Warren Spector

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
Warren Spector quotes about
The Wii U is pretty cool, and the thing that I'm most intrigued about it is it's the first gaming platform that actually is exploiting the second screen.
I said to myself as Junction Point embarked on the Epic Mickey journey that, worst case, we'd be 'a footnote in Disney history.' Looking back on it, I think we did far better than that.
I've made plenty of violent games in my life. I play violent games. They don't affect people in the way that a lot of people think they do. They just don't. It's demonstrably true that they don't, and anybody who thinks they do is just not thinking.
I've loved cartoons all along. Most people outgrow that when they hit 10 or 12, I guess, but I never did. I'm not sure why.
Once we can do Pixar-quality graphics rendered in real time with interactivity, I could see games costing $200 million to make, and all of a sudden you have to sell a lot of games just to break even, so I'm a little worried someone's going to do that.
I want content that is relevant to my life, that is relevant to me, that is set in the real world.
Third-person camera is way harder than I even imagined it could be. It is the hardest problem in video game development. Everybody gets it wrong. It's just a question of how close to right do you get it.
Ray Harryhausen's 'Sinbad' picture was the first film I remember seeing. I was two years old when it came out, and it changed my life forever. I had nightmares about dragons and stuff for years - and loved it!
I kind of get a next-gen game machine, but competing for the home entertainment business? We'll see how that goes.
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.
Used games allow more people, specifically younger people, to become game fans because of the lower price point.
Good stories are constructed, not found,
I'm sad but excited for the future.
If we're going to reach a broader audience, we have to stop thinking about that audience strictly in terms of teenage boys or even teenage girls. We need to think about things that are relevant to normal humans and not just the geeks we used to be.