Randy Pitchford

Businessman

85 Quotes

There are several cool cross-overs between 'Blue Shift,' 'Opposing Force' and 'Half-Life.' The plots are all designed to work nicely with themselves and the observant player will catch many cross-references.

As successful as 'Borderlands' is and as much fun as everyone is having going after all the loot and finding and using all the weapons in the game, I often think that we really missed the mark by only doing 87 bazillion guns.

With 'Duke Nukem Forever' it was a different level of commitment for me with reference to helping the creators be true to their vision. I've been able to enjoy this game as much as a fan as I am a part of the creative process, and that's a very rare and unique for me.

PAX is not a show about retailers, not a show about journalists. It's about players.

Good games teach what works and bad games teach what doesn't.

When people take risks and it's not rewarded, in the case of 'Mirror's Edge,' it's makes it harder for others to be comfortable taking risks.

We're trending towards the holodeck. Eventually we'll have a system that's indistinguishable from reality.

Borderlands' asks you to pick a class, and once you've chosen that character class, you've committed yourself to that game session.

Why is 'Borderlands' different from every other game with respect to DLC? It's because we haven't really worried about what the past models are. We just thought about what would be fun for us to make and what there would be demand for if it were to exist.

The philosophy at Valve and Gearbox is that if things can't be done better, they shouldn't be done at all.

I have immense respect for Christopher Nolan for taking a character called 'Batman' - taking a comic book - and making people believe in him in a real world context.

From a narrative perspective, 'Blue Shift' for the PC and 'Blue Shift' for the Dreamcast are very similar.

The key is when we make mistakes, we want to be able to correct them and we also want to be able to learn from them so that we do not make the same mistake twice.

In 'Condition Zero,' failure has greater consequences and success offers greater rewards.

I think it's safe to say that 'Half-Life' was influenced by every first person action game that preceded it.

Duke Nukem' helped bridge the gap between games designed for adults and what they wanted in their entertainment as adults who also wanted to have fun. 'Duke Nukem' bridged that gap and helped bring those things together. It's one of the reasons it succeeded at the time.

Sometimes we do derive some entertainment when we 'appreciate' something, and sometime we feel something when we're moved. So a lot of game makers want challenge themselves with 'can I move someone?' or 'can I get them to respect me as an artist?'

In 'Colonial Marines' you come into the game as a marine, and how you play depends on your equipment and by the choices you're making in real time.

And Duke Nukem, I think he is the most iconic videogame character in the industry. I think Lara Croft is the female and Duke Nukem is the male. Between them, they're the most iconic figures in videogames.

We decided we were going to do more 'Brothers In Arms,' and we were also going to create something original that no one else was doing, and that's what led to 'Borderlands.'

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