For me, going back to 'Fable' is a terrible experience. I look at it and at best I would call it fractured.

When I create a game, I try to focus more on the emotions that the player experiences during the game play.

It used to be that you knew your neighbors and maybe your coworkers - the people in your physical vicinity.

The dream of Bullfrog is that everybody is employed for their creativity rather than their particular skill.

What I found is that just in the lifestyle today, people have fewer and fewer opportunities to get exercise.

And so from that, I've always been fascinated with the idea that complexity can come out of such simplicity.

Hollywood continues to present the US army as being the good guys, always defeating the aliens or foreigners.

A great painter can paint something really complex, but they can crystallize it into something really simple.

I'm not depressed and I continue to remain healthy and positive, but developing 'Smash Bros.' is beyond hard.

Gears of War: Exile was an unannounced game that I can't give any details about that has since been cancelled.

The heart of the gameplay is still about choice and consequence, which is what I've been doing since the '80s.

It's not wether you were right or wrong, but how much faith you were willing to have - that decides the future.

Hollywood continues to present the U.S. Army as being the good guys, always defeating the aliens or foreigners.

If a game is meant to be played by everybody, it deserves to be on multiple platforms so everybody can play it.

Fortunately we have a product for people who aren't able to get some form of connectivity, it's called Xbox 360.

I think the most important thing to realize about play is that it's this thing that's in stuff, it's not in you.

We are shifting into an enjoyment-based economy. And who knows more about making enjoyment than game developers?

Bizarrely, a lot of the innovations in free-to-play are coming out of the PC space rather than the mobile space.

Used games allow more people, specifically younger people, to become game fans because of the lower price point.

I am never going to do an Empire Strikes Back ending again in a game, even if they put branding irons to my feet.

I want my games to teach a message about life, by presenting situations where the answer isn't a clear yes or no.

For adults to enjoy something, they need to have intellectual stimulation, something that's related to real life.

Some people leave artwork, some people do rude things, other people then turn those rude things into nice things.

I thought that one of the things women like to do is eat. So I started working on a game concept based on eating.

Our affluence has allowed us to move to a place where we tend to make things pleasurable, as opposed to efficient.

I was striving to become an engineer, but something happened that made me think, 'Maybe I can make games instead.'

I kind of get a next-gen game machine, but competing for the home entertainment business? We'll see how that goes.

The Junction Point journey is over. To all those who've asked, or want to ask, I'm sad but excited for the future.

This may sound pretentious, but I don't like being thought of as 'the Metal Gear guy.' There's a lot more I can do.

I don't believe in a particular god, but I believe in the unknown. I believe that there's something bigger than us.

With 'Godus,' we did Steam Early Access, Android, and iOS. It was quite a rocky road going through all those hoops.

As a designer, as you get used to Kinect, it's such a different experience for me as a designer - for any designer.

Derren Brown doesn't really predict the lottery numbers. But there is an enormous amount of entertainment in there.

The important thing is authoring a game for an audience that will enjoy the experience. That's a tough thing to do.

Nintendo's philosophy is never to go the easy path; it's always to challenge ourselves and try to do something new.

What I'm really excited about is that continued challenge to create things that gamers of all experiences can play.

I respect Shigeru Miyamoto, so there will be a lot of mushrooms in 'Metal Gear Solid 3.' But you cannot eat turtles.

I felt that the moral side of 'Black and White' was slightly confused. That's why I want the world to be in turmoil.

All the time, players are forced to do their utmost. If they are challenged to the limit, is it really fun for them?

I don't really think of things in terms of legacy or where I stand in the history of Nintendo or anything like that.

I have been the last space marine between earth and an alien invasion. I really just don't need to go there anymore.

We set up a situation and let you interact with it and see the consequences of your choice. That's what gaming does.

Fun doesn't have anything to do with pleasure, necessarily. I think this will be terrifically unintuitive for people.

Each game we make, we like to introduce an emotion that is rarely experienced by gamers in the console game industry.

A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once.

For me, what's a more important question is how we get at least the option of more diverse experiences in this media.

Freshness is important. If a game is fresh, new, intriguing, challenging, and enchanting, it will sell, and sell well.

I believe that any sort of changes to interface that allows people to get into games and enjoy games is a great trend.

I think a lot of the misery that people experience comes from that sensation of boundlessness, of infinite possibility.

Our vision is for games to offer a wide variety of different experiences and attract all kinds of gamers and nongamers.

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