A Quote by Joey Ansah

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. — © Joey Ansah
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 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.'
'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.
Take the hardcore gamers. The characters are way more real in the world of hardcore gamers who have played the game for hundreds of hours. They have the movie in their heads, they've built it on their own. These guys are always very disappointed in the movies.
One of the things I'm excited about is the observation that gamers are creators and creators are gamers too. We used to think of creators as workstation customers and think of gamers as consumers.
Gamers always believe that an epic win is possible and that it's always worth trying, and trying now. Gamers don't sit around.
Xbox has been created by gamers for gamers.
Each game we make, we like to introduce an emotion that is rarely experienced by gamers in the console game industry.
If you make it a game, gamers will play it no matter what your motivation is in making it.
Gamers co-author the games they play by the choices they make and how they choose to solve problems, since what they do can affect the course and sometimes the outcome of the game.
I think, like most gamers, I talk a good game.
In football you always get judged on your last game. Whoever you are, or how amazing you are, it's the last game that everyone has seen.
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?
I know I'm a grumpy old man, but I'm always more delighted by readers talking about the actual comics than people talking about how eager they are to have their favorite comics be "elevated" into another medium. Adaptations are great, but for me, comics have always been the destination, not a stepping-stone to get somewhere else.
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.
I have enough friends who are gamers. I actually enjoy watching them play because of the visuals and the storytelling of the games. I just love being able to go on an adventure and games are just so sophisticated now that you can just get lost in a world for 20 hours and just be someone else in a very visceral, emotional way. And that's just fascinating.
Our goal has been to stay true to what people most love about the original Pirates! while upgrading, enhancing, and in some cases, re-inventing the game to make it a great experience for today's gamers.
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