Quote of the Day
“[…] eventually you end up with a game that’s designed more like a slot machine than half-life 2.” – Notch, on F2P games
More »“[…] eventually you end up with a game that’s designed more like a slot machine than half-life 2.” – Notch, on F2P games
More »“Gold farming is one of those things that make you want to quit writing science fiction because you could never think up something that weird.” – Neal Stephenson in his GDC Online 2011 keynote, according to Kotaku
More »“The biggest reason they matter is that they [pointless details] are the gears that make emergent behavior possible. But another important reason is that they’re memorable. Interesting. Quirky.” – Eric, at Elder Game
More »“People can buy free-range chickens and baby bottles with no carcinogens. I want to buy games without lawyers.” – Klepsacovic
More »“Facebook games are invariably free to play. “Free to play” is a clever little phrase which masks the idea that they are possibly not free to enjoy.” – Tim Rogers
More »“The current Design challenge in games…Understanding that Quantity of information from users is not the same as Quality information from users.” – Paul Barnett, Bioware on Google+
More »“No. I am legitimate. The only thing I looked up is that I couldn’t find the last two golden watermelons in the Rio version. I couldn’t find them. I was like, ‘Where are the watermelons?!’” – Yvonne Strahovski, on collider.com
More »“My complaint isn’t really with multiplayer. It’s with the fact that I can’t stand teenage dipshits.” – John “CheeseDavid” Wong at cracked.com Apparently I’m not too old for video games just yet. Getting there though, some of those points hit pretty close to home. (Then again, the author seems to be mostly a console gamer.)
More »“So if I am not overly enthused about player democracy in games, it’s because I know that I am in a minority and I don’t trust the majority to vote with my interests in mind. It makes me glad that there are devs who won’t give them the option.” – Spinks
More »“It’s easy to imagine that a system like this [the one in Skyrim] in Oblivion or Fallout could have shaved hours off the average player’s actual game-time. As it is, it saves valuable seconds in my hands-on, and seconds are my currency today, so thank you to whomever at Bethesda designed the inventory.” – Tom Bramwell, Eurogamer
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