- I have said before that I make games because of my personality, who I am. I am fortunate enough (or unlucky, depending on how you look at it) to have a wide array of talents, and little patience for repetitive tasks and mendacity. Because of that, I enjoy a job which demands constant context-switching, moving from one discipline to another, confronting difficult problems in writing, art, music, math, sociology, psychology, and so on.(¶óÇÁ ÄÚ½ºÅÍ)
- There is no real "ideal game" for the world. There are ideal games for individuals, and those will be the ones that keep the player operating at the peak of their ability whilst teaching them new things, especially new things that they are perhaps not necessarily talented at or trained in. That's the real value that games can bring to the table--they can teach in ways that schools cannot.(¶óÇÁ ÄÚ½ºÅÍ)
-I want to make a positive difference in the world--fun is one such positive difference. I want to create understanding between people.(¶óÇÁÄÚ½ºÅÍ)
- I¡¯m not quite sure what the question means, so I apologize if my answer goes in the wrong direction. The games I keep, I keep because I hope to play them again.(Åè ½½·ÎÆÛ)
It is all of those. It is an entertainment that can aspire to art. It is a fantasy created with technology, but it is one with real implications for our lives.(¶óÇÁÄÚ½ºÅÍ)
I have to be practical about games, because I am not only a designer but also a producer. Games are entertainment. There are artistic, emotional, and technical concerns as well, but in the end the purpose of a game is to amuse, entertain, and provide enjoyment. Mental stimulation is an important part of this particular type of entertainment.(Åè ½½·ÎÆÛ)
Ç×»ó »ý°¢ÇÑ´Ù. º»´ÉÀ¸·Î »ý°¢ÇÑ´Ù. ÀáÀçÀǽÄÀ¸·Î ±× ³»¿ëÀ» Á¤¸®ÇÏ°í ã¾Æ³ª°£´Ù. ±×¸®°í ¹º°¡¸¦ ÇØ¾ß ÇÑ´Ù ´À³¥ ¶§ ±× Á¤¸®µÈ ¼¶øÀ» µÚÁ® Á¶°¢À» ¸ÂÃß¾î ³ª°£´Ù.(±è±¤»ï)
If I could explain it, I would. The trick to creativity, I think, is that it's not about originality. It's about old ideas bumping into other old ideas in new, unexpected ways. To encourage that, the best thing to do is to get exposed to ideas, as many and as different ones as you can. Falling into a rut with your mental exercise, your reading, your watching, your cultural experience, is the easiest way to end up uncreative.(¶óÇÁÄÚ½ºÅÍ)
I consider the audience for the game. I think about how to make the experience as enjoyable as possible for the audience. I also think about the needs of the publisher or licensed property. Usually the publisher already knows what they want out of a game – so I develop the idea from there.(Åè ½½·ÎÆÛ)
º¸´Ù ÀϹÝÈµÈ ¹®ÈÀû ÄÚµå¿Í Àß ´Ùµë¾îÁö°í ±ò²ûÇÑ ¸¶¹«¸®¶ó°í »ý°¢ÇÑ´Ù. ±×¸®°í °Å±â¿¡ Çѱ¹°ÔÀÓÀÇ Æ¯Â¡À̶ó°í ÇÒ¸¸ÇÑ °íÀ¯ »ö±òÀÇ ¹«±â¸¦ ã¾Æ¾ß ÇÑ´Ù.(±è±¤»ï)
I¡¯ve seen so many ¡°revolutions¡± since 1979 when I started working in this industry, this one doesn¡¯t seem very revolutionary. Except perhaps the new Nintendo controller – that is ¡°Revolution¡±ary¡¦ (^_^). I look forward to mobile headset games someday, and this new controller suggests this future vision.(Åè ½½·ÎÆÛ)
¹«¼±À» ÅëÇÑ Áï¼®/½Ç½Ã°£ ÀÌÁ¾ ´Ü¸» ¿¬°á°ú À¯¹«¼± ¿¬µ¿, »õ·Î¿î ÇüÅÂÀÇ °ÔÀÓÀÇ Ã¼°¨¹æ½Ä, ÀÔ·Â ¹æ½Ä µîÀÌ ³ª¿Ã °ÍÀ̳ª ±Ùº»ÀûÀ¸·Î ±â¼úÀû Å« ÁøÈ´Â ´çºÐ°£Àº ¾øÀ¸¸®¶ó »ý°¢ÇÑ´Ù.(±è±¤»ï)
The future is procedural. The days of handcrafting are coming to an end, because nobody can afford the handcrafting of everything to the bar that is being demanded by the new hardware(¶óÇÁÄÚ½ºÅÍ)
