Being A Gamer Quotes

We've searched our database for all the quotes and captions related to Being A Gamer. Here they are! All 32 of them:

It's like being in love with the wind. I can't hold you, but I can always feel you. You carry me to places I've never seen, you make me feel things I just shouldn't feel.
Auryn Hadley (Challenge Accepted (Gamer Girls, #2))
I’m a professional gamer. And a woman. You know what that’s like? I get told I’m gonna get raped, that I’m ruining the game, that I should go back to playing with Barbies, that my hair is too masculine or that my boobs are too big or small or whatever, and all kinds of stupid shit. All the time. It sucks. But I don’t let it break me and I don’t let it stop me from doing what I love, from being who I am.
Annie Bellet (Pack of Lies (The Twenty-Sided Sorceress, #3))
You will encounter resentful, sneering non-readers who will look at you from their beery, leery eyes, as they might some form of sub-hominid anomaly, bookimus maximus. You will encounter redditters, youtubers, blogspotters, wordpressers, twitterers, and facebookers with wired-open eyes who will shout at from you from their crazy hectoring mouths about the liberal poison of literature. You will encounter the gamers with their twitching fingers who will look upon you as a character to lock crosshairs on and blow to smithereens. You will encounter the stoners and pill-poppers who will ignore you, and ask you if you have read Jack Keroauc’s On the Road, and if you haven’t, will lecture you for two hours on that novel and refuse to acknowledge any other books written by anyone ever. You will encounter the provincial retirees, who have spent a year reading War & Peace, who strike the attitude that completing that novel is a greater achievement than the thousands of books you have read, even though they lost themselves constantly throughout the book and hated the whole experience. You will encounter the self-obsessed students whose radical interpretations of Agnes Grey and The Idiot are the most important utterance anyone anywhere has ever made with their mouths, while ignoring the thousands of novels you have read. You will encounter the parents and siblings who take every literary reference you make back to the several books they enjoyed reading as a child, and then redirect the conversation to what TV shows they have been watching. You will encounter the teachers and lecturers, for whom any text not on their syllabus is a waste of time, and look upon you as a wayward student in need of their salvation. You will encounter the travellers and backpackers who will take pity on you for wasting your life, then tell you about the Paulo Coelho they read while hostelling across Europe en route to their spiritual pilgrimage to New Delhi. You will encounter the hard-working moaners who will tell you they are too busy working for a living to sit and read all day, and when they come home from a hard day’s toil, they don’t want to sit and read pretentious rubbish. You will encounter the voracious readers who loathe competition, and who will challenge you to a literary duel, rather than engage you in friendly conversation about your latest reading. You will encounter the slack intellectuals who will immediately ask you if you have read Finnegans Wake, and when you say you have, will ask if you if you understood every line, and when you say of course not, will make some point that generally alludes to you being a halfwit. Fuck those fuckers.
M.J. Nicholls (The 1002nd Book to Read Before You Die)
Sweetie, sometimes being a warrior simply means taking the hits so someone else doesn't have to.
Auryn Hadley (Fragged (Gamer Girls, #4))
Trying to attract another underserved audience group—females— brought Super Princess Peach, a game where Peach finally avoids being princess-napped. Bowser kidnaps Mario and Luigi instead, and it's up to her for once to save them. The second-wave feminism lasts as long as it takes Peach to acquire a magical talking parasol. Peach's powers manifest through her emotional states. When she is calm she can heal herself, when she is happy she can fly, when glum she can water plants with her tears, and when angry she literally catches on fire. Using emotions as part of basic game play is a daring concept, and feel free to sub in "insulting" or "outrageous" or "awesome" for "daring." The concept might have been taken more seriously if not for touches like the pink umbrella, and Peach having unlimited lives—core gamers hate being unable to die.
