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Every year, there's a new idea we can't do and a new technology for something that excites us.

With 'The Elder Scrolls', you're looking at a 25-year-running franchise. It has stood the test of the 'Lord of the Rings' movies becoming popular.

I'm happy that you can play 'Morrowind' now on an Xbox One, as it's backwards compatible.

I think streaming technology is definitely coming, and it's gonna make people's access to games infinitely easier. You've seen it happen to music and movies, and I think it's a great thing.

Games have gotten so big and interesting that they've moved beyond the toy/entertainment space. It's not just a diversion from their regular lives; for a lot of people, it becomes an important part of their lives.

Epic science fiction game, that's always been on my mind. Post-apocalyptic, 'Fallout,' was our first choice. Sci-fi was our second at the time, when we got the 'Fallout' license. We were going to do our own post-apocalyptic universe if we didn't get 'Fallout.'

Since I first got my iPhone and 'Super Monkey Ball' came out, I was like, 'Oh my gosh, this is great.' I'm always searching for the nirvana of mobile gaming, whether that's from a Game Boy or a Vita or a PSP or now the Switch.

When you start over and jump into new tech, you don't know what the negatives are going to be until you go through a few cycles. We're always changing our tech, but we don't wholly destroy it with each game. We're taking parts out.

There are more players on 'Fallout Shelter' than all of my games combined. That's a little sobering at times. It's not a good or bad thing.

I'm a believer that players are good self-directors, and I think one thing that's good about video games is they can direct their own experience.

'Minecraft' is like that, where you might say to one of your friends who doesn't play games, 'Hey, just sit down and try this with me.' There are other games you might put in front of somebody and say, 'I know you don't traditionally play games, but you've got to check this out.'

You never know how your work is going to be received, and to have it be not just received by the people who wanted it or knew about it or our traditional fan base, which is pretty big, but also having it spill over to everybody who plays games, and then those people telling everybody else who doesn't play games - that's what it became.

A lot of times, when someone's going to pick up a game, it can be a bit daunting, like if they haven't played a roleplaying game, or they haven't played things in the series. We spent a lot of time on flow. How it feels to move through the world. How the game rewards you depending on which way you turn.

One of the things that we really like about 'Fallout 76' is that we've built it so that we can support it on a month-to-month and week-to-week basis.

The main thing that excites me is that games are successful everywhere now. Now it's successful everywhere, and that's really important for the health of the industry.

The technology for radiant stories in 'Skyrim' is phenomenal. We tried and pared it back.

I liked that line in the movie 'Shakespeare in Love': 'How is this going to work out? I don't know, but it always does.'

I loved playing 'Ultima.' Getting my computer in college and playing 'Wing Commander.' I hear a lot from our fans, and they are the same way. Games are where I want to be.

'Fallout 76' and 'Blades' get a lot of my time right now. I'm in more meetings as it's gotten bigger.

Ashley Cheng, who I've worked with for 20 years, he's the studio head in Rockville now. He manages more of the day-to-day stuff. I can focus creatively on what we're doing now and what we should be doing in the future.

Despite all of our games, all of our success together - 'Elder Scrolls,' when we started, it was a very generic fantasy. It had its parts. We pushed it to have more of its own unique identify. We're proud of the work everyone did there.

'Fallout 76' is a very different 'Fallout' game. We're very aware of that. We think a lot of people will like it, because we like it. But a lot of people probably won't. We need to balance that. This is an idea we have, and there's a lot of old 'Fallout' stuff in it, but it's a very new experience.

I see games... as the ultimate combination of art and technology.

Your plan is not as important as your culture. That means you will run into problems that will disrupt your plan and schedule, and how you deal with that depends on the culture you have created within your team.

Don't define the game by the list of the features. Define it by the experience you want to have.

Great games are played, not made.

With 'Fallout 4,' we've done over 20 million downloads, and most of that is mods. That's a staggering number. It has always done well on the PC - but the console audience has such a hunger for it because they've waited so long. We think there's a really good future there, with both 'Skyrim' and 'Fallout 4,' that we hope to continue to add to.

I think the journey of making a game... we want to enjoy that process.

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