I owe my career to 'Duke.'

Blue Shift' is a game that I'm very proud of.

I mean, of course there's art in video games - duh.

The first-person shooter genre owes itself to 'Duke Nukem.'

I'm in the business to make games - I love entertaining people.

I've always wanted to ride a sail barge and drive a sand skiff.

I've been stealing from the Alien films throughout my entire career.

Taking 'Duke Nukem Forever' on was a very easy decision for me to make.

Borderlands' is a horrific failure if our goal is to entertain the world.

A mission to entertain the world is a good one because it's impossible to achieve.

PAX is not a show about retailers, not a show about journalists. It's about players.

Of course, the idea that a robot can have a sexual identity is kind of an absurd one.

In 'Condition Zero,' failure has greater consequences and success offers greater rewards.

I, personally, trust Valve. But I'm just saying, honestly, I think a lot of the industry doesn't.

Do something good, and people want that! Do something less good, and people want it a little less!

A very important part of game development is testing - something that a lot of developers don't do.

If you're successful, 'Blue Shift' has what many have called the most satisfying 'Half-Life' ending yet.

The philosophy at Valve and Gearbox is that if things can't be done better, they shouldn't be done at all.

From a narrative perspective, 'Blue Shift' for the PC and 'Blue Shift' for the Dreamcast are very similar.

We're trending towards the holodeck. Eventually we'll have a system that's indistinguishable from reality.

I think it's safe to say that 'Half-Life' was influenced by every first person action game that preceded it.

I've got a 6,000 square-foot home in Plano that probably costs as much as a three-bedroom house in Van Nuys.

I have a lot of respect for those in medicine that are trying to extend our lives or help us when we're sick.

The hallmarks of the 'Brothers in Arms' series are about authenticity, squad combat, brotherhood between soldiers.

One of the things I wish Sony would do is get behind 'Borderlands,' because I'd love to see a Vita version of the game.

The sequel to 'Aliens' is not a movie, it's a video game. How cool is that? That's how important our industry has become.

I've decided, because we have a short time here, that those of us that create joy and happiness, that's a really noble thing.

Things that are created with passion tend to work out better than things that are assignments that we don't really want to do.

My dad used to build computers for the U.S. government, for military intelligence. So he always had computers around the house.

No gamer, whether you've played 'Duke 3D' or you haven't, can play 'Duke Forever' without having experiences that surprise them.

If we look at 'Borderlands,' I can't honestly say that there is anything about how well the game sold that I'm disappointed about.

Borderlands' asks you to pick a class, and once you've chosen that character class, you've committed yourself to that game session.

There's no trend lines that work in entertainment. You can break any trend line by offering value that we as consumers of content want.

Most single player games put a lone character against an army that is just standing around waiting for the player to show up and defeat them.

When people take risks and it's not rewarded, in the case of 'Mirror's Edge,' it's makes it harder for others to be comfortable taking risks.

I remember when I discovered The Beatles with music and The Beatles peaked before I was born and when I discovered them I felt really special.

Perhaps 'Borderlands' can be a lesson for all of us - that when making a videogame, we should not be afraid to identify gamers as the audience.

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.

Teamwork is a significant part of 'Counter-Strike: Condition Zero' and many of the secondary objectives require you to effectively work with your squad.

Just as 'Half-Life' redefined the first person action game, 'Half-Life' for Dreamcast redefines what an extension of a great PC game to console should be.

When you think of what 'Borderlands 3' should be, it should be massive. It should be bigger and better than 'Borderlands 2.' It should carry forward the story.

When we shipped 'Borderlands 2,' we didn't ship it with a plan of how the level cap was going to increase. We didn't have any software built or strategy in place.

The key is when we make mistakes, we want to be able to correct them and we also want to be able to learn from them so that we do not make the same mistake twice.

The mission of Gearbox is to entertain the world and with the record-breaking success of 'Borderlands 3,' we're excited to take one more giant leap down that road.

The Dreamcast version of 'Half-Life' is great - it looks better than the original PC version and it's the only way console owners can enjoy 'Half-Life: Blue Shift.'

I have immense respect for Christopher Nolan for taking a character called 'Batman' - taking a comic book - and making people believe in him in a real world context.

I did not acquire the franchise merely so people could experience 'Duke Nukem Forever.' That was, sort of, the toll to pay to give 'Duke Nukem' a chance at a future.

I think the first things I did, I used to try to create digital versions of Dungeons & Dragons that would help me generate a character, that would roll the dice for me.

Each scenario in 'Battleborn' is kind of like a TV episode, you can play them in any order, and each one has a beginning, middle, and end. And they are super replayable.

We decided we were going to do more 'Brothers In Arms,' and we were also going to create something original that no one else was doing, and that's what led to 'Borderlands.'

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