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Randy Pitchford Quotes

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No gamer, whether you've played 'Duke 3D' or you haven't, can play 'Duke Forever' without having experiences that surprise them.

When we shipped 'Borderlands 2,' we didn't ship it with a plan of how the level cap was going to increase. We didn't have any software built or strategy in place.

I've only experienced it a few times where you get to have a thing that simultaneously gets some critical respect, some critical success, while also having sales success. Sometimes you get one or the other if you're lucky.

Just as 'Half-Life' redefined the first person action game, 'Half-Life' for Dreamcast redefines what an extension of a great PC game to console should be.

The philosophy at Valve and Gearbox is that if things can't be done better, they shouldn't be done at all.

The Dreamcast version of 'Half-Life' is great - it looks better than the original PC version and it's the only way console owners can enjoy 'Half-Life: Blue Shift.'

I think it's safe to say that 'Half-Life' was influenced by every first person action game that preceded it.

Good games teach what works and bad games teach what doesn't.

A very important part of game development is testing - something that a lot of developers don't do.

Blue Shift' is a game that I'm very proud of.

The key is when we make mistakes, we want to be able to correct them and we also want to be able to learn from them so that we do not make the same mistake twice.

One of the neat things about Gearbox that I love is, we don't look at our designs as a totalitarian regime and we're all really happy to let designers and creators within the studio explore in our space.

There's no trend lines that work in entertainment. You can break any trend line by offering value that we as consumers of content want.

Do something good, and people want that! Do something less good, and people want it a little less!

There are several cool cross-overs between 'Blue Shift,' 'Opposing Force' and 'Half-Life.' The plots are all designed to work nicely with themselves and the observant player will catch many cross-references.

From a narrative perspective, 'Blue Shift' for the PC and 'Blue Shift' for the Dreamcast are very similar.

If you're successful, 'Blue Shift' has what many have called the most satisfying 'Half-Life' ending yet.

Up until 'Blue Shift,' 'Half-Life' characters were repeating, expendable entities. In 'Blue Shift,' important named partners will work with you over the course of several levels and objectives in order to overcome the hazards of the plot.

Usually when we finish a game and we're at the end, we're sick of it. We want to put it in the box and be done with it. But with 'Borderlands,' it's actually become a productivity sink at Gearbox, because...

There are times when you can take yourself seriously and there are times when you can cut loose. It really depends on your goals and it depends on what you're promising the customer.

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