something.
Making the AI better in a video game is not like making the AI better in, say, a chess game. Making it better in terms of acting ability - we're basically improving its acting so that the user can have more fun.
I'm a video game fan, and I always thought it would be cool to be able to control a character.
'Dark Souls' is my life's work; everything I came up with for 'Dark Souls III' is based on my personal preferences.
I've tried Oculus Rift; I've played with the Steam VR rig. Both are mind-blowing. In a traditional video game setting, in a first-person shooter, you can see a tower in the distance. You can walk up to that tower and use your controller to look up.
Games already pretty much have reached the point of photo-realism. Working on more intense graphics is not the only path we can take anymore. Simply relying on the sheer horsepower of the machine will not bring the industry a bright future.
In the past, I worked for HAL, and when working there, I had limitations and had restrictions on what I could create. They wanted me to make the next 'Smash Bros.' and the next 'Kirby,' and that wasn't the place for me.
I think computing power is ready to do 3D justice. It was great for shooters and racing games in the past, but I didn't think it was right for strategy games.
Half-Life is the finest implementation of a game on rails anybody has ever done
What I would pay much more attention to are the few points where the player can inadvertently make a career decision. Most players end up back-tracking, though some actually enjoy this.
Third-person camera is way harder than I even imagined it could be. It is the hardest problem in video game development. Everybody gets it wrong. It's just a question of how close to right do you get it.
We have this vision, that over time, social play and great content will be the core of great VR.
I think DOOM had just the right mix of elements that keep people coming back to it: great monsters, excellent weapons with great balance, a spooky environment and extreme speed.
Ninety percent of video game AI really is pretty damn bad. I think that's actually why it's so much fun to shoot things. Because the AI is so bad and the characters are so annoying.
From a narrative perspective, 'Blue Shift' for the PC and 'Blue Shift' for the Dreamcast are very similar.
When you're writing for a game - even if you're using very well known characters like Batman and his villains who lend themselves to many different interpretations - you have to keep in mind that you're writing for a different medium. Things are a bit more straightforward than it is for a feature film or a TV show.
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.