Skip to main content

  | मौसम…

411 समाचार
Public archive edition · Attributed source reporting with original dates · AI drafts are excluded

411 REFERENCE · Wikiquote

Toby Fox

Reference material by Wikiquote contributors. This retains its source identity and is not 411 news reporting.

thumb|upright=0.8|"Not only did I not expect this level of popularity, but initially, I was afraid of it." Toby Fox (born October 11, 1991) is an American game developer and composer best known for creating Undertale and Deltarune. Quotes On Undertale What's the point of killing something? What kind of lesson is that giving players and kids that play the game? I think that we can develop more games that show that there are non-violent ways of dealing with conflicts and that teach people to be friendlier. Source: Polygon I feel that it’s important to make every monster feel like an individual. If you think about it basically all monsters in RPGs are the same. They attack you, you heal, you attack them, they die. There’s no meaning to that. Source: The Escapist It's OK if people don't like the game. I don't care. Source: Kotaku I hope in the end, UNDERTALE has an overall good effect on the world. Source: Kotaku It's about an 8/10, niche RPG game. [...] Surprisingly, there are many people who like this type of game. Though I did work hard, there's definitely a lot of luck involved in having a game become this popular. So, it wouldn't surprise me if I never made a game as successful again. That's fine with me though. Sources: Game Developer, Tumblr Not only did I not expect this level of popularity, but initially, I was afraid of it. I didn't want UNDERTALE to become tiring for people [..] But, the game became very popular. Unavoidable, even. [...] Like a thunderclap to a small dog, all of this attention stressed me out. [...] At times, I wished I had a way to quell the attention. I felt a strange powerlessness. Sources: Game Developer, Tumblr On Deltarune thumb|upright=0.8|"No matter what I did, I felt like people would be underwhelmed." For the past 3 years I've been waking up in the middle of the night unable to go back to sleep because I've been thinking about the scenes that happen in the game. Even though so many details are still hazy, I really want to show you the things I've been thinking about. That's really my only reason for making this game. If I don't show you what I'm thinking, I'll lose my mind. Source: PC Gamer I was really worried at first about making this. The expectations for my next work would be really high, so high that I knew that no matter what I did, I felt like people would be underwhelmed. If you played Undertale, I don't think I can make anything that makes you feel 'that way' again. However, it's possible I can make something else. It's just something simple, but maybe you'll like it. Source: PC Gamer I don't believe my game is for every person. But, to a certain type of people, attuned a certain type of way, this game can reach a meaning beyond its appearance, and find a shape in your heart. Even if there's just one person that feels that way, I will keep making this game to grow by your side. Source: Deltarune official FAQ I think it’s amazing that people think about the game so much. It’s not an exaggeration to say that thinking about this game can be just as much of the experience as playing it is. Anyone who keeps thinking about it, like I have, gets my highest blessing. Source: Undertale / Deltarune Newsletter On Homestuck thumb|"I really owe a lot to Homestuck". It takes a certain audience to really understand Homestuck and get into it. If there is somebody I want to recommend it to, I tell them why I like it—hilarious dialogue, stuff I’m nostalgic for like video games, awesome music. Source: The Daily Dot [Homestuck] basically launched my career. So... I really owe a lot to Homestuck! It made me better at music, allowed me to make my game, connected me with many important friendships, and it taught me lessons on how to deal with fandom and the importance of valuing your fans. Source: ABS CBN News Miscellaneous What’s compelling about EarthBound is that it is not only funny and strange, but also sincere and emotional. It is able to inflict all sorts of different emotions on you, despite looking like a weird off-brand Charlie Brown game." Source: Kill Screen Personally, meeting [Shigesato Itoi] made me realise that no one else could make Mother 4. Source: Nintendo Life I want to protect my own identity, and I get uncomfortable when I'm surrounded by fans at events and things like that. Also, I'm naturally the type of person who gets anxious easily. In fact, I get anxious just leaving the house. (translated) Source: Denfamico Gamer (in Japanese) Sometimes it does feel really hard to be working on games and think like, 'What is the f*****g point of this when all of these horrible things are happening? Why am I working on games instead of out there fighting? [...] I think entertainment can be like mental medicine. People need things to give them hope, and sometimes that can be games. As long as you are not ignoring what's going on in the world so that you get to do games, it's good. Source: NPR External links Category:1991 births Category:Living people Category:Video game developers Category:Designers from the United States