Your game industry in your words: Week of April 20

Gamasutra highlights choice quotes from industry figures such as Nintendo's Koichi Hayashida, Chair Entertainment's Donald Mustard, Queasy Games' Jon Mak, and many others in our weekly roundup.
[Gamasutra highlights choice quotes from game industry figures such as Nintendo's Koichi Hayashida, Chair Entertainment's Donald Mustard, Queasy Games' Jon Mak, and many others.] In our original and exclusive interviews, analysis, and feature pieces over the past week, a wide variety of developers, publishers, and indies shared their thoughts on the role of game designers, letting players create and share things in your games, Nintendo's WiiWare platform, and more. This Week's Noteworthy Game Industry Quotes "My instincts say that the shooter genre is at a very important fork in the road. It can continue to go down the same linear, blockbuster path or it can take a different approach." - Lightbox Interactive president Dylan Jobe on taking a different approach with Starhawk "We need to be constantly looking at the wheel and saying, 'Is it a wheel yet?'" - Chair Entertainment Donald Mustard on the role of game designers "Nintendo isn't a good platform for developers." - Beamdog's (MDK2 WiiWare port) Trent Oster criticizing Nintendo's Wii and WiiWare service "We just decided we were going to make a hardcore iOS [game] and fuck the casual exploitative games." - Paul Wedgwood, CEO at Bring developer Splash Damage "It's sad to go through your whole life without having the feeling of creating something and then getting to show people." - Queasy Games' Jon Mak (Sound Shapes) "I do think it's really important to decide on a core concept in level design." - Super Mario 3D Land director Koichi Hayashida sharing the secret to Mario level design "Jack recognized that entertainment is one of the pillars of computing – which it remains today." - Commodore veteran Michael Tomczyk remembering personal computer industry legend Jack Tramiel, who passed away last week "Funny story in Darksiders 1 is, we did a usability test and they hated everything about the game -- they hated the story, they hated the character, they hated the art, they hated it all." - Vigil Games studio GM David Adams explaining how usability tests can trick developers "Do not simply assume that 'things will work out' because the other party has a good reputation, is a friend, had a big revenue share, etc." - Spry Fox CEO David Edery on the complexities of revenue sharing The complete versions of these in-depth articles, as well as other insightful pieces, are all available in Gamasutra's pages for Exclusive items and Features.

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