Tim Schafer
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Tim Schafer
Timothy John "Tim" Schaferis an American computer game designer. He founded Double Fine Productions in July 2000, after having spent over a decade at LucasArts. Schafer is best known as the designer of critically acclaimed games Full Throttle, Grim Fandango, Psychonauts, Brütal Legend, and Broken Age and co-designer of The Secret of Monkey Island, Monkey Island 2: LeChuck's Revenge and Day of the Tentacle. He is well known in the video game industry for his storytelling and comedic writing style...
NationalityAmerican
ProfessionBusinessman
Date of Birth26 July 1967
CountryUnited States of America
In the future, we will play games while floating naked in a tank of warm, sensory-depriving gelatin. Games will be distributed chemically, into the gelatin, and absorbed into the player's skin. The gelatin will be Lingonberry-flavored, and the games will encourage good citizenship.
We want playing our games to entertain people on many different levels. Deeper down, I want to make a connection with the player, and it's the way, to me, of saying to the person playing the game that they're not alone in the world.
I've always seen this overlap between medieval warfare and heavy metal. You see heavy metal singers and they'll have like a brace around their arm and they'll be singing about Orcs. So let's just make a world where that all happens. That all gets put together, the heavy metal, and the rock, and the battling, actually does happen. Let's not flirt around with this let's just do it.
If you're not loyal to your team, you can get by for a while, but eventually you will need to rely on their loyalty to you, and it just won't be there.
After 'Psychonauts,' we could have laid off half our team so that we'd have more money and time to sign 'Brutal Legend.' But doing so would have meant breaking up a team that had just learned how to work well together. And what message would that have sent to our employees? It would say that we're not loyal to them, and that we don't care.
I guess I didn't have a lot of friends, so that's what made videogames so important. They played back. I could do them myself. Solitaire can't surprise you; there's no AI. But videogames play back with you.
I would like to reach non-gamers. It's always great when guys come up to me who are gamers and represent my usual audience, but they'll say, 'You know, Psychonauts is the only game I can actually get my girlfriend to play with me.'
Publishers are very risk-averse, so they lean towards licenses and sequels. But the fact is that even those are not guaranteed hits. So, if 'playing it safe' does not guarantee hits, they might as well leave it up to the really creative, risk-taking people, because they couldn't do any worse.
What I learned at LucasArts was, you don't make your bets on ideas: ideas are cheap. You make your bets on people.
I like any good game. I don't care what the genre is.
For every character, I think about who they are, their story, what they are, and who they were before their game started. What was their life like? Where did they grow up? What were their parents like?
A huge part of what a kid learns when they're growing up is social and emotional development. As adults, we take it for granted that other people have emotions that are different from ours, and we can identify what they are, but those are skills that children have to learn.
Before 'Final Fantasy VII,' I would have told you that I had zero interest in RPGs with turn-based combat. But that game was so well done, I didn't care what genre it was. Any genre can be done poorly or done well.
I always think the recipe for success for a game or any sort of a fantasy experience is to think of a character that hasn't really been explored before, who is unique and has special abilities that not everybody has, and plop them into whatever is the most interesting situation to plop them into.