Getting the player emotionally involved is the holy grail. We try to make players forget they're playing a game. We want them to live the experience and suspend disbelief.
I think the thing I took most from game playing was just getting in the characters head. I took it really seriously. There's something about creating your character.
The point of view is the biggest problem with games, because what we play must be clearly presented in the best way for me to have an immersive game experience.
Accessibility is key. MMOs are great for traditional gamers who have a lot of time to become immersed in a world, but the mass market wants things bite-sized.
There's a theory in gameplay, particularly in first person shooters, that sometimes you don't want to have that much of a character because then it destroys the experience of the player being that character.
The thing I really liked about the early 'God Of War' games was the idea that from the menu screen it felt like you went right into the game.
A game like 'Myst' may be a gorgeous slide show that preserves its beauty at the expense of speed. A game like 'Doom' sacrifices almost everything for action. But the eye soon adjusts: the degree of detail more than adequately conveys infinite claustrophobic labyrinths populated by howling monsters.
I think it's definitely beneficial for these characters to have good acting voices behind them and it affects the characters in a way that people can feel like they're part of the game and that they know these characters.
I pray if I ever find out I have only about three minutes to live it's during a basketball game, because then I'll have, what, 10, 12 years to live?
Take the hardcore gamers. The characters are way more real in the world of hardcore gamers who have played the game for hundreds of hours. They have the movie in their heads, they've built it on their own. These guys are always very disappointed in the movies.
I must continue to work hard in training. I need to think more like a goal scorer; sometimes I get so immersed in the game because I love general play so much.
More than just music, the splash of water or a lone footstep can put you in the moment. Sound is just another tool in the developer's toolbox to draw the player further into the game.
It is really hard to make it convincing enough that you forget you are playing a video game.
You can't emulate a game until you're in a game.
Tennis's beauty's infinite roots are self-competitive. You compete with your own limits to transcend the self in imagination and execution. Disappear inside the game: break through limits: transcend: improve: win.