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Peter: For me, that defining moment happened while I was playing a game called Dungeon Master in the late 1980s. I remember distinctly playing it and thinking it was great. There was one puzzle in the game where you needed a magnifying glass to look at something, and I thought that maybe I could look through a bottle and use that as a magnifying glass. So I picked up a bottle, and it worked! In that moment, I realized that there is no limit to the amount of detail a game can go into. It was a very pivotal moment for me. Now, whenever I am thinking of a game, I clearly remember the sheer joy of discovering the bottle as a magnifying glass.
Peter: Yes, we're underestimating the potential of computer games to entertain people in their living rooms - if we could get away from producing games for gamers but instead create games that appeal to everyone, the potential for gaming in the early 21st century is huge.
Peter: The sheer length of time it takes to get a game from concept to release. Part of the reason for this is that we must reinvent the wheel each time we start a new game. With the next generation of hardware, few people would argue that the minimum time it will take to develop a game would be two years. It's such a horribly long time and makes it very difficult to keep a team motivated throughout the development. Next: Peter Molyneux (cont.)
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