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We want to keep developing original games in the genre we pioneered but also expand our audience by being present on all platforms.
I approach video games the same way I approach theatre, filmmaking, poetry, or painting. I wish more people would take that point of view. It would help the industry to move on.
Every time you try to create an experience with a character who doesn't use a gun, doesn't drive a car, doesn't jump off platforms, doesn't solve puzzles, you are taking a risk.
When you believe games can only be toys for kids and that you are successful at doing this, why would you look further and take risks exploring new directions?
The first movies were made by technicians building their own cameras. Movies became an art when technicians worked on the technique and artists took care of the content.
For me, influences really come from everywhere: literature, comics, movies, anime, Internet, science, real-life situations. In fact, I think that writing is just about living.
When you're a writer, you talk about things that move you, that you feel really deep inside you that's something that moves you, and you hope it'll move people, too.
There are many different ways of telling an interactive story, I think. I don't think there's a right one and a wrong one. There are different games telling different types of stories in different ways.
'Heavy Rain' was my baby, my reason to live, and my oxygen for four years. And seeing the successful release of the game has been the most extraordinary reward I could have dreamt of, after years of working in the dark.
I don't think that photorealism is required to offer emotions. You can have very abstract characters and renderings offering the same type of emotions - look at Pixar movies: they're not photorealistic; they're stylised, and it doesn't prevent emotion from happening.