Life in Vita Yet


“Looking back at the performance of different consoles over the course of history, sometimes you’ve had slow starts which have been suddenly sprung into life by a number of activities. What you don’t say ahead of time is, ‘Oh this will and that will happen, and suddenly we’ll have a massive spike in sales’. It’s not the sort of thing that companies do.”

Sony Computer Entertainment Europe’s senior business development manager Shahid Kamal Ahmad. (Gamasutra)

Women in Gaming, 1983


“In my research, I turned up 15 women in positions that are not related to promotion, publicity or advertising.”

Snippet from a rediscovered article on women in game development, from 1983. Authored by Ann Kreuger. (Gamasutra)

A Certain Truth


“Unlike other forms of art, games are biased toward ideas that actually have to work. If you want to build a system that embodies some idea, well, you have to build the working system! So I would say that games are biased toward a certain kind of truth in a way that most forms are not.”

Jonathan Blow (Gamasutra)

Great PR and Gamer Feedback


“I don’t know how much, if any, Square Enix has made from the game [on PS Plus], but we have only received a lot of great PR and gamer feedback. That’s worth more than a few dollars in royalty to us at this point.”

Christofer Sundberg, founder and chief creative officer at Avalanche Studios, which received no money when its Just Cause 2 given away free on PS Plus. (Gamasutra)

Differences in Asian and Western Development


“[In Asia] if you have very good creative leadership and you say this is the direction I want to go – we want this color blue. I’m just using blue as an example. Nobody is going to question if that blue is going to be the right blue. What I find the biggest challenge in Western companies is every single person, down to the individual artist, will feel that blue is not the right blue. So, more than half the energy, when creating game in the West is corralling cats, trying to convince them why this blue is the right blue. Don’t question the blue, please.”

Chinese-American developer Richard Tsao, head of Ubisoft Chengdu talks cultural differences. (Gamasutra and Siliconera)

Hundreds of Replays


“One of the most common issues reviewers and players have with FTL is repetition of events. Even with a writer working for six months prior to release, we couldn’t create the variety we wanted. While text is perhaps easier to create and integrate into a game than unique animations and art, it’s hard to pump out the sheer volume needed to keep it fresh for hundreds of replays. Perhaps our time would have been better spent finding ways to make common events more compelling rather than adding tons of unique events that lose their impact after the first encounter.”

FTL’s Justin Ma and Matthew Davis take a look back at one of the year’s best games in a Post-Mortem. (Gamasutra)