TS

Tim Schafer

34quotes

Quotes by Tim Schafer

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In the future, we will play games while floating naked in a tank of warm, sensory-depriving gelatin. Games will be distributed chemically, into the gelatin, and absorbed into the player's skin. The gelatin will be Lingonberry-flavored, and the games will encourage good citizenship.
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We want playing our games to entertain people on many different levels. Deeper down, I want to make a connection with the player, and it's the way, to me, of saying to the person playing the game that they're not alone in the world.
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I think I just have an idea in my head about how big an adventure game should be, so it's hard for me to design one that's much smaller than Grim Fandango or Full Throttle. There's just a certain amount of scope needed to create a complex puzzle space and to develop a real story. At least with my brain, there is.
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I think every company is set by who founded it and who's in charge.
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Death makes sad stories of us all.
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Oh yeah - you have to write every day. Or every weekday. Because writing is a job. It's not eureka moments over and over. It's grueling work, panning for gold. You just keep at it and eventually you get a few grains. Or flakes. Or whatever gold looks like in rivers. Or maybe it's like fishing. Who cares? You just have to do it every day because you never know which day is going to be your productive day.
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When you have a programmer-founded company it often gets really techy, if you have a producer or a business-person, it all really sets the flavor of the company, just the priorities and the way you deal with everything.
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I've always seen this overlap between medieval warfare and heavy metal. You see heavy metal singers and they'll have like a brace around their arm and they'll be singing about Orcs. So let's just make a world where that all happens. That all gets put together, the heavy metal, and the rock, and the battling, actually does happen. Let's not flirt around with this let's just do it.
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I've always been a proponent of the idea that technology doesn't matter to game design. The example I always like to point out is 'Tetris,' one of the greatest games ever made.
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When I'm playing 'Rock Band,' I'm like, 'Man, someday, later on in life when I'm a famous rock star...' Which gets a little harder to convince myself of as I reach middle age, but it still happens a lot.
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