A Quote by Duncan Jones

One of the things I think is unique and signature about Blizzard is that whenever they do their games, and with 'Warcraft' in particular, they take the things they love and put a twist on it. They showed that heroes can come from the most unexpected places, and as a player, you can play as a hero, on all sides.
One of the things I think is unique and signature about Blizzard is that whenever they do their games, and with Warcraft in particular, they take the things they love and put a twist on it. They showed that heroes can come from the most unexpected places, and as a player, you can play as a hero, on all sides.
Heroes come in all sizes, and you don't have to be a giant hero. You can be a very small hero. It's just as important to understand that accepting self-responsibi lity for the things you do, having good manners, caring about other people-these are heroic acts. Everybody has the choice of being a hero or not being a hero every day of their lives.
There are things I take sides about, like capital punishment, which it seems to me there is only one side about: it is evil. But there are two or three sides to sexual harassment, and the moment you get into particular cases, there is injustice in every conceivable direction. It's a mess.
In the past, we showed that we could play football, but Vladimir Petkovic has worked with us on the psychological side of things in particular. I think that's where we've made the most progress. He's brought us closer together as a team.
I'm saying to be a hero it means you step accross the line and are willing to make a sacrifice, so heroes always are making a sacrifice. Heroes always take a risk. Heroes always deviant. Heroes always doing something that most people don't and we want to change - I want to democratise heroism to say any of us can be a hero.
I'm saying to be a hero is means you step across the line and are willing to make a sacrifice, so heroes always are making a sacrifice. Heroes always take a risk. Heroes always deviant. Heroes always doing something that most people don't and we want to change - I want to democratise heroism to say any of us can be a hero.
A lot of the successful Blizzard games that you know actually grew out of failed projects. That was the case with 'World of Warcraft.' We canceled a project and decided to work on that one.
And also it's an ever-gathering process. If I pick up the Sporting News or some sports publication and there's an article on somebody and I think I might see that player, I will tear it out and put it in a file, and I have a looseleaf book so when we're going to play that particular team I take out all these clippings and things I pulled out, I go through them, highlight them, put them in the book.
It's basically me saying to the industry that I won't work within the walls in hip-hop. I want to put a twist on things, and that's what that song is all about. It's about putting a twist on stereotypes.
When you're training to be a pro wrestler, you don't think about these things like video games and action figures and things like that, but when those opportunities come along, it sort of validates all the hard work that you put into the ring.
Of course, we create a lot of heroes. But the real intention of that is to make the player feel like a hero in all of our games.
I don't play online games. 'Warcraft,' I've played that, but I mainly play action games.
When asked, "What do you think love is?" a lot of people speak of things that are painful or lingering. I wanted to talk about various sides to love. Things such as the excitement, happiness, parting, pain, regret regarding love.
I think that's one of the most unique and potentially powerful things about reddit - people come for the news, and stay for the community.
I have to work with the team at Blizzard and the producers on the film and convince them that, as a fan, I have a unique and hopefully entertaining way of taking people through the first contact story, which is really what sets up 'Warcraft' for everyone else.
Video games are a special kind of play, but at root, they're about the same things as other games: embracing particular rules and restrictions in order to develop skills and experience rewards. When a game is well-designed, it's the balance between these factors that engages people on a fundamental level.
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