"I don't know how you'd do something for a single market, such as Italy. Maybe you could do something really niche, but to be a world player, God, it's frightening for these small companies."
Jack Sorensen
January 1997
Edge 41
"I don't know how you'd do something for a single market, such as Italy. Maybe you could do something really niche, but to be a world player, God, it's frightening for these small companies."
"I'd say about 40% of the programming time on Tomb Raider was spent developing tools, which was well worth it because then the artists can go off and put all their expression into what they're doing without bothering us all the time."
"You can't put playability in a game design document. There might be a few key points but playability is just about playing the game. Does it feel right? And if it doesn't feel right, you need to tweak it."
"We forget that games are about limitations. Limitations are what really makes games. Take the game of chess -possibly the greatest game of all. You're on this stupid board and you've got 64 squares, you can't move off the board, and the pieces only move in certain, really horrible ways that are totally stifling to your creativity. Yet, here is this incredibly rich game."
"According to Wikipedia I am co-creator and designer of Maniac Mansion, creator and designer of Monkey Island"
"Madrid is perhaps one of the last places one would look when scanning the globe's videogame development community for innovation, but burgeoning outfit Rebel Act Studios is crafting technology which looks set to put the city it calls home on the map in style."
"Carmel concluded, when it comes to pairing with publishers, "don't do it," and suggested a flat-fee upfront deal for regional retail publishers. He also noted that for digital distribution, you should focus on the big guys to get your game into a prominent distribution area -- PSN, XBLA, WiiWare, and Steam."
"And the question is, how many times are you willing to lose before you give up?"
"When we design games that kill the player repeatedly, most people don't get the message that the game is challenging; they get the message that they're dummies who can't survive ten seconds in a game."
"Never be afraid to edit you game down if it needs it."
"Maybe we should just try creating a game that we like, rather than thinking about what’s going to sell or what’s popular, or looking outside for the standard. We should look inside to see what’s fun."
"I think that if you are not enjoying your life and what you are doing, you cannot create games that people will enjoy. So, we are alternating between rest and intensive work. Creative ideas are born from our spare time."
"I think that, through anime, we've been educated that cartoons can be for adults. We need to ensure people don't assume it's just for kids."