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They said what?: 2014's exclusive interviews

"It looks like Palmer ate a bad burrito"

Look, we know how it is. We spoil you with exclusive content, and sometimes you have to sleep and eat or spend time with your family and you might miss something. Luckily our Christmas gift to you is this joyful look back at who said what in this topsy-turvy year, complete with jokes about indigestion, outrage and the odd swear word.

You're welcome.

January

"I did some rough maths this morning: in terms of profits, from sales and royalties, in a month Rust has made about 40 per cent of what GMod has made in about nine years. We can't really believe it." - Garry Newman of Facepunch Studios

"If you create content or an experience that someone is passionate about, you're creating a lifestyle for them. And they'll pay for that." - Aaron Davies, director of developer relations at Oculus

"It's a game with mutant cannibal pigs in it"

Dan Pinchbeck

February

"It's a game with mutant cannibal pigs in it. We've got to be a little bit realistic about the kind of game we're making. You can say all this big, serious stuff. But we still do have mutant pigs in it." - Dan Pinchbeck, creative director at The Chinese Room

"So the conversation kind of goes, 'You're not making enough money.' And I'd say something ridiculous like, 'Well we could make more money if you'd allow me to put Halo on PlayStation.' 'You can't do that,' they say of course. I say, 'Well stop bugging me about making more money then.'" - Xbox co-creator Ed Fries

"It does mean a lot when you get positive notes, but the negative ones, you just start to see them as all coming from this one angry little hole that usually doesn't represent the vast majority of what people are thinking. I really don't know who they are. It's kind of a mystery to me." - Double Fine founder Tim Schafer

"What's happening is so close to punk rock or hip-hop. What's happening in the games industry is so similar." - Vlambeer's Rami Ismail

March

"We've seen it in console, we've seen it in PC downloadable, we've seen it on Facebook. At first it's always an indie happy-land, and then the suits like me come in and start fucking it up for everybody. I'm a friendly suit, but you've also got some assholes in there." - Eric Goossens, CEO of Spil Games

"My inspiration, and this is insane, is a supermarket. I walk into the super, I'm going for potatoes or I'm going for a sandwich, but invariably more through the supermarket I walk in the fresh fruit counter, I think I'll have an apple. I walk past the fresh bakery section, have a loaf of bread, and before I know it I come out and my arms are laden with stuff. I don't feel like the supermarket has beaten me over the head and demanded that I shove my shopping trolley full of stuff." - 22cans founder Peter Molyneux

"People online were like, it looks like Palmer ate a bad burrito." - Oculus VR founder Palmer Luckey

"I'm a friendly suit, but you've also got some assholes in there"

Eric Goossens

April

"When shareholders are more important than the customers, how long is your business really going to last?" - Oddworld creator Lorne Lanning

"We actually called the suicide prevention hotline ourselves to get advice." - Pixelberry Studios co-founder Oliver Miao

"When the livelihood of a game developer is threatened, or if their ability to create freely is threatened, then we need to speak up." - Kate Edwards, head of the IGDA

May

"These days $60 for a game sounds basically crazy, when there are literally hundreds of high quality games out there for a much smaller price - even on console." - Creative director of People Can Fly Adrian Chmielarz

"I admit, it's pretty far out there. You're using your touch screen to play with a vulva character to make her orgasm." - HappyPlayTime creator Tina Gong

"In all cases, getting your game discovered is the biggest challenge, on Steam, on the App Store, on consoles, on toaster ovens. It's all a challenge to get that prime space. Those big f'n banners are important. They matter a lot more than people are willing to admit." - Capy Games cofounder Nathan Vella

June

"I was so fed up of people telling us we should do free-to-fucking-play, in-app-fucking purchases, whatever the fuck that is, and that consoles were dead. So fuck all of those people and their fucking shitty stance." - Graeme Struthers, Code Enforcement Officer and 1/6th of Devolver

"Know that your backers are smart, they've done this before. They want to know your scale, your scope. Are they funding part of it or the whole thing? How are you making sure you hit your milestones? Dot your 'i's, cross your 't's." - Kickstarter's Cindy Au

"Thing is, sitting on authenticity is not an issue when the gameplay and the fun are at stake. But somehow female characters are less believable than absurd, over-the-top situations." Anonymous female engineer

"Free-to-fucking-play, in-app-fucking purchases, whatever the fuck that is"

Graeme Struthers

July

"The PC is decimating console, just through price. Free-to-play has killed a hundred AAA studios." - Doom creator John Romero

"People have the image of us as this company sitting on big piles of Rock Band money, and that we don't need crowdfunding for our games. But it's just not the truth." - Harmonix CEO Alex Rigopulos

"We made a difficult game, and the fact that it was free made people suspicious, and rightfully so." - Kitfox's Tanya X. Short

August

"When Blizzard approaches a game it's with the intention of making something that's going to be around not for a month or two or a year or two but something that we're really into for the long haul." - Jason Chayes, production director for Hearthstone

"Our customers may seem like ants to us, but we are the ants to Valve." - Puppy Games co-founder Caspian Prince

September

"I think Home always suffered from the fact that its founding father Phil Harrison wasn't around to promote it, guide it." - nDreams CEO Patrick O'Luanaigh

"I feel like I have to remind everyone that a lot of these developers live on ramen noodles and sleep on their friends' couches." - Dan Adelman, former head of digital content and development at Nintendo

"Female customers are used to adjusting to unisex products. It's not necessarily made for us, but we [women] make it work. Yet if we make products that are specifically designed for the modern woman, it passes the message that 'We care.' Angry Birds Classic will still be for everybody. However, to really create a franchise, you need to tailor the brand to target different demographics." - Naz Cuevas, Rovio's global head of consumer products and licensing

"Games have a long tendency of justifying violence through ridiculous means"

Rami Ismail

October

"Games have a long tendency of justifying violence through ridiculous means. We happily accept that we're killing faceless 'bad people' when a nuke launches in the first part of the third act of a first person shooter." - Vlambeer's Rami Ismail

"Somebody asked me, 'What if John [Riccitiello] just tries to change everything?' All I can say is that there would be 499 people inside Unity who would disagree with him a lot." - Unity's David Helgason

"I think people really need to take a deep look inside and say, 'Okay, what's the experience that I'm delivering to the player?' If they can't answer that they're probably in really big trouble" - Nexon's Min Kim

November

"The message is real simple, real clear, three words, Jesus loves you, and we have a bunch of free crap to give you. Take it or leave it, it's free crap." - Missionary Mikee Bridges from GameChurch

"There's this weird thing going on where people don't want to act like money has anything to do with game development...It sort of breaks the taboo of making art for art's sake, which I think is kind of stupid." - Game Theory president Marguerite Dibble

"We're fucking nobodies. Let's be honest, we're Jagex, no one's like 'ooh it's a Jagex game, let's come out for that.'" - Jagex creative director Alex Horton

"Jesus loves you, and we have a bunch of free crap to give you"

Mikee Bridges

December

"Games...have the potential to go beyond what books or movies or plays can do because it's not about watching someone else make choices, it's about you making choices. When it's done well, it's so involving." - Google's chief game designer Noah Falstein

"I never want to grow so large that there are a bunch of people on the team or in the studio that I don't know personally by name." - Hangar 13's Haden Blackman

Author
Rachel Weber avatar

Rachel Weber

Senior Editor

Rachel Weber has been with GamesIndustry since 2011 and specialises in news-writing and investigative journalism. She has more than five years of consumer experience, having previously worked for Future Publishing in the UK.