Robots... I think that is a hot topic.

I write my programs primarily for myself.

A game is a series of interesting choices.

I know when something is kind of half-baked.

The power of the computer is starting to spread.

I have a really powerful urge to see things work.

I really think it is amazing that people actually buy software.

Any artist always has misgivings about calling himself an artist.

A quiet personality sure isn't what you need to attract attention.

After two weeks of working on a project, you know whether it will work or not.

Video games are engineered now, but the step I am trying to take, no one can engineer.

I like some shooters, and I respect games like Doom, but I don't think it's right for me

I like some shooters, and I respect games like Doom, but I don't think it's right for me.

I love Age of Empires and I play RTS games all the time, I respect what they've accomplished.

Everything is getting bigger. The way to go now is to program in a little more sophistication.

To be honest, I look at my Pinball program and feel that it is old stuff. I could do much better.

You must know in your heart before anyone else does what is going to be good and then follow through.

Our approach to making games is to find the fun first and then use the technology to enhance the fun.

Beware of he who would deny you access to information, for in his heart he dreams himself your master.

I'm a great coder. But I am not pushing that so much anymore because there are thousands of great coders.

We'd love to do Pirates for the 21st century. People have also asked about Colonization, and a few others.

When I am starting a new game, I have to program it for the Apple, because I want to get all of the markets.

Even though Raster Blaster was only a video game, I was learning about designing stuff. I got good at drawing.

I think a craft becomes an art form when the space of possible solutions becomes so huge that engineering can't carry you through.

All of the good stuff is going to be done in the future. The stuff we are doing now is crummy compared with what will finally mature.

A good game impresses you with what you're doing. I think that's a fundamental difference that I as a game designer need to recede in the background.

It may be that other developers are finding that their games play better on one platform over the other, so they're choosing to migrate to that platform.

It always helps to be a good programmer. It is important to like computers and to be able to think of things people would want to do with their computers.

You will be able to program a robot to follow a track on the ground and manipulate a hand. You can also write little programs that will give the robots goals.

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.

I started on an Apple II, which I had bought at the very end of 1978 for half of my annual income. I made $4,500 a year, and I spent half of it on the computer.

The program should know if someone is at the keyboard or joystick or if it is just sitting there idle. It should know if someone is proficient in its use or a novice.

I can do whatever I want. They will tell me if what I am doing is stupid or a total waste of time. I may tell them that they are wrong, and we will come to an agreement.

Dinosaurs was a cool idea, but we just couldnt find a way to make it really fun. Weve got a bunch of great game ideas that we want to bring to life over the next several years.

The new Pirates! builds on that legacy delivering an even more powerful and fun experience to players... and is still unmatched in offering a blend of genres in one great game.

Right now we're working on finishing up Pirates! for the Xbox, we're developing Civilization IV and we've got a couple other games in development that we'll tell you about soon.

We think we've got it taken care of now. Multiplayer is something that's hard to do in a turn-based game, especially a turn-based game that lasts a long time, like Civilization.

Dinosaurs was a cool idea, but we just couldn't find a way to make it really fun. We've got a bunch of great game ideas that we want to bring to life over the next several years.

On the robot kit, I can choose very boring parts or I can choose exciting and interesting parts. That is a reflection of my personality and the kinds of things I am interested in.

The Apple has the fewest bells and whistles. It has simple sound and few graphics special effects. In a way, that is a weakness because markets for the other machines are getting bigger.

Our goal has been to stay true to what people most love about the original Pirates! while upgrading, enhancing, and in some cases, re-inventing the game to make it a great experience for todays gamers.

Our goal has been to stay true to what people most love about the original Pirates! while upgrading, enhancing, and in some cases, re-inventing the game to make it a great experience for today's gamers.

I like games that are simple. Not games that are trivial, but also not games that require you to invest a week or to relearn something. I like games that you can just pick up, sit down in front of, and get going.

Our hope is to deliver an incredibly fun and compelling game that will give the fans more than what they've been waiting for, and show a whole new generation of gamers how much fun it is to live the life of a pirate!

I think there's a lot of scope in broadening the way videogames approach depictions of masculinity, which is still extremely narrow in scope. It would be nice to see a panel about gender in videogames and it not just be about one gender!

No longer mere earthbeings and planetbeings are we, but bright children of the stars! And together we shall dance in and out of ten billion years, celebrating the gift of consciousness until the stars themselves grow cold and weary, and our thoughts turn again to the beginning.

It's nuts that we've reached a situation where representing female characters - let alone minorities - is considered "social responsibility" and not, you know, depicting half the world's population. I often feel like the gaming audience is so much more diverse than the characters represented in the games that they play.

I want studios that make story-based games to start taking their stories more seriously. And that doesn't mean hiring a big shot writer from Hollywood; it means that story becomes integral to making your game. I don't see how you can achieve that without having an in-house writer that sits next to the designer, helping them make their levels, talking with the engineers about where we can tell the story more dynamically, pushing at technology.

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