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Your game industry in your words, week of August 31

Gamasutra highlights choice quotes from industry figures from the past week, including Spec Ops: The Line's Richard Pearsey, Gearbox's Randy Pitchford, and many others in this weekly roundup.

Eric Caoili, Blogger

August 31, 2012

2 Min Read
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Gamasutra highlights choice quotes from game industry figures from the past week, including Gearbox's Randy Pitchford, Spec Ops: The Line's Richard Pearsey, and many others. In our original and exclusive interviews, analysis, and feature pieces over the past week, a wide variety of developers, publishers, and indies shared their thoughts on Kickstarter, motion controls, cloud game development, and more. This Week's Noteworthy Game Industry Quotes "While the player may feel frustration due to a feature, that frustration can be good in the long run if used correctly." - A Virus Named Tom developer Tim Keenan explaining how he made a frustrating co-op feature fun "What's going on now ... is that Kickstarter is a marketing channel [for games], so instead of buying a game after it's made, people just pay for a game before it's made." - Storytron owner and CTO Chris Crawford "My biggest concern about Heavy Rain was not so much what people who played it thought, because the feedback has been consistently very positive about the game. It was much more about the people who didn't play Heavy Rain, what they thought of the game. Just the image they had of it." - Heavy Rain director David Cage "I'm a big believer in the fact that opinions are really important, but people's justifications for why they hold opinions are basically crap." - Veteran game designer Simon Strange "The idea was to start small, convincing players they are playing one type of game, and then pile horror upon horror until at the end the game is very different than the one they began." - Spec Ops: The Line narrative designer Richard Pearsey "Who knows what that is? I don't really care." - Gearbox Studios president Randy Pitchford on the future of motion control games in the next generation of consoles "If our dev tools are running in the cloud, with all clients connected to one server, why not allow seamless editing from all users?" - PlayCanvas co-founder Will Eastcott arguing for cloud game development "Some developers refer to games as 'passion projects' and position them as something they work with on the side, but we think all games should be passion projects. If you don't have passion for it then why bother?" - Devolver Digital marketing VP Nigel Lowrie The complete versions of these in-depth articles, as well as other insightful pieces, are all available in Gamasutra's pages for Exclusive items and Features.

About the Author

Eric Caoili

Blogger

Eric Caoili currently serves as a news editor for Gamasutra, and has helmed numerous other UBM Techweb Game Network sites all now long-dead, including GameSetWatch. He is also co-editor for beloved handheld gaming blog Tiny Cartridge, and has contributed to Joystiq, Winamp, GamePro, and 4 Color Rebellion.

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