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Warren Spector Quotes

Most Famous Warren Spector Quotes of All Time!

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Here's the thing: I left Ion Storm and Eidos in the spring of 2004 frankly because I felt out of place at that company.

I was an independent developer and started Junction Point in January of 2005.

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...

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...

Before I got into electronic games, I was making table-top games.

I wrote my master's thesis on cartoons!

As far as the timing, well, I'd write that off to luck as much as anything - I happened to be out looking for a development deal, and Disney happened to think my team and I might be the right...

Whether it's as the hero of an adventure story, as teacher and friend, as icon on watch, shirt or hat - everyone knows Mickey Mouse.

Everyone at Junction Point has been inspired by the creative folks at Pixar and Disney Feature Animation to make 'entertainment for everyone.'

My greatest joy is seeing parents and kids playing Disney 'Epic Mickey' together, handing the controllers back and forth, helping each other out.

Gamers are everywhere, coming in all ages and genders, and developers have grown up, too.

Finney is about the best writer of time travel stories ever, and I adore time travel stories - have to make a time travel game someday!

Ray Harryhausen's 'Sinbad' picture was the first film I remember seeing. I was two years old when it came out, and it changed my life forever. I had nightmares about dragons and stuff for years - and loved it!

It's about players making choices as they play, and then dealing with the consequences of those choices. It's about you telling your story, not me telling mine. It's about you.

The heart of the gameplay is still about choice and consequence, which is what I've been doing since the '80s.

I like Disney stuff. No-one looks at 'Toy Story' and says,' Oh, that's just for kids.' Why is it that games can only appeal to a certain audience, but movies and books - I mean, how many adults read 'Harry...

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 make M-rated games for adults, you know, with guys wearing sunglasses at night and trench coats.

I've got a PowerPoint deck that I use for internal presentations, and there's a slide on it that asks, 'What percentage of your game is combat versus exploration versus puzzle solving versus platforming,' and I refuse to answer that question.

I'm a big believer in pushing things too far and forcing people to pull you back.

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