Archive for the ‘Quotes’ Category

¿Vender más barato en digital?

Wednesday, February 9th, 2011

Extracto de un artículo de Fingergaming:

“If a game earns 50% more revenue at a lower price point, it’s a pure win situation as the developer makes more money AND more people get to enjoy the game. And if those two things are true, does it really matter what the sale price is?”

2DBoy

Ésto, amigos, es válido tanto para juegos como para cine, música y libros. ¡Aprovechemos las ventajas que el mundo digital ofrece a creadores y consumidores!

How to get a job

Wednesday, October 13th, 2010

“If you want a job, make a great demo and sent it to every publisher and team you would like to work for. Tell them you’ve sent it to every publisher. This means that if they like it, they will move very, very fast. Good people are very hard to find…”

Dave Perry
January 1997
Edge 41

People like games that are different

Wednesday, June 2nd, 2010

“We’ll see how the market reacts but I think people like games that are different. Even if they’re not perfect, I think just the fact that they’re different… people really respect that, so that’s what we’re hoping for.”

David Jones
January 1997
Edge 41

It’s frightening out there

Sunday, January 31st, 2010


“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

Tools for the artists

Wednesday, December 16th, 2009
“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.”

Paul Douglas
January 1997
Edge 41

If it doesn’t feel right, tweak it!

Wednesday, December 2nd, 2009


“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.”

Job Wood
January 1997
Edge 41

Games are about limitations

Wednesday, November 11th, 2009

“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.”

Eugene Jarvis
September 1996
Edge 36

Perhaps one of the last places

Friday, October 23rd, 2009

“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.”

September 1996
Edge 36

Focus on the big guys

Saturday, October 17th, 2009


“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.”

Ron Carmel
23 Marzo 2009
Gamasutra

Challenging or frustrating?

Wednesday, June 10th, 2009


“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.”

Chris Crawford
August 1996
Edge 35