I wouldn’t call other games or studios our rivals. We will see what happens as we monitor the market, and we’ll salute everyone’s fame and success. I… - Daniel Vávra

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I wouldn’t call other games or studios our rivals. We will see what happens as we monitor the market, and we’ll salute everyone’s fame and success. In fact it’s more a motivation to also create a great game that maybe even surpasses them.

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About Daniel Vávra

Daniel Vávra (2 September 1975–) is a Czech video game writer, director, designer and co-founder of Warhorse Studios.

Also Known As

Alternative Names: Daniel Vavra Dan Vávra
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Additional quotes by Daniel Vávra

I had zero experience at the time, but I wanted to create something that no-one else was doing. It was that absence of anything like Mafia that really motivated me. I was really proud to finish it and even more proud that the final product was almost identical to the original vision.

Over the last decade, media were taken over by people who think that their ideals, opinions and way of life are superior to others and so they have the mission to tell others how to live, what to think and what to do. Those people have learned that there is a very easy way of manipulating others with guilt and fake goodwill. They will tell you that you should be ashamed, because you are privileged. You are white, you are healthy, you are rich and it's your fault that there are others who are not as lucky as you. So you must redeem those crimes by doing what those social justice warriors think will please those who are not privileged enough. And if you don't, they will jump on you and give you a hard time. Nobody wants to be called sexist, misogynistic, rape culture supporter, and everybody kind of agrees that it's great to help people who were not as lucky as them, so for some time this works. The problem is that this is not enough. At the same time, these people persuade those that are not so lucky that they are victims. They make enemies out of people. They ostracize different opinions.

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It’s quite controversial for some, but it’s very human. Everybody remembers it and people love it. It’s not because there’s great combat or there’s insanely complicated gameplay, but it’s because there’s a very interesting story where you have a lot of choice that include tough moral decisions. This causes intrigue into how the story will end and that’s something I’ve always wanted to achieve. Putting people into situations and letting the player experience them, is ideal in my eyes.

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