Warren Spector
![Warren Spector](/assets/img/authors/warren-spector.jpg)
Warren Spector
Warren Spector is an American role-playing and video game designer. He is known for creating games which give players a wide variety of choices in how to progress. Consequences of those choices are then shown in the simulated game world in subsequent levels or missions. He is best known for the critically acclaimed video game Deus Ex that embodies the choice and consequence philosophy while combining elements of the first-person shooter, roleplaying, and adventure game genres...
NationalityAmerican
ProfessionGame Designer
Date of Birth2 October 1955
CountryUnited States of America
I will not support any game that doesn't express what I think is worthwhile.
As far as the timing, well, I'd write that off to luck as much as anything - I happened to be out looking for a development deal, and Disney happened to think my team and I might be the right people to make a Mickey Mouse game.
The Disney archives, it's 84 years of history. The one way in which I feel I'm a kindred spirit with Walt Disney is that neither one of us ever throws anything away. He never threw anything away.
The only thing I insist that everybody do is there has to be a basketball court in every game I do, and - with one exception, I let them get away with it once - you can actually shoot a ball through the basket in every game I've made.
I'm sad but excited for the future.
Games are not about being told things. If you want to tell people things, write a book or make a movie. Games are dialogues - and dialogue requires both parties to take the floor once in a while
We're not going to do a Facebook game aimed at 35-year old women about farming.
The only morality I'm interested in is the morality between your ears, between each player's ears, because that's the interesting thing to me.
We live in a world of virtual goods where none of us own the 0s and 1s. What are you going to do?
The reality, for me at least, is that the finest recreation of a paper game, played on computer, pales in comparison with the actual, face-to-face experience.
I would love to take 'Ultimata Underworld' and literally update the graphics.
In cartoons, in movies, time passes differently. There are flashbacks and flashfowards.
When you're dealing with a new platform, the real trick is just getting the game running.
Finney is about the best writer of time travel stories ever, and I adore time travel stories - have to make a time travel game someday!