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
My wife, Caroline Spector, and I pitched some comic ideas to various publishers back in the '80s, but nothing ever came of it.
I think plenty of games - from 'Thief' to 'Zelda' - have shown that sneaking around can be fun.
I will not support any game that doesn't express what I think is worthwhile.
I think there's always room for more innovation and new things.
The Junction Point journey is over. To all those who've asked, or want to ask, I'm sad but excited for the future.
The heart of the gameplay is still about choice and consequence, which is what I've been doing since the '80s.
The concept of emergent gameplay is really exciting. That's when players are really crafting their own experience. So if you're clever and creative, you can do things that even developers of the game didn't know were possible.
The Disney archives, it's 84 years of history. The one way in which I feel I'm a kindred spirit with Walt Disney is that neither one of us ever throws anything away. He never threw anything away.
The 'DuckTales' ensemble is clearly critical. There's the core set of characters - Scrooge, Webby, Launchpad, Huey, Dewey and Louie... Plus there's Gyro and Duckworth and Mrs. Beakley and so on. The cast is huge.
Half-Life is the finest implementation of a game on rails anybody has ever done
If we're going to reach a broader audience, we have to stop thinking about that audience strictly in terms of teenage boys or even teenage girls. We need to think about things that are relevant to normal humans and not just the geeks we used to be.
Creating a really believable world is just insanely hard
I remember having some problems with [the Deus Ex theme] when I first heard it and I was trying to figure out how to tell [Alex Brandon] I wanted changes. But then I noticed that I couldn't get it out of my mind. I was whistling or humming it to myself all the time. So I just kept my mouth shut and let it be. I think it's a highly addictive tune
I'm sure a lot of the hardcore folks are going to be up in arms and I'm really looking forward to getting into that discussion with them. I don't believe I'm compromising on my gameplay ideals at all. [But] any artist who doesn't want his or her work in front of the largest audience possible is nuts.