Game developer quote thread

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"Sniping is cancer."
-Michael Condrey (Sedgehammer Games)


Septy | Mythic Inconceivable!
 
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See you Cowgirl,
Someday, somewhere
"If I fired up a video right now and showed you the emotes, you would throw money at the screen."


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I love you, son.
It just works.


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"I've always felt that 'game over' is a state of failure more for the game designer than from the player."

-David Cage


V | Mythic Inconceivable!
 
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Just message me.
Vien 'Quitonm#1598 is my discord
"We fucked your halo up fam"


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I love you, son.
"I've always felt that 'game over' is a state of failure more for the game designer than from the player."

-David Cage
David Cage is a failure of the game designer.


 
Jono
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Goodness gracious, great balls of lightning!
"Armor Lock is insane! It's super powerful! I love it!"

"I pick up the sniper rifle and I'm like 'This is it. This is totally happening. I'm about to rain death on the plebeians that I work with.'"

- Luke Smith circa 2010



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"Armor Lock is insane! It's super powerful! I love it!"

"I pick up the sniper rifle and I'm like 'This is it. This is totally happening. I'm about to rain death on the plebeians that I work with.'"

- Luke Smith circa 2010

oh my god is that legit?


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A flower which blooms on the battlefield
Seamless


 
Jono
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Goodness gracious, great balls of lightning!
"Armor Lock is insane! It's super powerful! I love it!"

"I pick up the sniper rifle and I'm like 'This is it. This is totally happening. I'm about to rain death on the plebeians that I work with.'"

- Luke Smith circa 2010

oh my god is that legit?
Watch the Halo Reach Carnage Carnivale ViDoc. Alot of cringy lines are said in that video by the Bungie devs.


GAMERG0D | Ascended Posting Frenzy
 
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"Sniping is cancer."
-Michael Condrey (Sedgehammer Games)
really?


Anonymous (User Deleted) | Legendary Invincible!
 
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"I've always felt that 'game over' is a state of failure more for the game designer than from the player."

-David Cage
David Cage is a failure of the game designer.
He's kinda right though. In plenty of games, 'game over' is just 'let's just hit rewind and try that again'. At least some GOTY games like Dark Souls or waaaaay back to like, World of Warcraft, change things up by giving you a new objective. WoW popularized what's known as a 'corpse run', where you have to find your body again to retrieve the stuff you lost in your previous life. It at least gives some sort of meaning to dying.

Or, you know, a game like Heavy Rain where death is permanent and the story goes on without that character. It's a shit ton of work to do it right, but it's something worth pursuing IMO. (If we also consider GTA's 'Busted' screen a failure, Heavy Rain actually improves on that too, by having a special scenario play out if a certain character gets arrested--and another character has to defuse it.)

It'd be pretty crazy to have a branching Halo 5 storyline where failing or dying as Chief means someone else (such as Locke) has to take up the mantle (no pun intended) of responsibility, and it changes Halo 6's story accordingly. Or, like, Mass Effect perhaps, where ME3 is drastically different if Shepard dies. It'd raise the stakes and force the player to live with their failure, and just be pretty goddamn great if the writers could ever do it justice.


Girl of Mystery | Mythic Unfrigginbelievable!
 
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A flower which blooms on the battlefield
It'd be pretty crazy to have a branching Halo 5 storyline where failing or dying as Chief means someone else (such as Locke) has to take up the mantle (no pun intended) of responsibility, and it changes Halo 6's story accordingly.
Halo isn't set up to be a branching universe though. It's designed to follow a singular path.


Anonymous (User Deleted) | Legendary Invincible!
 
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It'd be pretty crazy to have a branching Halo 5 storyline where failing or dying as Chief means someone else (such as Locke) has to take up the mantle (no pun intended) of responsibility, and it changes Halo 6's story accordingly.
Halo isn't set up to be a branching universe though. It's designed to follow a singular path.
I know ;_;

I mean, I do like Halo being linear, but still.


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"If I fired up a video right now and showed you the emotes, you would throw money at the screen."
And they did. Destiny The Taken King Legendary Edition and Silver for Destiny were the top selling items on PSN, and they might still be. I think it's also selling quite a bit on the X1 too.


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"Sitting on pegs is my favorite pastime."
-Deej


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the one true God is Doctor Doom and we should all be worshiping him.
"I've always felt that 'game over' is a state of failure more for the game designer than from the player."

-David Cage
David Cage is a failure of the game designer.
He's kinda right though. In plenty of games, 'game over' is just 'let's just hit rewind and try that again'. At least some GOTY games like Dark Souls or waaaaay back to like, World of Warcraft, change things up by giving you a new objective. WoW popularized what's known as a 'corpse run', where you have to find your body again to retrieve the stuff you lost in your previous life. It at least gives some sort of meaning to dying.

Or, you know, a game like Heavy Rain where death is permanent and the story goes on without that character. It's a shit ton of work to do it right, but it's something worth pursuing IMO. (If we also consider GTA's 'Busted' screen a failure, Heavy Rain actually improves on that too, by having a special scenario play out if a certain character gets arrested--and another character has to defuse it.)

