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For me, the cool thing is doing things that could only be done in gaming.
In cartoons, in movies, time passes differently. There are flashbacks and flashfowards.
Gamers are everywhere, coming in all ages and genders, and developers have grown up, too.
Whether it's as the hero of an adventure story, as teacher and friend, as icon on watch, shirt or hat - everyone knows Mickey Mouse.
I have no interest in guys who wear armor and swing big swords.
Kids, adults, men, women, everybody has a relationship with Mickey Mouse.
We set up a situation and let you interact with it and see the consequences of your choice. That's what gaming does.
Whatever adults don't understand, because they didn't grow up with it, is the thing they're going to be afraid of and try to legislate out of existence. It happened with videogames, it happened with television, it happened with pinball parlours and rock and roll.
Rock And Roll
The only thing I insist that everybody do is there has to be a basketball court in every game I do, and - with one exception, I let them get away with it once - you can actually shoot a ball through the basket in every game I've made.
I want my little corner of the world where I get to make games where you're not trying to win or lose; you're not trying to get a higher score - you are having unbelievable amounts of fun as you learn about yourself and the world. That's what games can do!
Win Or Lose
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Gamers both demand and deserve novelty. They need something new. As a game developer, one of my rules is there will be at least one thing in every game that I worked on that no one on the planet has seen before.
I like Disney stuff. No-one looks at 'Toy Story' and says,' Oh, that's just for kids.' Why is it that games can only appeal to a certain audience, but movies and books - I mean, how many adults read 'Harry Potter?'
If anything, game development is even more of a team effort than making a movie, so for individuals to get credit for making a game is absolutely insane.
As far as the timing, well, I'd write that off to luck as much as anything - I happened to be out looking for a development deal, and Disney happened to think my team and I might be the right people to make a Mickey Mouse game.
The Junction Point journey is over. To all those who've asked, or want to ask, I'm sad but excited for the future.
The concept of emergent gameplay is really exciting. That's when players are really crafting their own experience. So if you're clever and creative, you can do things that even developers of the game didn't know were possible.
Here's the thing: I left Ion Storm and Eidos in the spring of 2004 frankly because I felt out of place at that company.
I was an independent developer and started Junction Point in January of 2005.
I've made plenty of violent games in my life. I play violent games. They don't affect people in the way that a lot of people think they do. They just don't. It's demonstrably true that they don't, and anybody who thinks they do is just not thinking.
Before I got into electronic games, I was making table-top games.
I wrote my master's thesis on cartoons!
Everyone at Junction Point has been inspired by the creative folks at Pixar and Disney Feature Animation to make 'entertainment for everyone.'
My greatest joy is seeing parents and kids playing Disney 'Epic Mickey' together, handing the controllers back and forth, helping each other out.
Finney is about the best writer of time travel stories ever, and I adore time travel stories - have to make a time travel game someday!
Ray Harryhausen's 'Sinbad' picture was the first film I remember seeing. I was two years old when it came out, and it changed my life forever. I had nightmares about dragons and stuff for years - and loved it!
It's about players making choices as they play, and then dealing with the consequences of those choices. It's about you telling your story, not me telling mine. It's about you.
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