QUOTE | “It doesn’t matter what it will cost. If it costs too much this week it will cost the right amount a year from now.” - Oculus head of worldwide studios Jason Rubin, talking about why he’s a great believer in the future of VR despite the initial costs.
QUOTE | “Some of those sharp edges are sometimes the very thing that makes the game compelling. Games aren’t really supposed to be easy at all times.” - Former Blizzard chief creative officer Rob Pardo, talking about how to get the right balance of frustration and reward in games.
QUOTE | “We weren’t expecting this many people would buy a PlayStation 4.” - Sony’s Shuhei Yoshida, head of worldwide studios, talking about why DriveClub didn’t have enough resources because Sony didn’t expect as many players as they got.
QUOTE | “Just as the line between gamer and non-gamer has been destroyed, I think the distinction between console and mobile will become less distinct over time.” - Scopely’s Walter Driver thinks Apple TV is just one more step toward an ultimate convergence in gaming.
QUOTE | “I think one of the things that we won’t be looking to do very soon is World of Dancing Unicorns.” - Wargaming’s head of EU marketing Keith Anderson, talking about what new games Wargaming will and will not be working on.
QUOTE | “I think some of that was predictable and preventable. If I’m just honest I would say that.” - Former Xbox exec Robbie Bach, talking about the initial problems the Xbox One had that have since improved.
QUOTE | “If you’re a gamer and you have high end graphics cards – I don’t want to stereotype – but you’re probably not the kind of person who cares about fashion.” - Oculus founder Palmer Luckey, talking about why VR is not a fad like 3D TV.
QUOTE | “They were sparring, with a little braggadocio, a little machismo, in a very immature way. Our employee said something he shouldn’t have said. It’s embarrassing.” - Kabam SVP Steve Swasey, explaining why competitor Machine Zone is suing Kabam over trade secrets.
QUOTE | “I believe that it is very difficult to immediately build up a big IP.... you need at least three games before you can tell whether an IP is going to be really successful or not.” - Square Enix president Yosuke Matsuda, explaining his Law of Third Titles for AAA games.
QUOTE | “There is always the person who’s got to stand on the sand castle, they must crush it. That’s their way of relating to that. It’s typically a less sophisticated mind.” - Gearbox CEO Randy Pitchford, talking about the people who have complained about the company’s games.
QUOTE | “We can’t just be a company that’s only about gigantic big things.” - EA’s Patrick Soderlund, EVP of EA Studios, explaining why the company is working on games like Unravel.
QUOTE | “Now the reality settles in. We have to deliver, we have extra pressure, and the team has too, but it’s a good pressure.” - Sony’s president of worldwide studios Shuhei Yoshida, talking about how they felt after announcing The Last Guardian at E3.
QUOTE | “There is no doubt in my mind that Bethesda is the clear ‘winner’ of this E3.” - ICO CEO Thomas Bidaux, analyzing the media coverage of E3 and finding Fallout 4 had more than 3500 articles, with Final Fantasy VII in second place with a little over 2000 articles.
QUOTE | “It’s not worth paying for Paris Hilton.” - EA Mobile’s general manager Bill Mooney, explaining why not all celebrity brands are worth licensing for mobile games.
QUOTE | “At that point, we’re asking people to part with their money, and they should not be getting a broken product.” - Tripwire VP Alan Wilson, explaining why he thinks Steam’s Early Access program is being abused by some developers.
QUOTE | “You look at the relatively thin field at the top and we’ve sort of died and gone to heaven in terms of the opportunity.” - Take-Two CEO Strauss Zelnick, explaining that they see themselves as #3 out of only four companies making AAA games.
QUOTE | “I think the old publishing model has died, where it’s just a bunch of suits and they’re doing marketing. It’s changed dramatically.” - Stardock CEO Brad Wardell, explaining why developers need a full partner to help bring games to market.
STAT | $3.7 million – Amount of revenue Mixi’s mobile game Monster Strike made per day last quarter, according to the company’s earnings report; that’s an increase of 829% in revenue over the previous year’s quarter.