A Quote by Michael Morhaime

When you look at how players experienced 'Diablo' I and II, there was a great desire to meet up and trade items for real money outside of the game. There's no real way to provide a secure and safe environment for doing that outside of the game. It really has to be integrated within the game.
Outside cricket, I idolise Roger Federer and in the gentleman's game, I look up to Sachin Tendulkar and Rahul Dravid. Not only were they great players, but the way they conducted themselves off the field evoked respect.
The thing about a real economy is that it actually is like the game of Monopoly in the sense that when one person has all the money, the game is over. And in a game of Monopoly, of course, that's quite charming, but in a real economy, it's much more problematic.
I've never asked a player if they would sign my shoe. I've certainly had players come up, even before the game has started, and say, "Hey, after the game, can we trade jerseys?" It's kind of like, "Well, let's get through the game first and we'll deal with that later."
I was heavily addicted to a game called 'Diablo II.'
The way I play, it's very much more a mental game than a physical game. I'm looking for space and where are players leaving space. Defensively, where are we at numerical disadvantages? Do I shift more to the left because they have more players on their right side? It's about reading the game before the game happens.
We wanted to create an environment where if a game player enjoyed the 'writing style' of a particular game designer, he or she could look for the next game by that same author and not be disappointed.
You can only truly wow a player the first time he sees [a cutscene]. I felt if players saw the cutscenes outside of the game, they would no longer serve as rewards for playing the game, so I've decided against having them.
I think guards need to be able to have a post up in their game when mismatches happen and I think post players need to have an outside game, and that's something I've always worked on.
The money game is not like any other game. You cannot choose whether you'll play, for the money game is the only game in town.
My first motion capture game was with Sony - NBA: The Life. It was very ahead of its time. Brandon Akiaten, he was the writer and director. He had a real vision of what this game was meant to be; it was a basketball game where I was the Jerry Maguire sports agent type guy. And it was great!
My first motion capture game was with Sony - 'NBA: The Life.' It was very ahead of its time. Brandon Akiaten, he was the writer and director. He had a real vision of what this game was meant to be; it was a basketball game where I was the Jerry Maguire sports agent type guy. And it was great!
It's been years since I've had a real input in the game anyway. For this game, I've just tried to keep all the other stuff away from the players and coaches.
The last 10% of game design is really what separates the good games from the great games. It's what I call the clean-up phase of game design. Here's where you make sure all the elements look great. The game should look good, feel good, sound good, play good.
The one thing I learnt going to Italy was there's no real change in how the game should be played, but how players look after themselves.
Living in a small town you couldn't go anywhere on a Saturday where a store had the game on. If you were downtown you heard the game. If you were at the gas station you heard the game. I remember I would be mowing the lawn and I would stop for the Nebraska game. I would have it cranking outside.
I think a punt can be a big play in a game. If it's anything like a real game, then you realize that a Pat McAfee punt that downs someone inside the 2-yard line can really swing a game. I'm all for punting in video games.
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