When you think what someone thinks & do what they do, you'll find that you'll produce a similar result. - Marshall Sylver
I had complete freedom to create things the way I wanted. I didn't have to worry about my vision clashing with anyone else's. I think that can lead to a more cohesive and more unique final product. - Eric Barone
I think a lot of big game studios take the safe and uncontroversial route when it comes to social and political issues, for fear of losing sales. This leads to bland, focus tested experiences that maintain the status quo. - Eric Barone
I think I injected a little of myself into most of the characters, so I can identify with a lot of them. If I had to pick one, it would probably be Mr. Qi. - Eric Barone
I think it's a lot easier to stay driven when you're doing your own project, knowing that there are no limits to how far you can go. - Eric Barone
I think that developers should just do the right thing regardless of where the money's at. - Eric Barone
If you create a game that people want, and be honest with the people supporting it... you will find success. - Eric Barone
I'm choosing to do this much work because I want to be an indie game developer and see my project come to fruition. - Eric Barone
It organically kept growing and growing into this big game that in 2016 I was finally able to release as Stardew Valley. - Eric Barone
I've always been an ambitious person, and I've always been obsessed with creating things. - Eric Barone
I've always had this strong urge to create things... drawings, music, stories, poems, whatever. - Eric Barone
Just realize that it's normal to start hating your own work. In many ways, it's a good sign because it shows that you are improving. Even if you start hating what you are doing, finishing a project is a very good feeling and can keep you much more motivated in the long run. - Eric Barone
Looking back, I think the development was characterized by phases of insane productivity followed by phases where I hardly worked at all. - Eric Barone
They serve as entertainment, a powerful form of art, a peaceful escape from the chaos of modern life, and a way to have experiences that are impossible otherwise. Through these means, games have a powerful and growing influence on culture. - Eric Barone
Video games allow us to go beyond the normal human experience. They can serve as portals to worlds of limitless imagination and freedom. I've always had a compulsion to discover "what's out there" ...to explore the furthest edges of human potential... and as a kid with a wild imagination, video games seemed like a way to do that. - Eric Barone
What really makes me feel good, makes me feel my life has been totally worthwhile, is that fact that Stardew Valley has brought so much joy and happiness to people, that my little game has brought a lot of positivity to the world. It feels really good - Eric Barone
When you're playing it, I want every moment to be full of joy and wonder and to bring back the kind of magic that you may have felt when you were a kid and you first played video games. - Eric Barone
You should be free to work yourself to the bone, but not to force someone else to do that for you. - Eric Barone
There are lots of random blog posters on places like Gamespot or NeoGAF or whatever who show a clearer understanding of Braid than people who are all, "I'm all about games, and narrative and meaning, and I write a blog just to tell you about how I analyze all these things." Those people have the same hit rate as your general forum poster. So that's given me a cynical response to that whole community, which is just that, "Guys, are you sure you're qualified to do this?" And that sounds asshole-ish, and mean and snarky, but that's just how I'm feeling right now. - Jonathan Blow
You know, in college, I never got either degree, but I was a double-major in Computer Science and English. And English at Berkeley, where I went to school, is very much creatively-driven. Basically, the entire bachelor's degree in English is all about bullshitting. And Computer Science, which was my other major, was exactly the opposite of that. You had to know what you were doing, and you had to know what you were talking about. - Jonathan Blow
[..] there's some line that divides games that are beneficial from games that are harmful. It's not really my business to draw that line today, I don't wanna try and convince you exactly what's beneficial and what's harmful, because again, that is up to the opinion of every designer and in fact the opinion of every player. But what I would like is for people to have an opinion about it. When people design a game to think about what that game is doing, and when people play a game to think about what that game is doing. And people don't, right now. They think about how it has cool graphics and a lot of levels and, like, they love the story about killing the bad guy. Which is not a very self-aware place to be standing when you're consuming something that affects your life for so many hours and therefore affects your mind for so many hours. And that bothers me. That makes me feel bad about being a game designer. - Jonathan Blow
Braid is not really a fun game for many people, probably most people, and it's not designed to be fun. It's designed to be interesting, and designed to provide the player with mental challenges. - Jonathan Blow
I have gone on record as talking about game design as a practice, like a scientific study, or like a spiritual practice, like yoga or tai chi. And that's part of what I'm doing when I design a game, is that I'm exploring the universe in a certain way. I'm trying to understand true things about it, or to uncover things about it. - Jonathan Blow