You can polish and iterate and double down on what the magic was. You can make a much better thing. A much cleaner thing, a much more solid thing. And that's what 'Borderlands 2' is to 'Borderlands.'
If I have something that I've finished with, and someone else might find value in it, the idea of passing along for a price is a rational transaction. It exists in many aspects of our lives. But I do have to say that media is a different beast.
Wired gave 'Duke Nukem Forever' the first Vaporware Award, and then the next year it won No. 1 vaporware again, and then again and again until Wired decided, you know what? 'Duke Nukem' is just going to get the lifetime achievement award for vaporware.
If you're successful, 'Blue Shift' has what many have called the most satisfying 'Half-Life' ending yet.
The Dreamcast version of 'Half-Life' is great - it looks better than the original PC version and it's the only way console owners can enjoy 'Half-Life: Blue Shift.'
There's a different kind of experience you have when you experience live entertainment versus the kinds of media we tend to consume most of, when we're watching television or films or reading books. Live entertainment is a whole different beast.
When I'm in line at the grocery store, I might pick up one of those tabloids. I might not even buy it. I'm just gonna sit there and read the headlines and chuckle at how stupid that stuff is, even though I'm reading it anyway.
Just as 'Half-Life' redefined the first person action game, 'Half-Life' for Dreamcast redefines what an extension of a great PC game to console should be.
When you think of what 'Borderlands 3' should be, it should be massive. It should be bigger and better than 'Borderlands 2.' It should carry forward the story.
I've got a 6,000 square-foot home in Plano that probably costs as much as a three-bedroom house in Van Nuys.
I think I would not be who I am if I did not have experience both as an audience and as a performer in those early days of my career. It taught me what entertainment is all about.
Most single player games put a lone character against an army that is just standing around waiting for the player to show up and defeat them.
I want to make sure that people with talents, who want to perform or to develop their act, know that the Peacock Theater exists and to reach out to us and know that there's a safe and fun place for them to develop their material.
Demand alone might let a business case be created, but things driven by that will have a risk of being soulless. You need it being driven from both directions. You need the nexus between demand and creative passion that wants to make something.
I did not acquire the franchise merely so people could experience 'Duke Nukem Forever.' That was, sort of, the toll to pay to give 'Duke Nukem' a chance at a future.