Notable quotes from the list of luminaries
Will Wright, on Sim City:
They kept saying, 'Where's the ending? When do you win or lose?' And they wanted to have an election where you got kicked out of office or not. And I was like, 'No, it's even more fun if you're doing it badly.' And they just parked it. They decided they weren't going to release it.
David Jaffe, on demos:
We could have hacked something together, but we would have been saying, 'This is placeholder, that's placeholder, but you get the idea.' Nowadays, you can't be sure who understands [the concept of] work-in-progress or not. If they just grade it on face value, it better knock their socks off. Otherwise they'll send you packing.
Ron Gilbert, on publishers:
"The bigger the publisher, the more I would emphasize why it's going to be successful and why it's targeting successful segments of the market," Gilbert said. "With smaller publishers, I go more into what's going to be different and unique about it. They tend to be more interested in those things because they're trying to stand out a little more than the big publishers.
But my favorite quote has to be from David Jaffe, on God of War:
"There's a real desire among the powers that be at Sony that innovation is important. I'm just not that kind of designer. I don't care about innovation, I care about entertainment. The feedback I was getting is that this game isn't innovative. I was like so what? I wasn't a jerk about it, but wouldn't you rather have a game that entertains the crap out of people rather than one that checks off the tick box saying it's innovative?"
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Labels: game design

