A Quote by Kevin Conroy

The audience has realized how much money the studios make from games now. They're making more money from games than they are from feature films. I mean this is a massive industry. It's still in its infancy. So I really feel lucky to be a part of it.
What I want to try to prove is that artistic games, when done properly, can still be a commercial success. By doing that, I will be able to essentially shift the industry and create more opportunity for people to create artistic games. In a way, making money is important for us right now. Not because we need it, but because the industry needs it.
All the interesting films are now being made by their subsidiaries for very low budgets. But the studios are not making money. They're making these big, very expensive pictures that take a lot of money but don't really pay for their costs. So they're having a very difficult time. I can see the system breaking down. I think the American studios are a reflection or a metaphor for American industry altogether, which is failing in the world. Its economic domination is being broken down and I think the same thing is happening to the studios.
In the free-to-play industry, the most money-making games are often coming from making people fighting against each other and really hating each other and wanting to revenge, so they spend more money to dominate.
Seems like it's going to be really hard to make money at it, and, therefore, really hard to get any great games done. Much like Flash games, the audience is huge, but the content isn't likely to be good enough to have people pay for it.
When I said that something was going to cost a certain amount of money, I actually knew what I was talking about. The biggest problem that we were having on the financing front was people with lots of money saying "you need more money to make this film [Moon]," and us saying "no this is the first feature film we want to do it at a budget where we sort of prove ourselves at the starting end of making feature films; we can do this for $5 million." That is where the convincing part between me and Stuart came, we had to convince people with money that we could do it for that budget.
Well, in our industry it's that the movies cost so much money to make they have to appeal to a broad audience. And I think that's part of what will loosen up in the future, as technology makes it cheaper, you'll be able to make films for a more selective audience. I think people will be able to make more personal movies.
To walk in money through the night crowd, protected by money, lulled by money, dulled by money, the crowd itself a money, the breath money, no least single object anywhere that is not money. Money, money everywhere and still not enough! And then no money, or a little money, or less money, or more money but money always money. and if you have money, or you don't have money, it is the money that counts, and money makes money, but what makes money make money?
Being first is more important to me [than earning money]. I have so much money. Whatever money is, it's just a method of keeping score now. I mean, I certainly don't need more money.
I kept these games pretty intimate. You know, with this much money on the table, with this much risk, you wanted to make people feel safe. They don't want to feel like they're part of a spectator's sport - well, the winners do, but the losers do not.
Money comes, and money goes. I just want to win games. I could care less how much money is riding on a rebound.
When you are starting out in your 20s, it is natural to think about all that you will have and do once you start making money, and making more money. That gives money way too much power over your life. It's not about how much you make, but the life that you make with the money you have.
The way that I make films is that I sit down and I think, "How much money could I get with less consequences?" And that's how I start. I'd rather have less money and total autonomy than more money and start having to answer to things, because then I'm not being true and the money men are not being true.
At the time we started working on 'World of WarCraft,' I think there was a limiting belief in the games industry and maybe outside the games industry, that MMOs would only appeal to the most hard-core of hard-core players, and therefore you didn't really need to do anything to make the game accessible to the wider audience.
I always considered myself working class, because I was brought up on a council estate. I still do, really. I mean, I might have a bit more money now than I did then, but it's in your head, class, I think. It's how you feel in there.
Some of our developers are starting to make $20,000 a month, which is really significant... We're getting developers who are 14 and 20 years of age making more money than their parents, starting to make a professional career of developing games on Roblox.
Making money has always been pretty easy for me, but today I don't need any more money. I still work, because money is important, but my work is more important than the money, now. And that's a very big difference. I just work because I enjoy my work.
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