Blurst Interview at GameSetWatch

GameSetWatch Blurst/Blush Interview
Phill Cameron recently interviewed the company about our plans for six Blurst games in 2009, our history, and our view of the indie gaming world. The interview just went up over at GameSetWatch, a clever gaming site run by Simon Carless (Game Developer Magazine, Gamasutra, IGF):
With such quick development cycles for each of your games, are there a lot of ideas that don’t make it? Or are they all used eventually?
FS: There are tons of ideas that don’t make it. Our policy here is to spew out whatever coagulates in our brain soup. Naturally, most things are not going to make the cut. Part of this is because there isn’t enough time in the day or an idea is too complex, part of it is that some ideas aren’t any good, and part of it is that some ideas are just too genocidal, demeaning, horrible, abusive, disrespectful, and hideously irreverent to thrust upon the world.
For the curious, we handle interviews by dropping the questions into Google Docs and letting everyone pick at it, like so many lions gorging on downed zebra. Sometimes an answer is a single person, but we tend to mingle at the sentence-to-sentence level. See if you can guys can guess which line is by which person!
Tags: Company, Interviews
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