A Quote by Jenova Chen

Each game we make, we like to introduce an emotion that is rarely experienced by gamers in the console game industry. — © Jenova Chen
Each game we make, we like to introduce an emotion that is rarely experienced by gamers in the console game industry.
Look at the genres women like: a romantic comedy game doesn't exist. Few examples of a documentary game exist. What is the equivalent of a real drama game? They don't exist. Emotion with that complexity for a more mature, older audience are necessary to make medium-like video games healthy so it can be highly respected like the film industry.
It was, like, two mobile games I released. They did pretty well, and after I made those two games, I was like, 'Man, I want to make another game, but I want to make this game for PlayStation and Xbox and PC.' I was like, 'You know what? Forget making the video game for Xbox, PlayStation and PC. How about I make my own console?'
Game designers are obsessed with emotion. How do we create the emotions that we want gamers to feel, and how can we really make it this intense, emotional experience?
Whenever you get game adaptations, it strikes me that it's always the gamers who get mugged because they try and make it for everyone else first and the actual gamers last.
I look at improvising as a prolonged game of chess. There's an opening gambit with your pawn in a complex game I have with one character, and lots of side games with other characters, and another game with myself - and in each game you make all these tiny, tiny moves that get you to the endgame.
I would like to reach non-gamers. It's always great when guys come up to me who are gamers and represent my usual audience, but they'll say, 'You know, Psychonauts is the only game I can actually get my girlfriend to play with me.'
You know that a given in life in human nature, is that at a sporting event, a baseball game, a football game, you never introduce a politician, is because he'll be booed. I don't care if he's the most beloved person in the world, its part of the game.
As a game developer, getting your game onto a console is probably the most difficult.
The video game industry traditionally has been a very male-dominated field. You know, with the advent of the iPhone, the number of women gamers exploded.
'Smash Bros.' features a slew of modes as well, but we didn't create them all under the idea that we want gamers to try every single one of them. I think it's just fine if gamers enjoy the aspects of the game they like. It's kind of a buffet-style approach.
Baseball is a game of geometry, while football is a game of explosive emotion. Every emotion known to mankind is in that 60 minutes - pride, pain, dedication, satisfaction, fear.
Each game we approach like a final. Today it was the opening game at home, we won and showed outstanding football qualities. We will be preparing for the next game the same way.
The first MLB game I did was a Monday Night game, and no one really knew I was doing it. So walking into the clubhouse, I tried to introduce myself to people like, 'Hey, I'm in the booth.' And they were kind of confused, like, 'You're a female, I don't understand.'
Gamers both demand and deserve novelty. They need something new. As a game developer, one of my rules is there will be at least one thing in every game that I worked on that no one on the planet has seen before.
If you make it a game, gamers will play it no matter what your motivation is in making it.
Console game publishing has become more like theatrical release film-making and it is very hard if you are not one of the major publishers, and even for them it is hard unless they are working with major game brands.
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