You might not think that programmers are artists, but programming is an extremely creative profession. Its logic-based creativity.
In marketing I've seen only one strategy that can't miss - and that is to market to your best customers first, your best prospects second and the rest of the world last.
Daikatana will be the greatest game of all time.
I still like to play games that have a beginning, an end and a story.
You want stealth? Be a rogue in 'World of Warcraft'.
The analogy I use is that 'World of Warcraft' is like going to the mall: you see a ton of people there, but you don't really want to interact with them; you just want to know you're part of the human race. And if you get in trouble, you'll know someone else is there.
Doom 2 is just such a bigger, badder, better version of Doom
There are too many games being developed by people that have no business creating games.
You're headed in the right direction when you realize the customer viewpoint is more important than the company viewpoint. It's more productive to learn from your customers instead of about them.
There is a definite argument to be made that videogames are becoming an art form put together by artists of different types.
I'm a hardcore gamer and would never let you down by designing a crappy title.
I think the reason that I like so many different games is because I like the way my brain works when I'm playing games. It's more fun.
I completely love playing and designing games and always will. I am so into games that I listen to game music all day. That may sound strange, but you can guarantee I'm a hardcore gamer and would never let you down by designing a crappy title.
I think DOOM had just the right mix of elements that keep people coming back to it: great monsters, excellent weapons with great balance, a spooky environment and extreme speed.
I'm creating the kind of games that I like right now. I'm not being held back by technology.
It may be a lot more personally rewarding to focus on the marvelous new equipment, but the focus should be on customers - attracting them, courting them, rewarding them, understanding them and binding them to you.
We are at the point where game designers have become celebrities due to the size of the market they serve.
It is very important to lead the field and innovate in game design.
I've gone on record to say that I'm proud of the PC version of Daikatana and I stand behind that.
I live way out in the country, in truck-country.
The game-playing market today is pretty sizable.
The thought processes that go through my head when I'm playing a game compared to the thought processes in real life are very, very different. And they're more interesting to me than what you think about when you're doing the dishes, cleaning the yard, watching TV, driving or watching a movie.
What I didn't foresee in 2005 was the rise of the post-PC, which are all these tablets now. These are the things that actually will probably be the end of the consoles.
You have to design and program differently. Combat action in an MMO is so different to combat in a first-person shooter.
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