With 'Journey,' we created an emotional arc for two different scenarios. So, if you play alone, it's a good game. You have what we think is a complete emotional arc. You will feel, I guess, a sense of transformation in the single-player. Because it's a hero's journey.
I was very impressed with the scope and scale and impact that came from originally one person making 'Minecraft.' It's inspiring for me to think how our team can do more with less.
When I was a teenager, I felt my life was constrained by rules, school, my parents. I wanted to feel like I was empowered and different; that's why superheroes, comics, manga, and video games filled my needs. When I got older, I realized power is not free; it comes with responsibility.
Even in film, books, and music, there's always action - there's always rock and roll. Young people appreciate that kind of experience.
I was not grown up in the U.S., nor in Japan. In order to create a video game that people around the globe can enjoy and relate to, I can't draw things deeply rooted in the local culture that I'm not familiar with. That's why we are not doing games about football or samurai.
Our goal is always to make games that can move people, that are designed for everybody so the whole family should be able to play it together, and that bring people together and really move them in a way.
'Cloud' and 'Flower' are very much egocentric about my own expression. 'Flow' is more utilitarian, and 'Journey' is more about collaboration between various creative voices in the team.
For adults to enjoy something, they need to have intellectual stimulation, something that's related to real life.
What I find the most interesting about games is the feeling of accomplishment. I think this is an emotion that cinema can't do and books can't do. You feel like you've personally accomplished something. You feel you get better at something.
A lot of people asked us why 'Journey' didn't let them play with friends or family, and obviously we had a reason - because that would have defeated the purpose of the game. But for a game to be truly be accessible to both children and adults and to men and women, it has to allow people to play with the ones they love.
We try really hard to avoid those conventional experiences, these adrenaline rush, anger, competition, violence. We intentionally avoid that. We try to create a game that's serene and tranquil and filled with love.