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When humans are hungry, they look for food. But they are also hungry for certain feelings. They go out to look for entertainment - from music to movies to novels to games - to satisfy their emotions.

Thatgamecompany was founded with the philosophy that games are a form of entertainment, and entertainment is the food for emotion.

For 'Journey' to create a sense of smallness and a sense of awe will encourage the players to be together and exchange emotions. When you put the two players together online and put them in a difficult environment, they will create a bond.

I would say 'Flower' had a story. It is told through the environment.

The struggle we went through in the last year of 'Journey' was pretty insane, and I think that is also why, when I was working on the struggle level, I was able to channel my own struggle into the game.

I just feel like I'm on a quest to fail if I try to even compete with myself.

If our games can help people, that's the best reward we can get.

Nothing truly bad happens. There's always good and bad in any changes.

It's stressful when you run a company.

I'm a perfectionist.

If a game is meant to be played by everybody, it deserves to be on multiple platforms so everybody can play it.

If we can make great games for PS3 players... how many PS3 players are out there? If we can make great games for everybody, that's a much bigger service. There's no reason I shouldn't do that.

In the free-to-play industry, the most money-making games are often coming from making people fighting against each other and really hating each other and wanting to revenge, so they spend more money to dominate.

I would rather see a game where you play to feel happier and to make other people like you and to make the people you care about happy.

When we approach games, we're always emotional-focused, so if a free-to-play business model works against the emotion, we won't use it. If it actually works well with the emotion, or if we can come up with a new way to do monetization that's different and that's unique for the game, I would go for that.

I think that our language, culture, age, fortune, property, and our fame is all a facade. In the end, we're all the same.

I always thought if I was born 2000 years earlier, I would be a monk, probably carving a monastery or some giant pantheon buildings.

With 'Journey,' we created an emotional arc for two different scenarios. So, if you play alone, it's a good game. You have what we think is a complete emotional arc. You will feel, I guess, a sense of transformation in the single-player. Because it's a hero's journey.

If you can imagine the delight of visiting a theme park where lasting memories are made, we envision 'Sky' will sometimes feel like that.

I was very impressed with the scope and scale and impact that came from originally one person making 'Minecraft.' It's inspiring for me to think how our team can do more with less.

'Journey' was very much inspired by Joseph Campbell's work for 'The Hero's Journey,' but, from among his works, I like 'The Power of Myth' best.

Humans are lazy but not stupid.

I really like 'ICO' and 'Shadow of the Colossus.'

I don't believe in a particular god, but I believe in the unknown. I believe that there's something bigger than us.

When I was a teenager, I felt my life was constrained by rules, school, my parents. I wanted to feel like I was empowered and different; that's why superheroes, comics, manga, and video games filled my needs. When I got older, I realized power is not free; it comes with responsibility.

When I read a good story, I often start thinking, 'Should I live my life according to what this character chooses and values?' It makes me think. I feel like I grew up to be a more mature person while thinking about character development in these fictional situations.

A strong story can move me to tears, and it doesn't matter whether it's a science-fiction or fantasy world. It's about what happens to a person, the choices they make. That's what's interesting.

I always have a problem playing text-heavy games. I'm a slow reader. I don't speak English well. As a kid in China, trying to play these games, I just wanted the text to go away.

Our vision is for games to offer a wide variety of different experiences and attract all kinds of gamers and nongamers.

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