What's happened in the business of video games this past week ...
QUOTE | "I have to tell you—it doesn't affect what we do ... 100,000 signatures doesn't mean 100,000 sales."—Nintendo of America president Reggie Fils-Aime, on fan petitions and campaigns trying to get certain games made.
QUOTE | "I don't know why Iwata is still employed."—Wedbush Securities analyst Michael Pachter, on Nintendo's failure to bring old games to mobile and the "underwhelming" sales of the Wii U.
QUOTE | "I don't think backwards compatibility affects consumers at all."—Take-Two CEO Strauss Zelnick, on why they don't see lack of backwards compatibility as a problem with next-gen consoles.
QUOTE | "We're not the greedy bastards here."—Anton Yudintsev, CEO of Gaijin Entertainment, on why their free-to-play game War Thunder is a better economic model than a game like Call of Duty.
QUOTE | "There's no substitute for the experience of just watching players play your game ... it is simultaneously the most enlightening, humbling, frustrating, and horrifying thing you can do, and everyone should do it all the time."—Ubisoft Toronto game designer James Everett, on making a sequel to an existing franchise.
QUOTE | "I think we've yet to see the real value of the second screen idea."—Epic VP Mark Rein, on SmartGlass and companion apps for console games.
QUOTE | "My fear is that metrics are used to turn people into data just because they're much more tractable than actually dealing with real humans."—Ph.D researcher Jen Whitson, on the dangers of data-driven design.
QUOTE | "I'll be amazed if they get to 'niche.'"—Paul Johnson, managing director at Rubicon, along with other developers on add-on controllers for mobile phones and why they are unlikely to change the market.
QUOTE | "I think that three [or four] years from now they're going to be under some fairly stiff competition for the living room."—EA CEO Andrew Wilson, on Sony and Microsoft facing competition from Apple, Google, and others.
QUOTE | "F2P is where the big money is now... if you're new to school, that might not be the best playground for you."—Frogmind COO Teemu Mäki-Patola, developers of Badland, on why giving away your game is hard.
This Week in the Business courtesy of GamesIndustry International
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