Genetic engineering is a result of science advancement, so I don't think that in itself is bad.

You don't want the office to be a completely relaxing place. You want it to be a vibrant place.

I think plenty of games - from 'Thief' to 'Zelda' - have shown that sneaking around can be fun.

I believe the game should really feel what the players are feeling and change according to that.

The technology in making games and in making anime is really similar. There are common concepts.

Of course, I have my own limits as to how much game software I can take care of at any one time.

Um... You know, at this point, I think we're co-creators with the fans. We use a lot of feedback.

As a game creator, I'm not 100% satisfied when looking back at the previous game that I released.

Stories in which the player doesn't inhabit the main character are difficult for games to handle.

In other words, I'm not intending to start from things that require a five-year development time.

I have never made a game that wasn't explicitly about empowering players to tell their own story.

We live in a world of virtual goods where none of us own the 0s and 1s. What are you going to do?

We have a rule in our franchise that there is no canon. You as a player decide what your story is.

In terms of scope, and in terms of sheer number of characters, we went beyond our limits long ago.

The French - cheese-eating surrender monkeys. The Germans - schnitzel snarfing stormtrooper spawn.

I make M-rated games for adults, you know, with guys wearing sunglasses at night and trench coats.

I want content that is relevant to my life, that is relevant to me, that is set in the real world.

Who cares and who doesn't care about a project, is going to shape the project in a significant way.

Hey, if we didn't overcharge for our product - guess what - people wouldn't have to buy used games.

Because now it's the fans out there that are entertaining us, the developers, with their creations!

The new generation of consoles has as much power to do the kind of games that we do as the PC does.

'Journey' is a way for us to explore the crossing, the intersection of our lives between each other.

Designing a game can be like a Japanese garden. It's not what you put in but how much you take away.

There was a whole sequence of concept art about a 'Fable' set in a kind of steampunk Victoriana age.

The obvious objective of video games is to entertain people by surprising them with new experiences.

I don't think I have what it takes to make a good action game. I think I'm better at telling a story.

I've never made a game for a high-definition platform. That's definitely something I'm interested in.

Modern American liberalism is nothing but the socialism too stupid to recognize itself in the mirror.

Every decision you've made will impact how things go. The player's also the architect of what happens.

You never know what's going to happen in this world. I'll just keep my mouth shut. That's a good idea.

I had a cat, though. I wanted to name the frogs, because I watched them grow, but there were too many.

Donkey Kong Country proves that players will put up with mediocre gameplay as long as the art is good.

A fun movie is something that is pleasurable without being demanding, you don't have to think too hard.

I'd love personally... this is not an announcement at all, but I would love to see 'Fable 2' on the PC.

I got interested in computers and how they could be enslaved to the megalomaniac impulses of a teenager.

The thing that all sports have in common is that they have no fantasy elements, which is a little weird.

You know, if you look at a lot of the hit games from America, they are about end of the world scenarios.

I believe the adventure game genre will never die any more than any type of storytelling would ever die.

You can use a lot of different technologies to create something that doesn't really have a lot of value.

I feel more reassured with physical media. Entertainment is something that will not just become digital.

I think I can make an entirely new game experience, and if I can't do it, some other game designer will.

My problem is that whenever I shoot, I do it Bruce Willis "Die Hard" style - in a very cinematic fashion.

Normally, when people compose for film, you give them the film, and they look at it, and they compose it.

I think it's fantastic that people still remember Fable, and some of them are really passionate about it.

Honestly, there have been some pretty good Marvel games, but I don't think there's ever been a great one.

Players like to know that they've discovered things that even the designers didn't know were in the game.

I find it refreshing to unplug from it for a while. You kind of forget how deeply you get embedded in it.

What college boils down to is a brand name stamped on the graduate for the benefit of corporate consumers.

I don't want to make games for 12-year-olds. I have no interest in that. I haven't been 12 in a long time.

When people see success, particularly investors, they are much more willing to invest in artistic projects.

Share This Page