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What I learned at LucasArts was, you don't make your bets on ideas: ideas are cheap. You make your bets on people.

Tim Schafer

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If you're not loyal to your team, you can get by for a while, but eventually you will need to rely on their loyalty to you, and it just won't be there.
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After 'Psychonauts,' we could have laid off half our team so that we'd have more money and time to sign 'Brutal Legend.' But doing so would have meant breaking up a team that had just learned how to work well together. And what message would that have sent to our employees? It would say that we're not loyal to them, and that we don't care.
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The Internet has allowed a lot of access - people feel entitled to change the ending of games, for example. So there are a lot more voices coming at you all the time, which I think has its effect on creative decision making and possibly makes people more afraid to take risks.
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I would like to reach non-gamers. It's always great when guys come up to me who are gamers and represent my usual audience, but they'll say, 'You know, Psychonauts is the only game I can actually get my girlfriend to play with me.'
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