Best quotes by Jason Schreier on Game

Checkout quotes by Jason Schreier on Game

  • To avoid long-term deleterious effects, game developers must commit to stop facilitating a culture in which crunch is the norm. The occasional long night or weekend at the office can be useful and even exhilarating, but as a constant, it is damaging.
    - Jason Schreier
  • Kickstarter can get customers invested, both literally and figuratively, in a game before it is released. With nothing but an idea, a bit of video and a few screenshots, a developer can start building a loyal fan base.
    - Jason Schreier
  • It's easy to think of a role-playing game as an amalgamation of two main components, narrative and gameplay, jammed together like pieces of a jigsaw puzzle. Sometimes, they fit together nicely; other times, they're as awkward and frustrating as that one weirdly-shaped 'Tetris' block that always falls into the gap where you need an L.
    - Jason Schreier
  • Most game developers in the United States do not receive extra compensation for extra hours.
    - Jason Schreier
  • There was once a time when 'Final Fantasy' meant greatness, when seeing Square's brand on a game box meant you were about to play something special. That time has long since passed.
    - Jason Schreier
  • Between 'The Godfather,' 'The Sopranos,' 'Goodfellas,' and the countless other mob stories that have been both critically and commercially acclaimed over the years, it's not hard to see why a game like 'Mafia Wars' works.
    - Jason Schreier
  • I think there's this tradition of a culture of NDAs that has spanned all the way back to the '70s and '80s when game developers where very paranoid about cloning and people copying one another's ideas and business sabotage.
    - Jason Schreier
  • I think there's that widespread sentiment that game developers need to be quiet unless they're talking on-message. I think that's changing a little bit; Twitter has helped, with developers sharing personal opinions on things.
    - Jason Schreier
  • I think the most insidious version of crunch is when you say, 'Hey, I'm working for this triple-A video game; I personally want it to be as good as possible, so I'm going to stay tonight until 10 P.M. to finish this feature.'
    - Jason Schreier
  • Why would it matter to anybody if a game developer talks about a project that they worked on ten years ago that was canceled? It really bums me out to think about how many of those games have been lost to time.
    - Jason Schreier
  • Amalur's user interface is designed much like a massively multiplayer online role-playing game, liberally sprinkling yellow exclamation points and markers all over your mini-map in order to show you where to quest next.
    - Jason Schreier
  • One of the successes of Kickstarter is that it takes the guesswork out of greenlighting games. Publishers of larger games have to carefully choose which titles they publish, lest they lose a bunch of money on a quirky game that doesn't sell. Kickstarter is all reward, no risk, since nobody has to pay if the project isn't completely funded.
    - Jason Schreier
  • Game ideas on Kickstarter have found loads of success, even when they're not as unusual as 'BlindSide.'
    - Jason Schreier
  • For inexperienced, small developers, getting funding from big game publishers can be a Sisyphean task.
    - Jason Schreier
  • It's impossible to know how 'fun' a game will be.
    - Jason Schreier