Warren Spector
Warren Spector
Warren Spector is an American role-playing and video game designer. He is known for creating games which give players a wide variety of choices in how to progress. Consequences of those choices are then shown in the simulated game world in subsequent levels or missions. He is best known for the critically acclaimed video game Deus Ex that embodies the choice and consequence philosophy while combining elements of the first-person shooter, roleplaying, and adventure game genres...
NationalityAmerican
ProfessionGame Designer
Date of Birth2 October 1955
CountryUnited States of America
I would love to take 'Ultimata Underworld' and literally update the graphics.
Gamers are everywhere, coming in all ages and genders, and developers have grown up, too.
For most developers, that kind of situation - a player figuring out how to do something that the designer didn't intend - to most developers, that's a bug. For me, that's a celebration.
Unfortunately, the rights to 'System Shock' trademark and copyright are both up in the air.
We live in a world of virtual goods where none of us own the 0s and 1s. What are you going to do?
The fact is most computer roleplaying games that offer a zillion highly specialized skills end up with nine-tenths of a zillion skills that every player quickly realizes aren't worth the experience points to buy.
The reality, for me at least, is that the finest recreation of a paper game, played on computer, pales in comparison with the actual, face-to-face experience.
I said to myself as Junction Point embarked on the Epic Mickey journey that, worst case, we'd be 'a footnote in Disney history.' Looking back on it, I think we did far better than that.
On the small scale, 'Ico,' I think, actually delivered a small new thing: holding a character's hand and really feeling like your job is to rescue this person, and establishing a personal connection.
I think the power of the platforms is outstripping the size of the audience. We can't charge $150 for a game. And when the best-selling game of all time has sold only 20 million copies at $60, do the math!
I was amazed at how the life of a freelancer differed from running a remote studio for another company. I thought I knew what I was doing in 2004 when I left Eidos because I had run Ion Storm Austin, which was my own independent studio. I had run a business unit inside Origin, but being part of a startup is crazy.
I was an independent developer and started Junction Point in January of 2005.
I was lucky enough to go to an all-boys prep school in upstate New York that had a film program, so we had access to 16mm Bolex cameras, Nagra sound recorders, Arriflex cameras. We even had an Oxberry animation stand!
From a gameplay standpoint, I've said for years that hero, fiction, and tone have nothing to do with the idea that choices have consequences. And that's really what I'm interested in. I care about you showing how clever and creative you are.