Quotes by: Warren Spector
In the electronic game world, I know I have a reputation for doing the cyberpunk thing, and for doing the serious epic fantasy thing, but if you go back to when I was a kid, I've been a Disney fan all my life.
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.
I was lucky enough to go to an all-boys prep school in upstate New York that had a film program, so we had access to 16mm Bolex cameras, Nagra sound recorders, Arriflex cameras. We even had an Oxberry animation stand!
My wife, Caroline Spector, and I pitched some comic ideas to various publishers back in the '80s, but nothing ever came of it.
Whatever adults don't understand, because they didn't grow up with it, is the thing they're going to be afraid of and try to legislate out of existence. It happened with videogames, it happened with television, it happened with pinball parlours and rock and roll.
I've made plenty of violent games in my life. I play violent games. They don't affect people in the way that a lot of people think they do. They just don't. It's demonstrably true that they don't, and anybody who thinks they do is just not thinking.
I used to teach animation history classes at the University of Texas, and I wrote my master's thesis on cartoons. I just love cartoons.
Ideas are nothing. They're irrelevant. If you think your idea is so important, you're doomed. The reality is if you don't like one idea, I've got 299 more. If I tell you my idea, and you can execute better against that idea than I can - great; I get to play a terrific game.
The reality, for me at least, is that the finest recreation of a paper game, played on computer, pales in comparison with the actual, face-to-face experience.
I think the power of the platforms is outstripping the size of the audience. We can't charge $150 for a game. And when the best-selling game of all time has sold only 20 million copies at $60, do the math!
The Disney archives, it's 84 years of history. The one way in which I feel I'm a kindred spirit with Walt Disney is that neither one of us ever throws anything away. He never threw anything away.
I kind of get a next-gen game machine, but competing for the home entertainment business? We'll see how that goes.
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.
In cartoons, in movies, time passes differently. There are flashbacks and flashfowards.
I'm a huge fan of e-books, but the more I buy and download, the more I worry that someone could just take them all away from me.
I want content that is relevant to my life, that is relevant to me, that is set in the real world.
I started playing video games, and in 1978 I discovered Dungeons & Dragons and started game-mastering and writing my own adventures and creating my own worlds.
I was amazed at how the life of a freelancer differed from running a remote studio for another company. I thought I knew what I was doing in 2004 when I left Eidos because I had run Ion Storm Austin, which was my own independent studio. I had run a business unit inside Origin, but being part of a startup is crazy.
I've got friends who are literally working alone on indie games that have no prospect of profit or commercial success. I've got guys working on iPhone games.