In any case, 'Nier: Automata' is not a perfect game. But I am proud of everything in it.
You don't really want to talk about 'Duke' in terms of, how many levels are there, how many guns does it have, how many monsters… It's got everything it needs in terms of that, but it's always been about the experience.
Online games for data-mining have a short virtual shelf life. People get bored, especially if the game seems stagnant.
As successful as 'Borderlands' is and as much fun as everyone is having going after all the loot and finding and using all the weapons in the game, I often think that we really missed the mark by only doing 87 bazillion guns.
Game Over is a very frustrating game convention. In short, it means, 'If you were not good enough or did not play the game the way the designer intended you to play, you should play again until you do it right.' What kind of story could a writer tell where the characters could play the same scene ten times until the outcome is right?
Actually, multiple playthroughs and deleting save files are things that other games have done, so I don't see myself as a forerunner of those elements in the game.
When I perform on stage, you have to remember my performance or buy another ticket to the party! In television and film, you can see it over and over again.
It takes sometimes years in the market to get the tuning to the right place where your game is as compelling at level 100 as it was at level 10.
The consumer likes having a brand-new experience and reliving it over and over again. If you create the right type of experience, that also happens in video games.
I personally believe that more and more players think that 10 hours is the right kind of play time for a game.
I like games that are complex - the deeper you get into the game, the more there is to learn.
Keep it simple, stupid. Good game design shouldn't keep you looking at the manual but should have enough depth where you feel like you bring something new to the game every time you play.
Inside the world of 'Devil May Cry,' we're not changing gameplay very much. We're making it more beautiful, more action-packed, and giving you a few more features, but the gameplay itself is the pretty much the same.
If the number of easy games is increasing nowadays, I guess it is because difficulty is not related to interesting and worthwhile game elements in many games among players.
As a player, you want to play a lot of games.
Games, by nature, have more plot options and non-linear qualities than TV and film.
I want games to have their own identity.
My goal is to make a player think, 'I want to reenter this world of lies tomorrow.'
Each scenario in 'Battleborn' is kind of like a TV episode, you can play them in any order, and each one has a beginning, middle, and end. And they are super replayable.
Immediate rematches or rematches in general, I don't know if they ever really do change.
Somewhere in your house is a game that could use a good beating. Pick it up. Play to the end. Get all the achievements/trophies out of it. So you've maxed out all your points. Play it again at a harder difficulty. Do something. It's startling the number of games people own but haven't beaten for one reason or another.
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.
Usually when we finish a game and we're at the end, we're sick of it. We want to put it in the box and be done with it. But with 'Borderlands,' it's actually become a productivity sink at Gearbox, because we're just having fun.
A game's concept is one of its most important assets. I feel that we must aim to satisfy both beginners and experts, and that hasn't changed since I was making 'Kirby' games.
There are different games for different people and different expectations. Sometimes you want a great story, and sometimes you don't. I don't believe we should have stories in every single game. Sometimes it doesn't matter.