Xbox One is a Games Console


“Microsoft has said that it wants to make the Xbox One an entertainment center. If it was dubbed the ultimate gaming machine at this point, Microsoft would lose the attention of general media. This way, they are grabbing mainstream attention first and can focus entirely on gamers at E3. After that they’ll have both in their grasp. The Xbox is and has always been a gaming platform, and I don’t see that changing with the Xbox One.”

Avalanche’s Christofer Sundberg defends Microsoft’s reveal strategy. (Edge)

Troubles After Journey


“The company was at the most dangerous time when we finished Journey…We didn’t know where the money was coming from, and we couldn’t afford everybody from that point on until we found the money – we basically went into hibernate mode. We had vacation for everybody for a couple of weeks and then we just let go of most of the people, because we couldn’t pay salary.”

Jenova Chen on the days following the completion of Journey. (Edge)

Where People Get Stuck


“It’s really hard to get players to look at something if there’s no flashing arrows or enemies shooting at them. But I think you can do it by play-testing. You see where people get stuck, you make some changes then you try it again next week. There’s no magic just a lot of little improvements.”

Giant Sparrow’s Ian Dallas on The Unfinished Swan (Edge)

PlayStation 4 and the Living Room

Credit: 4Gamer

Credit: 4Gamer

“In terms of the ‘war for the living room’, we have no intention of abandoning that approach. After all, Sony is a company that has a long history of making audio-visual products that are designed for the living room, so this is a natural course for us. If anything it’s the other companies that have changed course by moving into this space.”

Sony’s Shuhei Yoshida talks PlayStation 4 strategy. (4Gamer via Edge)

Molyneux Talks New Consoles


“I don’t want another way of looking at Facebook. You know, I’ve got all the ways of looking at Facebook. I don’t want another way of looking at Netflix. Just give me what I’ve paid my £299 for, and that is to play amazing, incredible computer games.”

Peter Molyneux on the new Xbox (Edge)

For Gamers, Bigger Isn’t Better


“The bigger companies think about their production people purely as production people, rather than the people that can best sell the games to fans. They have different people that are attempting to sell it, and there is something about that that feels a little disingenuous. In my case, I get to build it and then sell it.”

Andy Schatz, maker of Monaco, on working directly with gamers to improve the game. (Edge)

Curiosity: The End is Near


“If it goes at the same rate as it has at its height [to date] then we’ll be going through about ten layers a day – that means it’ll be all over in five days. If it goes at the same rate that it is at the moment – one layer a day – it’s going to take fifty days.  It shouldn’t be too much longer but it really depends on how many people come back on to the cube.”

Peter Molyneux on the end of the Curiosity Cube (Edge)

Shuhei Yoshida on PS4


“It’s not easy to make a system that “just works”. We’ve been criticised all the time for people having to wait to download patches, or for firmware updates, and we are gamers as well so we know exactly what people have to go through on PS3. So we wanted to really make it a focus so that our developers in Tokyo and the US who work on system software and such features were really thinking about some of these experiences.”

Shuhei Yoshida on designing PlayStation 4 (Edge)

You Were Clubbing a Skeleton


“We wanted to do an RPG how we’d played Dungeons & Dragons as kids: hit monsters and gain loot. Our mission was that we wanted the minimum amount of time between when you started the game up to when you were clubbing a skeleton.”

Max Schaefer recalls the making of the original Diablo. (Edge)

People at the Top


“We’re used to that sentiment. I’ve been having lunch with different guys in the indie community in Toronto and I think they assume by default that [because] you’re working at a big company you don’t care about innovating, you’re churning things out or that the people at the top don’t care about gamers or whatever… it’s interesting because I think everyone who’s in games is trying to innovate and has ideas. Of course you never think of yourself as being the corporate person.”

Ubisoft Toronto boss Jade Raymond. (Edge)