Freshness is important. If a game is fresh, new, intriguing, challenging, and enchanting, it will sell, and sell well.
Shelf-life for a regular video game usually is about three to five years, and that's it.
We want to get to a point where Twitter highlights lead to purchase of a live game
I think the power of the platforms is outstripping the size of the audience. We can't charge $150 for a game. And when the best-selling game of all time has sold only 20 million copies at $60, do the math!
It's a good thing Doom 3 is selling very well.
On open platforms like PC, Mac, and Android, Epic's goal is to bring its games directly to customers.
I've never been on the cover of a game. When people go into the store and see me on the cover of a game, maybe that will entice them to buy it.
If we look at 'Borderlands,' I can't honestly say that there is anything about how well the game sold that I'm disappointed about.
Each time you buy a used game, this is money that doesn't go into the pocket of the people that took the risk to create this, to finance it, to develop it.
The reason our games generate so much revenue is because we're stupid enough to charge $60 for a box or $50 for a download or something. You need used games because most people can't afford those prices.
I don't think 'Call Of Duty: Black Ops' sells 25 million plus copies and makes of a billion dollars because of their great storytelling. It's the multiplayer aspect of that type of game, where people get together to shoot each other and have fun. And it's very much gameplay; it's like 'Gran Turismo' or one of these racing games.
With the players Madden is definitely king and that's probably why it's been one of the top selling games all these years and will probably continue to be.
People will buy hardware just to buy a single game if the game is really compelling.
It's nice to have a game that sells a million copies.