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Warren Spector
American
October 2, 1955
Designer
The basic idea for what became 'Epic Mickey' began at the Disney Think Tank.
Warren Spector
Tags:
Think
Idea
Became
I think plenty of games - from 'Thief' to 'Zelda' - have shown that sneaking around can be fun.
Warren Spector
Tags:
Think
I Think
Around
We live in a world of virtual goods where none of us own the 0s and 1s. What are you going to do?
Warren Spector
Tags:
You
World
Going
The transition from the original Xbox to the Wii wasn't a big deal for my team. The business hadn't changed fundamentally.
Warren Spector
Tags:
Business
Big
Deal
I don't want to make games for 12-year-olds. I have no interest in that. I haven't been 12 in a long time.
Warren Spector
Tags:
Time
Want
Been
$200, 300 million games, I'm a little scared about that; there aren't a lot of companies that have the resources or the courage to spend that much.
Warren Spector
Tags:
Courage
About
Lot
Anyone who says they want to make a game that becomes a cult classic is kinda screwy, right? I mean, you want to reach the largest audience you can.
Warren Spector
Tags:
You
Who
Want
I don't care much about hardware. Nintendo games are some of the best games in the world, and from a more graphical standpoint, the Wii can't do what a PS3 or 360 can do.
Warren Spector
Tags:
Best
About
More
The fact is most computer roleplaying games that offer a zillion highly specialized skills end up with nine-tenths of a zillion skills that every player quickly realizes aren't worth the experience points to buy.
Warren Spector
Tags:
Experience
Up
Most
The concept of emergent gameplay is really exciting. That's when players are really crafting their own experience. So if you're clever and creative, you can do things that even developers of the game didn't know were possible.
Warren Spector
Tags:
Experience
You
Really
I said to myself as Junction Point embarked on the Epic Mickey journey that, worst case, we'd be 'a footnote in Disney history.' Looking back on it, I think we did far better than that.
Warren Spector
Tags:
History
Think
I Think
The reason our games generate so much revenue is because we're stupid enough to charge $60 for a box or $50 for a download or something. You need used games because most people can't afford those prices.
Warren Spector
Tags:
You
People
Because
From a gameplay standpoint, I've said for years that hero, fiction, and tone have nothing to do with the idea that choices have consequences. And that's really what I'm interested in. I care about you showing how clever and creative you are.
Warren Spector
Tags:
You
About
Really
I remember on Deus Ex there was one programmer - Alex Durand, a guy who still works for us - he decided he was going to get through the game without ever using a weapon. I would never think to do that. And that's fine.
Warren Spector
Tags:
Think
Who
Get
If we're going to reach a broader audience, we have to stop thinking about that audience strictly in terms of teenage boys or even teenage girls. We need to think about things that are relevant to normal humans and not just the geeks we used to be.
Warren Spector
Tags:
About
Think
Just
As far as the timing, well, I'd write that off to luck as much as anything - I happened to be out looking for a development deal, and Disney happened to think my team and I might be the right people to make a Mickey Mouse game.
Warren Spector
Tags:
People
Think
Out
I've done a pretty good job of hitting 18-34-year-old males, and not such a good job of reaching kids. Disney has done a great job of reaching kids, but maybe not the 18-34-year-olds. I figure I can learn a lot from Disney, and maybe, I don't know, they can learn a lot from me.
Warren Spector
Tags:
Good
Great
Me