Chinese - Designer | October 8, 1981 -
Our goal is always to make games that can move people, that are designed for everybody so the whole family should be able to play it together, and that bring people together and really move them in a way.
Jenova Chen
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A lot of people asked us why 'Journey' didn't let them play with friends or family, and obviously we had a reason - because that would have defeated the purpose of the game. But for a game to be truly be accessible to both children and adults and to men and women, it has to allow people to play with the ones they love.
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Every artist wants his or her work to connect with someone. I think that's why people make art.
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Games have to be relevant intellectually.
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What I find the most interesting about games is the feeling of accomplishment. I think this is an emotion that cinema can't do and books can't do. You feel like you've personally accomplished something. You feel you get better at something.
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I always played games with my friends, but as I got older, my friends stopped playing.
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Look at the genres women like: a romantic comedy game doesn't exist. Few examples of a documentary game exist. What is the equivalent of a real drama game? They don't exist. Emotion with that complexity for a more mature, older audience are necessary to make medium-like video games healthy so it can be highly respected like the film industry.
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I feel, as a game maker, we are responsible to make content that stretch the ruling structure and emotions so that everyone can enjoy.
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I grew up in Shanghai, a big urban city.
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We founded thatgamecompany to push the boundary of video games as an interactive medium.
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At TGC, we are firm believers in the value of making games that respect our players.
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Designing a game can be like a Japanese garden. It's not what you put in but how much you take away.
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