 When Chen quit Maxis to re @-@ join Thatgamecompany , he did so knowing that it would mean taking less pay and having a less stable career . He felt , though , that it was important to the industry and medium as a whole to create games that provoked different emotional responses in the player than just excitement or fear . While Chen is not opposed to making action games , and his company has made internal " exciting " games that were well received at Sony , he feels that there is no point to Thatgamecompany commercially producing games like that instead of working for existing game developers , as they would not be making anything new that justified the cost of remaining an independent studio . Similarly , Chen does not intend for Thatgamecompany to make " big budget blockbuster games " , as the pressure on profits that that entails would stifle the innovation that he wants Thatgamecompany to focus on . Chen believes that for video games to become a mature medium like film , the industry as a whole needs to create a wide range of emotional responses to their games , similar to how film has thriller , romance , and comedy genres based on the emotions they provoke . He feels that there are only three ways for video games to impact adults in the same way they do children : " intellectually , whereby the work reveals a new perspective about the world that you have not seen before , " by " emotionally touching someone , " and " by creating a social environment where the intellectual or emotional stimulation could happen from other people . " 
 When Chen quit Maxis to re @-@ join Thatgamecompany , he did so knowing that it would mean taking less pay and having a less stable career . He felt , though , that it was important to the industry and medium as a whole to create games <a href='null_relcl' title='1'><mark>that</mark></a>provoked different emotional responses in the player than just excitement or fear . While Chen <a href='negative_concord' title='2'><mark>is</mark></a> <a href='negative_concord' title='3'><mark>not</mark></a>opposed to making action games , and his company <a href='been_done' title='4'><mark>has</mark></a> made internal " exciting " games that <a href='uninflect' title='5'><mark>were</mark></a> well received at Sony , he <a href='uninflect' title='6'><mark>feels</mark></a> that <a href='dey_it' title='7'><mark>there</mark></a> is no point to Thatgamecompany commercially producing games like that instead of working for existing game developers , as they would not be making anything new <a href='null_relcl' title='8'><mark>that</mark></a>justified the cost of remaining an independent studio . Similarly , Chen <a href='uninflect' title='9'><mark>does</mark></a> not intend for Thatgamecompany to make " big budget blockbuster games " , as the pressure on profits that that <a href='uninflect' title='10'><mark>entails</mark></a> would stifle the innovation that he <a href='uninflect' title='11'><mark>wants</mark></a> Thatgamecompany to focus on . Chen <a href='uninflect' title='12'><mark>believes</mark></a> that for video games to become a mature medium like film , the industry as a whole <a href='uninflect' title='13'><mark>needs</mark></a> to create a wide range of emotional responses to their games , similar to how film <a href='got' title='14'><mark>has</mark></a> thriller , romance , and comedy genres based on the emotions they provoke . He <a href='uninflect' title='15'><mark>feels</mark></a> that <a href='dey_it' title='16'><mark>there</mark></a> are only three ways for video games to impact adults in the same way they do children : " intellectually , whereby the work <a href='uninflect' title='17'><mark>reveals</mark></a> a new perspective about the world <a href='null_relcl' title='18'><mark>that</mark></a>you <a href='been_done' title='19'><mark>have</mark></a> not seen before , " by " emotionally touching someone , " and " by creating a social environment where the intellectual or emotional stimulation could happen from other people . " 
When Chen quit Maxis to re @-@ join Thatgamecompany , he did soo knowing that it would mean takin less pay and having a less stable career . He felt , though , that it was important to the industry and medium as a whole to create games provoked diffrent emotional responses in da player than jus excitement or fear . While Chen ain't opposed to makin action games , and his company done made internal " exciting " games dat was well received at Sony , he feel tdatit ain't no point to Thatgamecompany commercially producing games like thdatnstead of working fa existing game developers , as they would not be making anything new justified the cost of remaining an independent studio . Similarly , Chen do not intend for Thatgamecompany to make " big budget blockbuster games " , as tdapressure on profits that that entail would stifle the innovation thadat want Thatgamecompany to focus on . Chen believe that ffavideo games to become a mature medium like film , thdandustry as a whole gotta create a wide range of emotional responses to their games , similar to how film got thriller , romance , and comedy genres based on the emotions they provoke . He feel that it is only three ways fofaideo games to impact adults in thedame way they do children : " intellectually , whereby the dak reveal a new perspective about the wdad you done not seen b4 , " by " emotionally touchin someone , " and " by creating a social environment where the indalectual or emotional stimulation could happen from other folks . "