A Quote by Charles Stross

I'm not planning a kickstarter game. And I'm not really a game designer. — © Charles Stross
I'm not planning a kickstarter game. And I'm not really a game designer.
I appreciate the sentiment that I am a popular woman in computer gaming circles; but I prefer being thought of as a computer game designer rather than a woman computer game designer. I don't put myself into gender mode when designing a game.
We wanted to create an environment where if a game player enjoyed the 'writing style' of a particular game designer, he or she could look for the next game by that same author and not be disappointed.
The game is No. 1. You are an adjunct to the game. In a studio, there is no game. You are the star. That's why you are there. For the game, you can't go away from the game and beat your chest. People are there to watch the game. You are there to supplement, not to override or overwhelm.
One of the successes of Kickstarter is that it takes the guesswork out of greenlighting games. Publishers of larger games have to carefully choose which titles they publish, lest they lose a bunch of money on a quirky game that doesn't sell. Kickstarter is all reward, no risk, since nobody has to pay if the project isn't completely funded.
I think I can make an entirely new game experience, and if I can't do it, some other game designer will.
I've always felt that 'game over' is a state of failure more for the game designer than from the player.
A good game impresses you with what you're doing. I think that's a fundamental difference that I as a game designer need to recede in the background.
Every game designer should make one explicitly world-changing game. Lawyers do pro bono work, why can't we?
It's not really part of the game to say, 'Oh, it's a batter's game; it's a batter's game' - I don't know why it goes on. It's a beautiful game that's greatly competitive between bat and ball.
We are all part of a universal game. Returning to our essence while living in the world is the object of the game. The earth is the game board, and we are the pieces on the board. We move around and around until we remember who we really are, and then we can be taken off the board. At that point, we are no longer the game-piece, but the player; we've won the game.
I had a toothache during the first game. In the second game I had a headache. In the third game it was an attack of rheumatism. In the fourth game, I wasn't feeling well. And in the fifth game? Well, must one have to win every game?
Game ideas on Kickstarter have found loads of success, even when they're not as unusual as 'BlindSide.'
The home games, that's really where you can see everything - every game is packed. No matter if it's like a game we're going to win by a lot or a close game - everybody's here. The fans cheer the same way and it's great. That's really what I can say about Duke.
I was the lead designer on 'Portal,' and I really enjoyed making that type of game.
I'm someone who really thinks the game through, who has an IQ about the game, who studies the game, who knows a lot more than just running and jumping.
I had no special training at all; I am completely self-taught. I don’t fit the mold of a visual arts designer or a graphic designer. I just had a strong concept about what a game designer is – someone who designs projects to make people happy. That’s his purpose.
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