Wireless. People should be able to play multi-player games anywhere (even on the subway train).(Åè ½½·ÎÆÛ)
°ÔÀÓÀÌ °³¹ßÀÚÀÇ ¼ÕÀ» ¶°³ª±â ½ÃÀÛÇß´Ù´Â °ÍÀ» ÀǹÌÇÏ¸ç º¸´Ù ÀϹݷÐÀûÀÌ°í »õ·Î¿î À§Ä¡·Î½á °ÔÀÓÀÌ ÁøÈÇϱ⠽ÃÀÛÇß´Ù°í »ý°¢ÇÑ´Ù. ±âȸ°¡ µÇ¸é e½ºÆ÷Ã÷¸¦ ÀüÁ¦·Î ÇÑ °ÔÀÓÀ» °³¹ßÇÒ »ý°¢ÀÌ´Ù.(±è±¤»ï)
I¡¯m not a sports fan, so I¡¯m not well suited for designing sports games. If assigned to produce a sports game, that¡¯s another matter.(Åè ½½·ÎÆÛ)
±×µéÀº 30³â ÈÄÀÇ ±â¼º¼¼´ëÀÌ´Ù. ¾ÆÁ÷ ¸ð¸¦Áö ¸ô¶óµµ ºÐ¸í 30³â ÈÄÀÇ ±× ¿µÇâÀº ÃàÀûµÇ¸®¶ó º»´Ù.
(´äÀ» Àû´Â º»ÀÎ ¿ª½Ã 20³â ÀüÀÇ ¸¸È/¾Ö´Ï¸ÞÀ̼ÇÀÇ ¿µÇâÀÌ ±²ÀåÈ÷ ÄÇ´Ù)(±è±¤»ï)
It has a lot of influence and in many different ways. People learn things like organization, responsibility, and coordination from playing in guilds and doing castle sieges. They learn web design when they run their guild. They study statistics when they search for optimal equipment. These are all real impacts. They also provide an entertainment, an escape, and that isn't something to denigrate. Throughout history, stories and fantasy and entertainment have served as bother refuge for us, and as a powerful tool for learning, for continuity, for human development.(¶óÇÁÄÚ½ºÅÍ)
It has more of an impact on Korean society than American society at present (the ¡°virtual world¡± is more widespread in Korea). It has an impact in America, though – some people who are addicted to virtual societies have had divorces, and negative impacts on their children have resulted.(Åè ½½·ÎÆÛ)
I think that we need to take our art and our craft seriously. What we do has a real impact on people. We need to be aware of what those impacts are, and use this powerful medium for good. I also think that we should avoid doing things with our medium that then result in damage to the entire industry. It's easy to create a reprehensible game and hide behind notions of freedom of speech, and thus jeopardize the freedom of the entire industry.(¶óÇÁÄÚ½ºÅÍ)
I am responsible to provide healthy entertainment, or to at least make sure that my games do not promote unhealthy behaviors(Åè ½½·ÎÆÛ)
I try to stay in touch via online forums and blogs as much as I can. Losing sight of what the audience is playing and what they enjoy means that you lose sight of what games are being played today. You have to be able to put yourself in other people's shows.(¶óÇÁÄÚ½ºÅÍ)
I have an easy-to-find website where I answer questions. People often email me with questions or just comments about my games that they¡¯ve played.(Åè ½½·ÎÆÛ)
Right now, the US seems to be a hardcore gamer's haven, with fewer wacky ideas and original concepts being tried out. We see Japan being highly innovative, but many of the more adventurous ideas don't necessarily find market acceptance worldwide. Over time, everyone needs to move towards a healthy ecology of gamers that includes hardcore players of all styles. I don't think we'll ever see regional styles going away, but as the gaming audience develops, it'll come to embrace a wider array of types of games.(¶óÇÁÄÚ½ºÅÍ)
Already, the profession of game developer seems to be one of the most desired jobs among youth. I am not sure we need to do anything to make it more appealing, other than make sure that the best minds don't burn out from a lack of creativity or challenge in their roles once they are working in the industry.(¶óÇÁÄÚ½ºÅÍ)
We are in control of who we hire to work with us. We can and should hire the best. There are a lot of bright, talented, hard-working people out there. There is no ¡°supply and demand¡± problem.(Åè ½½·ÎÆÛ)