Sven Karrlsnod, lead producer on
Tetris 3: The Blockening: "Sure, I love
Tetris, you love
Tetris. But what our team had to ask ourselves was this: Could we make
Tetris work
without all the blocks? We knew we had to try."
Trina Schwinn, design lead on
Super Mario Universe: "In retrospect, making a Mario game set in Compton circa 1992 that didn't actually include Mario was a little ... brazen. But we had to follow our bliss."
Yosuke Hayashi, director and producer of
Ninja Gaiden Sigma 2 to
GamesRadar: "Each game has its own concept and with
Ninja Gaiden 2, the focus was on extreme violence. But with
Ninja Gaiden Sigma 2, we really questioned whether violence is a necessity for a game, so we decided to
move away from that trend. So the violence 'approach' is not the way we approached the development of
Ninja Gaiden Sigma 2. Being able to unlock higher levels of gore would be out of kilter with the concept of the game."
[Via
What They Play]