Top 105 Quotes & Sayings by Warren Spector - Page 2

Explore popular quotes and sayings by an American designer Warren Spector.
Last updated on November 9, 2024.
The Junction Point journey is over. To all those who've asked, or want to ask, I'm sad but excited for the future.
I'm a Nintendo geek, so I'm a pretty big Nintendo fan.
My wife, Caroline Spector, and I pitched some comic ideas to various publishers back in the '80s, but nothing ever came of it. — © Warren Spector
My wife, Caroline Spector, and I pitched some comic ideas to various publishers back in the '80s, but nothing ever came of it.
The Wii U is pretty cool, and the thing that I'm most intrigued about it is it's the first gaming platform that actually is exploiting the second screen.
I have no interest in guys who wear armor and swing big swords.
People perceive games as being for kids, and I think that perception is going to change. Time is going to take care of that. I mean, we've already won. Games have won; it's inevitable.
The fact is most computer roleplaying games that offer a zillion highly specialized skills end up with nine-tenths of a zillion skills that every player quickly realizes aren't worth the experience points to buy.
The 'DuckTales' ensemble is clearly critical. There's the core set of characters - Scrooge, Webby, Launchpad, Huey, Dewey and Louie... Plus there's Gyro and Duckworth and Mrs. Beakley and so on. The cast is huge.
The only morality I'm interested in is the morality between your ears, between each player's ears, because that's the interesting thing to me.
I don't even make multiplayer games much, so dealing with multiple characters is something new for me - or, rather, something I've had to recall from my days as a roleplaying adventure designer where the party was everything!
I have been the last space marine between earth and an alien invasion. I really just don't need to go there anymore.
I kind of get a next-gen game machine, but competing for the home entertainment business? We'll see how that goes.
When you're dealing with a new platform, the real trick is just getting the game running. — © Warren Spector
When you're dealing with a new platform, the real trick is just getting the game running.
I want content that is relevant to my life, that is relevant to me, that is set in the real world.
The more people who game, the better for everyone.
Anyone who says they want to make a game that becomes a cult classic is kinda screwy, right? I mean, you want to reach the largest audience you can.
I used to teach animation history classes at the University of Texas, and I wrote my master's thesis on cartoons. I just love cartoons.
Dude, I turn into a six-year-old when I come to Disneyland. It's amazing. My eyes glass over and my blood pressure goes down. I'm just like everybody else. I turn into a big kid when I come here. It's the happiest place on earth, right?
I've done a pretty good job of hitting 18-34-year-old males, and not such a good job of reaching kids. Disney has done a great job of reaching kids, but maybe not the 18-34-year-olds. I figure I can learn a lot from Disney, and maybe, I don't know, they can learn a lot from me.
I was lucky enough to go to an all-boys prep school in upstate New York that had a film program, so we had access to 16mm Bolex cameras, Nagra sound recorders, Arriflex cameras. We even had an Oxberry animation stand!
We live in a world of virtual goods where none of us own the 0s and 1s. What are you going to do?
In the electronic game world, I know I have a reputation for doing the cyberpunk thing, and for doing the serious epic fantasy thing, but if you go back to when I was a kid, I've been a Disney fan all my life.
Kids, adults, men, women, everybody has a relationship with Mickey Mouse.
I was amazed at how the life of a freelancer differed from running a remote studio for another company. I thought I knew what I was doing in 2004 when I left Eidos because I had run Ion Storm Austin, which was my own independent studio. I had run a business unit inside Origin, but being part of a startup is crazy.
The transition from the original Xbox to the Wii wasn't a big deal for my team. The business hadn't changed fundamentally.
The only thing I insist that everybody do is there has to be a basketball court in every game I do, and - with one exception, I let them get away with it once - you can actually shoot a ball through the basket in every game I've made.
In papergaming, players can look at a character sheet of their own creation and see all of their skills, right there, in black and white.
Let me tell you, writing comics is as hard as anything I've ever done - for me, at least. I'm now officially in awe of guys who can crank out multiple books a month and maintain a high level of quality. Comics are completely different than any other medium I've dabbled in.
From a gameplay standpoint, I've said for years that hero, fiction, and tone have nothing to do with the idea that choices have consequences. And that's really what I'm interested in. I care about you showing how clever and creative you are.
Ideas are nothing. They're irrelevant. If you think your idea is so important, you're doomed. The reality is if you don't like one idea, I've got 299 more. If I tell you my idea, and you can execute better against that idea than I can - great; I get to play a terrific game.
I'm a huge fan of e-books, but the more I buy and download, the more I worry that someone could just take them all away from me. — © Warren Spector
I'm a huge fan of e-books, but the more I buy and download, the more I worry that someone could just take them all away from me.
I've got friends who are literally working alone on indie games that have no prospect of profit or commercial success. I've got guys working on iPhone games.
I often get painted as the guy who's trying to tell other people what to make and what to like, and that's really not my goal, but I believe so passionately that games can be more than a lot of people think they can.
I want my little corner of the world where I get to make games where you're not trying to win or lose; you're not trying to get a higher score - you are having unbelievable amounts of fun as you learn about yourself and the world. That's what games can do!
I think plenty of games - from 'Thief' to 'Zelda' - have shown that sneaking around can be fun.
I said to myself as Junction Point embarked on the Epic Mickey journey that, worst case, we'd be 'a footnote in Disney history.' Looking back on it, I think we did far better than that.
Ultimately, all I wanted was for players to feel like they were in the real world. I wanted them to be able to apply real world common sense to the problems confronting them, and I thought recreating real world locations would encourage that kind of thinking. There's also just a real power, a real thrill, when you fire up a game and see a place you've been or want to go, and then get to do all the stuff you WANT to do there but know you'll get arrested if you try! If that isn't the stuff of fantasy - far more than exploring some goofy dwarven mine or alien spaceship - I don't know what is!
Games are not about being told things. If you want to tell people things, write a book or make a movie. Games are dialogues - and dialogue requires both parties to take the floor once in a while
I'm sad but excited for the future.
As the story unfolded, the cast of characters changed to match it.
I'm sure a lot of the hardcore folks are going to be up in arms and I'm really looking forward to getting into that discussion with them. I don't believe I'm compromising on my gameplay ideals at all. [But] any artist who doesn't want his or her work in front of the largest audience possible is nuts.
I remember having some problems with [the Deus Ex theme] when I first heard it and I was trying to figure out how to tell [Alex Brandon] I wanted changes. But then I noticed that I couldn't get it out of my mind. I was whistling or humming it to myself all the time. So I just kept my mouth shut and let it be. I think it's a highly addictive tune
Half-Life is the finest implementation of a game on rails anybody has ever done — © Warren Spector
Half-Life is the finest implementation of a game on rails anybody has ever done
Good stories are constructed, not found.
Creating a really believable world is just insanely hard
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