Our vision is for games to offer a wide variety of different experiences and attract all kinds of gamers and nongamers.
For gamers, I think it's very easy for people to produce content that's pretty engaging.
There are people who are very dismissive of games and gamers.
Rooster Teeth has always had a big following in the gamer community, and we are lifelong gamers ourselves.
We're also confident that gamers are going to love our vision of the future.
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.
We want to create a kind of cycle where casual gamers are gradually growing up to become passionate players.
Gamers love technology, and they have high expectations.
I'd even say possibly I'm one of the best gamers in the NBA. I play everything. I play every single type of genre game.
When gamers look at games not as overall experiences but as chimeric potpourris of sight and sound, we take too mechanical a perspective and ignore what really makes them special.
Our core market has been historically gamers and digital content creators such as car designers and movie makers.
AMD loves gamers.
It turns out that a lot of gamers love design, love to create in digital.
I think that PC gaming is as healthy as it's ever been. I think there's probably more people playing games on their PCs, I just don't think they're gamers.
Great graphics requires more than just high-performance hardware. Gamers know software is just as important.
Nintendo's approach to our work is to greatly increase the population of gamers.
Gaming notebooks aren't that abundant. Not that many gamers are able to play on notebooks.
Each game we make, we like to introduce an emotion that is rarely experienced by gamers in the console game industry.
I think it's necessary for VR to start with an early adopter audience that's highly engaged, and I think that means gamers. They're the ones who have the high-end hardware and the expertise and the patience to sort through the uncertainty of it all.
Pro-gamers are really sports stars themselves.
A goal of Twitch is to be wherever gamers are, whether it's on laptops and handheld devices or integrated into gaming consoles and software.
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 todays gamers.
I don't play with female gamers.
Gamers always believe that an epic win is possible and that it's always worth trying, and trying now. Gamers don't sit around.
The more people who come forward and talk about how much they love gaming, how much they talk about individuality and diversity, the more gamers of color that come out and gay gamers that come out and everybody talking about what they love - that's what the community has in common: a love of gaming.
Xbox has been created by gamers for gamers.
A goal of Twitch is to be wherever gamers are, whether its on laptops and handheld devices or integrated into gaming consoles and software.
I think, like most gamers, I talk a good game.
There are millions of sci-fi enthusiasts in the world, not just gamers.
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.
Some male gamers with a deep sense of entitlement are terrified of change.
We're absolutely passionate about making sure gamers have the latest and greatest drivers.
The one point gamers all hate is the point where they have to put the controller down.
Gamers are everywhere, coming in all ages and genders, and developers have grown up, too.
Gamers are some of the toughest people to please. They have extreme requirements. They want everything.
We created BlizzCon as a celebration of our global community, but not everyone can travel to the show, so the virtual ticket gives us a great way to bring BlizzCon to gamers around the world.
I think Xbox has a really good story about value for gamers, around a lot of diversity of choice.
The video game industry traditionally has been a very male-dominated field. You know, with the advent of the iPhone, the number of women gamers exploded.
It's see no evil, hear no evil with toxic male gamers - whose every whim and adolescent fantasy has been catered to for decades.
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.
There is a story, no doubt apocryphal, that gamers at the Naval War College in Newport, Rhode Island, have many times replayed the 1942 Battle of Midway - but have never been able to produce an American victory.
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.
Our awards are selected by a jury of media and fans. It's a blended vote, which is a very unique process. That's what we've found works best for this industry, to have gamers and publications vote on it.
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.
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.
What I'm really excited about is that continued challenge to create things that gamers of all experiences can play.
Gamers have this tendency to turn games into mathematical equations, breaking them into lists of components like 'presentation' and 'mechanics' and judging each one on its own merits.
Some people will say Nintendo's games are for children. But our goal is to boost the population of gamers by making games for all ages.
I revel in my anonymity. But when I'm at a specific event and gamers are there, they'll recognise me.
Roblox already works well on a phone, when we do ship on Gear and Cardboard gamers on those platforms will be able to join and play along as well.
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.
Perhaps 'Borderlands' can be a lesson for all of us - that when making a videogame, we should not be afraid to identify gamers as the audience.
If you make it a game, gamers will play it no matter what your motivation is in making it.
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?
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.
The earliest adopters at scale of crypto were gamers.
Gamers are horrible roommates because they monopolize the TV with something less watchable than 'The Mob Doctor' and, if that wasn't irritating enough, have the audacity to scream combat commands through a head set.
People trying new ideas are a blessing for gamers and in the industry in general.
Nintendo is about innovation and bringing new and unique game play to the consumer - both the core gamer as well as new gamers.
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