A Quote by Markus Persson

I really wanted to make a dungeon crawler, but this game came out, 'Legend of Grimrock 2,' which was, like, the perfect dungeon crawler. It basically destroyed the genre for me, and no way could I make a game that good in that genre.
There are no requirements when you're using a particular genre. It's not like the genre is your boss and you have to do what it says. You can make use of the genre any way you want to, as long as you can make it work.
Instant replay ought to be thrown out. Period. It's a game of imperfections. Why is that so bad for the game? Really, I think they are trying to make the game perfect. I'll tell you what: It will never, ever be perfect.
I do love science fiction, but it's not really a genre unto itself; it always seems to merge with another genre. With the few movies I've done, I've ended up playing with genre in some way or another, so any genre that's made to mix with others is like candy to me. It allows you to use big, mythic situations to talk about ordinary things.
Australian genre films were a lot of fun because they were legitimate genre movies. They were real genre films, and they dealt, in a way like the Italians did, with the excess of genre, and that has been an influence on me.
How to make a scary movie human, take a movie like Sinister. How can I make that guy so real so that the scary elements of it are more scary and it functions as a genre movie - as the way it's supposed to, you want to hear a ghost story at midnight, that's a good one - but how do you fill it up with humanity inside, in staying true to the genre? You know? Does that make sense?
I'm not seeking out genre films, but this just came my way, and Miramax was good enough to add a role for me because we wanted the chance to work together.
I wanted to look like the most diverse writer in comics! Spy genre, space genre, crime genre, and then you realize that it's all actually the same thing.
'Monster Hunter' was its own series, its own franchise, and it just so happened that we wanted to make a realistic fantasy-based action game, and because we had the staff available to make something like that, we're able to make this game. The ideas for 'Dragon's Dogma' came from a completely different place.
I had a lot of issues with the genre, and I probably even had issues with the whole idea of genre. I was coming into it with a certain degree of outsider attitude, and I didn't have a long-term plan. But I think the way it's worked out, it's sort of warped into what I suppose you could say is my own genre. If people like my books, they have some idea of what the next one will be like.
Role-playing isn't storytelling. If the dungeon master is directing it, it's not a game.
I was a huge fantasy geek growing up. I was the dungeon master in my D&D game.
Farewell” is not the word that you would like to hear from your mother as you are being led to the dungeon by 2 oversize mice in black hoods. Words that you would like to hear are “Take me instead, I will go to the dungeon in my sons place.” There is a great deal of comfort in those words.
I have a complex feeling about genre. I love it, but I hate it at the same time. I have the urge to make audiences thrill with the excitement of a genre, but I also try to betray and destroy the expectations placed on that genre.
Ignorance has been well represented under the similitude of a dungeon, where, though it is full of life, yet darkness and silence reign. But in society the bars and locks have been broken; the dungeon itself is demolished; the prisoners are out; they are in the midst of us. We have no security but to teach and renovate them.
I like any good game. I don't care what the genre is.
We love genre, but in film if you make a genre film it has to all be about the genre. We were excited to be able to tell more complex stories on television.
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