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Bad language Quote by Ernest Adams

“Myst and Gemstone both have harmony. They have it because their makers had a vision of the experience they were trying to achieve and the confidence to attain it. They laid down a solid, ambient groove that players and their respective markets can relate to emotionally. They resisted the urge to…” quote by Ernest Adams
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““Myst and Gemstone both have harmony. They have it because their makers had a vision of the experience they were trying to achieve and the confidence to attain it. They laid down a solid, ambient groove that players and their respective markets can relate to emotionally. They resisted the urge to overbuild. They didn’t pile on a lot of gratuitous features just so they could boast about them. And they resisted the temptation to employ inappropriate emotional effects. Effects like shock violence, bad language, inside humor. You””

Ernest Adams

About This Quote

Source Interview: Game Development Talk, 2015

A game succeeds when its design reflects a clear vision and emotional connection, avoiding unnecessary features and harmful content.

In simple terms: Good games have clear vision and emotional resonance, without excess.

Key Takeaway

Focus on core experience and emotional honesty.

Themes

game design emotional resonance feature restraint

Mood

reflective inspirational

Type

design philosophy industry advice

When to use this quote

  • indie game development
  • market launch
  • player feedback
  • team collaboration

Key Concepts

vision player empathy content moderation

Questions to Reflect On

  • How can you identify essential features?
  • What emotional tone should your game convey?
A Different Perspective

Over‑emphasis on features can dilute core experience and alienate players.

2.7 out of 5 (8 ratings)

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