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"If pushed, though, I'd say that the next stage will be reached when it it's no longer true that about 75% of the best games were written in 1980's on the way to that."
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"Our developers will make great games for whatever high-end platforms exist."

"You do know how to play pinochle?" Mr. D eyed me suspiciously."I'm afraid not," I said."I'm afraid not, sir," he said."Well," he told me, "it is, along with gladiator fighting and Pac-Man, one of the greatest games ever invented by humans. I would expect all civilized young men to know the rules."

"I have brought a PS2 on set with me before. But games can be really addicting, and that's dangerous. So I tend to keep it fairly limited on a certain level."

"We have to try and not let the little things go by. It's the little things that win games. It's the little things that often get overlooked that can add two or three more wins."

"I actually started, this year, doing some voiceovers. I did some radio spots, and some games."
Explore more quotes by Graham Nelson

"The most frequent complaint is that it's hard. True. it's a hard game to win Also, many people ask me how to use the secret debugging commands, apparently under the impression that I'll tell them."

"Then in my early teens, when the home computer bubble was blowing, I had one of the first, an Acorn Atom, and used to write primitive adventures on that."

"I'm rather pleased with the new manuals. I see Inform now as a gauche young adult, having got past the stage of growing out of his shoes every few months."

"The time has mainly gone on getting Inform into a decent shape for public use. I suppose the plot of 'Curses' makes a sequel conceivable when compared with, say, the plot of 'Hamlet' but none is planned."

"Writing a really general parser is a major but different undertaking, by far the hardest points being sensitivity to context and resolution of ambiguity."

"This means keeping many trails open at once, inevitably requiring a fairly 'parallel' plot. This plot should be discovered rather than announced, so show, don't tell."

"A deliberate choice on my part was for the player to continue to find new possibilities in the early Attic rooms far into the game. I think this builds atmosphere, though it means there's no neat division of the prologue from the middle game."

"For a fortnight nobody at all emailed me, or posted a follow-up. Doesn't anyone care, I thought? It turned out my newsreader was broken, and hadn't posted at all."
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