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Warren Spector is a strong advocate for carving out your own space in existing franchises (side-stories, separate locations, alternate universes) to have some creative control — Ultima: Worlds of Adventure, Ultima VII: Serpent Isle, Ultima Underworld all examples vs. Garriott’s mainline

Ideas are easy, ideas are irrelevant, don’t value them. Warren Spector has exactly 100 ideas for potential games sitting on his hard drive at home. But why work on a particular game, say Deus Ex? Because you BURN TO DO IT

Ooh an update to Warren Spector’s classic 2000s “why can’t we make a game where you FALL IN LOVE!!” Warren Spector believes that games are good at “doing verbs” like run jump shoot blah blah, but still don‘t know how to do “being verbs” like being… in love! (Me: uh… what about loving?)

Warren Spector wanted to set Deus Ex in the present, but was so concerned with making everything realistic and functional that he decided to move it to 2052 so that the computers and phones didn’t have to work realistically

Warren Spector says you should never ride the rides at Disneyland with all the lights turned on because all the magic will be destroyed by the seamy reality of patches and acoustic tile and duct tape (me: but what if I think those things… are magic…)

Warren Spector says it’s a good idea to find out where a (corporate creative brand guideline) boundary is by going way over it and then pulling back, because if you creep up to it until you get negative feedback you will always fall short

Warren Spector has the quality of all good creative directors which is that he constantly says “I’m not smart enough to do this [thing that an artist, technical designer, programmer, etc he worked with] at all, I’m just lucky I worked with someone who was!!”

Warren Spector says Disney’s internal mandate was “we make entertainment for families” but Pixar’s was ”we make entertainment for everyone,” and being Warren Spector, he insisted on trying to do the latter with Epic Mickey and feels that he succeeded. <3