SMARTBOMB: The Quest for Art Review
Jeremiah explores a dynamic book that taps into how gaming has grown into a popular subculture.
Article by Jeremiah Conlon (Email)
February 13th 2006, 07:50PM
"Photo-realism is not the only means of improving the game experience. It's just one." -- Satoru Iwata
"Of the roughly one hundred games a given publisher may have in development at any given time, the vast majority are sequels; celebrity vehicles; or licenses of popular movies, TV show, and books. For example, only about 16 percent of Electronic Art's fare is original, meaning neither a sequel nor a game based on already existing, licensed properties." – Smartbomb
"There are a lot of communities in real life that are artificial, that are just aggregations of people who don't really have a shared interest, a shared stake in things. Can you name eight of your neighbors? But one of the things that happened with the Internet was a new kind of trivialization, where people are finding themselves online, saying, ‘Oh, here's my real community.'" -- Raph Koster
"When people ask Miyamoto-san about the fierce competition among videogame companies, Miyamoto often closes his eyes for a moment, before explaining politely, that this is a question that exists only in the minds of journalists and analysts. The real question of game design, he insists, is one of competition with oneself to come up with new ideas no one has thought of before." – Smartbomb
"Dude, you've got to take your old-school sensibilities and move them into the new school of what it takes to make a game in 2004!" -- Cliffy B., commenting on Miyamoto