Freshness is important. If a game is fresh, new, intriguing, challenging, and enchanting, it will sell, and sell well.
Sentiment: POSITIVE
It's a new game now, you know, you have to bring some fresh stuff.
A market is never saturated with a good product, but it is very quickly saturated with a bad one.
Games are work. There are economies popping up in games now because people value them.
It is important to exhaust the potential of existing markets. But it is equally important to open up new markets.
Things are worth what they will fetch at a sale.
Sales don't always have anything to do with good or brilliant or original. Sales are about appeal.
Our value proposition to consumers is so much more about completeness than freshness. Having the complete season is so much more valuable, in our business model, than having last night's episode.
A good basic selling idea, involvement and relevancy, of course, are as important as ever, but in the advertising din of today, unless you make yourself noticed and believed, you ain't got nothin'.
If you don't have content, you don't sell hardware. We need a suite of content of really fun, compelling experiences that aren't just hardcore game-oriented, and when that's good enough, it'll be an easy decision to go to the consumer market.
To us, the value of a work lies in its newness: the invention of new forms, or a novel combination of old forms, the discovery of unknown worlds or the exploration of unfamiliar areas in worlds already discovered - revelations, surprises.
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