It'd be pretty crazy to have a branching Halo 5 storyline where failing or dying as Chief means someone else (such as Locke) has to take up the mantle (no pun intended) of responsibility, and it changes Halo 6's story accordingly. Or, like, Mass Effect perhaps, where ME3 is drastically different if Shepard dies. It'd raise the stakes and force the player to live with their failure, and just be pretty goddamn great if the writers could ever do it justice.

Except he didn't do anything like that. Instead, he decided to remedy the 'problem' by making it completely impossible for the player to lose. You can play through BTS without pressing a single button during the action scenes and still win.


Anonymous (User Deleted) | Legendary Invincible!
 
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"I've always felt that 'game over' is a state of failure more for the game designer than from the player."

-David Cage
David Cage is a failure of the game designer.
He's kinda right though. In plenty of games, 'game over' is just 'let's just hit rewind and try that again'. At least some GOTY games like Dark Souls or waaaaay back to like, World of Warcraft, change things up by giving you a new objective. WoW popularized what's known as a 'corpse run', where you have to find your body again to retrieve the stuff you lost in your previous life. It at least gives some sort of meaning to dying.

Or, you know, a game like Heavy Rain where death is permanent and the story goes on without that character. It's a shit ton of work to do it right, but it's something worth pursuing IMO. (If we also consider GTA's 'Busted' screen a failure, Heavy Rain actually improves on that too, by having a special scenario play out if a certain character gets arrested--and another character has to defuse it.)

It'd be pretty crazy to have a branching Halo 5 storyline where failing or dying as Chief means someone else (such as Locke) has to take up the mantle (no pun intended) of responsibility, and it changes Halo 6's story accordingly. Or, like, Mass Effect perhaps, where ME3 is drastically different if Shepard dies. It'd raise the stakes and force the player to live with their failure, and just be pretty goddamn great if the writers could ever do it justice.

Except he didn't do anything like that. Instead, he decided to remedy the 'problem' by making it completely impossible for the player to lose. You can play through BTS without pressing a single button during the action scenes and still win.
See, I never played it yet >.> But I know for a fact that Heavy Rain was nothing like that.

He still has a valid point either way.


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Rub my belly


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The angel agreed to trade a set of white wings for the head of another demon. Overjoyed, the demon killed one of his own and plucked the head right off its still-warm body.

The angel then led the demon to heaven, where he underwent centuries of the cruelest tortures imaginable. Finally, the pain was so great that he lost consciousness - at which point his dark wings turned the promised shade of white.
'When its done' is a great release date and more devs should do it.


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Ender
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"But once you recognize the secret reason for her exposure, you will feel ashamed of your words & deeds."

- Kojima


 
 
Mr. Psychologist
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<.<
"But once you recognize the secret reason for her exposure, you will feel ashamed of your words & deeds."

- Kojima
Ah yes, that was hilarious.


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Girl of Mystery | Mythic Unfrigginbelievable!
 
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A flower which blooms on the battlefield
"I've always felt that 'game over' is a state of failure more for the game designer than from the player."

-David Cage
David Cage is a failure of the game designer.
He's kinda right though. In plenty of games, 'game over' is just 'let's just hit rewind and try that again'. At least some GOTY games like Dark Souls or waaaaay back to like, World of Warcraft, change things up by giving you a new objective. WoW popularized what's known as a 'corpse run', where you have to find your body again to retrieve the stuff you lost in your previous life. It at least gives some sort of meaning to dying.

Or, you know, a game like Heavy Rain where death is permanent and the story goes on without that character. It's a shit ton of work to do it right, but it's something worth pursuing IMO. (If we also consider GTA's 'Busted' screen a failure, Heavy Rain actually improves on that too, by having a special scenario play out if a certain character gets arrested--and another character has to defuse it.)

It'd be pretty crazy to have a branching Halo 5 storyline where failing or dying as Chief means someone else (such as Locke) has to take up the mantle (no pun intended) of responsibility, and it changes Halo 6's story accordingly. Or, like, Mass Effect perhaps, where ME3 is drastically different if Shepard dies. It'd raise the stakes and force the player to live with their failure, and just be pretty goddamn great if the writers could ever do it justice.

Except he didn't do anything like that. Instead, he decided to remedy the 'problem' by making it completely impossible for the player to lose. You can play through BTS without pressing a single button during the action scenes and still win.
See, I never played it yet >.> But I know for a fact that Heavy Rain was nothing like that.

He still has a valid point either way.
you can't get a game over in heavy rain


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Spoiler
Rocketman X A Velociraptor best OTP


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"We're basically doing what ubisoft does, but people still like is for some reason."
-Todd Howard


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"Master Chief is still very much the hero of Halo 5. Play time between Osiris and Blue Team is 50/50" -Frank O'Connor


Girl of Mystery | Mythic Unfrigginbelievable!
 
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A flower which blooms on the battlefield
"Master Chief is still very much the hero of Halo 5. Play time between Osiris and Blue Team is 50/50" -Frank O'Connor
The only thing he lied about was the split