A Quote by Tim Sweeney

When gamers can play a game together with all of their friends, regardless of the devices they own, you have a much more compelling social experience. That applies to all multiplayer games.
Before I became a full-time writer, I worked in tech support in those giant cubicle farms you see. I was surrounded by people who played video games all the time - sometimes actually in the call centers, playing online multiplayer games. I saw friends of mine who began to feel that going online was more compelling to them than real life.
One of the most popular games to watch on eSports is 'League of Legends,' a game that blends role-playing, managing resources and shouting at your friends. Again, if I had another thousand words, I might be able to scratch the surface of this game, but all you need to know is that gamers love to play it, and even more of them love to watch it.
We believe ultimately that human co-experience - doing things together as a social platform for play - is a new category. It's differentiated from toys or games or social networking in that it's people doing things together in real time.
Our hope is to deliver an incredibly fun and compelling game that will give the fans more than what they've been waiting for, and show a whole new generation of gamers how much fun it is to live the life of a pirate!
I don't think 'Call Of Duty: Black Ops' sells 25 million plus copies and makes of a billion dollars because of their great storytelling. It's the multiplayer aspect of that type of game, where people get together to shoot each other and have fun. And it's very much gameplay; it's like 'Gran Turismo' or one of these racing games.
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.
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.
Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.
That's the great things about games as social experiences. You play with all your friends across social groups. You see young girls as well as young boys playing. These are kids in school, people in offices, in pubs, all having fun together.
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.
Read like mad. But try to do it analytically - which can be hard, because the better and more compelling a novel is, the less conscious you will be of its devices. It's worth trying to figure those devices out, however: they might come in useful in your own work.
Video has become much more social, and as a result, there are many opportunities to use video as a way to connect people, to give them opportunities to play and participate, to make things together and have a shared social experience. I think we are just at the beginning of really exploring what social video is and what we can make of it.
We're making it possible to publish a multiplayer, physically-simulated destructible-environment game that works on multiple devices and screen types, and can scale to 12,000 concurrent players.
The more I learned about games, the more frustrated I became because the games weren't very good. I could tell a good game from a bad game. My conclusion was: let's make our own games.
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.
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.'
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