“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.”
Category: Quotes
Creative ideas are born from the spare time
“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.”
August 1996
Edge 35
Los videojuegos no son cosa de niños
“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.”
July 1996
Edge 34
¿Qué tiene de divertido hacer algo que sabes hacer?
“What we tend to say at Adeline is, if you want to do something and you already know how to do it, then don’t do it. You’ve got to try to do something that looks impossible, you have to learn on the way.”
April 1996
Edge 31
Something that works
“If you give a good idea to a mediocre team, they will screw it up; if you give a mediocre idea to a great team, they will either fix it or throw it away and come up with something that works.”
También hay que saber de negocios
“It’s also important to remember that a business needs to be fun – it must be creative but it has to be run in a professional way. Many companies fail because they are set up by programmers who are good at what they do – programming.”
January 1996
Edge 28
Los gráficos también son importantes
“Games with a great AI but no effort put into the graphics will only ever sell to hardcore gamers.”
November 1995
Edge 26
“Covert Action Rule”
“It’s better to have one good game than two great games. The mistake I think I made in Covert Action is actually having two games in there kind of competing with each other.”
Lo que importa es el juego
“We have reached the stage where we have engines that are capable of displaying all the polygons we need but we’re waiting for the technology to catch up. Nobody talks about the number of sprites systems can display any more. Soon it will be the same with polygons. We [the industry] have created all these amazing worlds but what are we going to fill them with?”
November 1995
Edge 26
Plazos de tiempo muy cortos
“A menudo participas en proyectos con tiempos muy escasos en los que tendemos a demonizar a las personas que han negociado el proyecto, básicamente porque desconocemos el trabajo que hay por detrás y el mercado en que nos movemos. Hay mucha competencia, hay que luchar muy duro para conseguir clientes y a menudo estas personas se encuentran entre la espada y la pared.
He aprendido algo muy importante, a menudo sin el gran trabajo comercial que se hace no habría producto, así de simple.”