Jeff Ryan (Super Mario: How Nintendo Conquered America)
When players study all those patterns, they are mastering tactics. Bigger-picture planning in chess—how to manage the little battles to win the war—is called strategy. As Susan Polgar has written, “you can get a lot further by being very good in tactics”—that is, knowing a lot of patterns—“and have only a basic understanding of strategy.” Thanks to their calculation power, computers are tactically flawless compared to humans. Grandmasters predict the near future, but computers do it better. What if, Kasparov wondered, computer tactical prowess were combined with human big-picture, strategic thinking? In 1998, he helped organize the first “advanced chess” tournament, in which each human player, including Kasparov himself, paired with a computer. Years of pattern study were obviated. The machine partner could handle tactics so the human could focus on strategy. It was like Tiger Woods facing off in a golf video game against the best gamers. His years of repetition would be neutralized, and the contest would shift to one of strategy rather than tactical execution. In chess, it changed the pecking order instantly. “Human creativity was even more paramount under these conditions, not less,” according to Kasparov. Kasparov settled for a 3–3 draw with a player he had trounced four games to zero just a month earlier in a traditional match. “My advantage in calculating tactics had been nullified by the machine.” The primary benefit of years of experience with specialized training was outsourced, and in a contest where humans focused on strategy, he suddenly had peers. A few years later, the first “freestyle chess” tournament was held. Teams could be made up of multiple humans and computers. The lifetime-of-specialized-practice advantage that had been diluted in advanced chess was obliterated in freestyle. A duo of amateur players with three normal computers not only destroyed Hydra, the best chess supercomputer, they also crushed teams of grandmasters using computers. Kasparov concluded that the humans on the winning team were the best at “coaching” multiple computers on what to examine, and then synthesizing that information for an overall strategy. Human/Computer combo teams—known as “centaurs”—were playing the highest level of chess ever seen. If Deep Blue’s victory over Kasparov signaled the transfer of chess power from humans to computers, the victory of centaurs over Hydra symbolized something more interesting still: humans empowered to do what they do best without the prerequisite of years of specialized pattern recognition.
David Epstein (Range: Why Generalists Triumph in a Specialized World)
As much as I love fucking you any way I can get you, I want the chance to make love to Chloe. Think about how good that would be, sweetheart. I’d take my time, licking you, working your clit with my tongue. There’d be no rush. Just you and me. And then I’d wrap your legs around my hips and I’d enter that wet pussy slowly, so fucking slowly, it’d be torture for both of us.
Megan Erickson (Playing For Her Heart (Gamers, #2))
Cartridgeration has its consequences. Prolonged exposure to this fragmentary method of relating to the world inculcates in the gamer the belief that he can have it all, serially, within a very short time span, regardless of whether any two pieces of It are mutually exclusionary. He can be chasing em down… and on the run. Safe… and under fire. Cute and harmless… and imposing and dangerous. As he toggles from cartridge to cartridge, game to game, goal to goal, identity to identity, his mother’s long-standing promise that he can “be whatever he wants to be in this world” seems fulfilled, given a broad enough interpretation of “in this world.” This is not entirely a bad thing. The ability to simultaneously entertain contradictories can be useful… but it comes at a price. The Cartridgeration process leads one to a mode of thinking that stresses the inadvisability of choices. Any definite choice and subsequent course of action puts the gamer on one path at a tremendous possibility cost to all conceivable others. Through definitive actions, he pares the ür-configuration containing all his possible worlds to a stunted fraction of its former self. How many brilliant futures are ruled out with each step, with each decisive word? Billions, in a very real sense. The further he gets himself into any situation, the more severe the pruning of his possibility tree. Thus his inability to focus on any enthusiasm for too long, a metaphysical fickleness that functions as a defense mechanism against the death of possibility.
D.B. Weiss (Lucky Wander Boy)
Teachers don’t always know when they’ve lit the torch paper. But MacGhiolla knew. He knew he’d entered Virgil Swain’s imagination and held up a flame when he told him of a boy who fell in love with a girl called Emer who said he could not have her unless he completed Impossible Tasks. The boy was sent to study warcraft in Scotland under the tutelage of the female warrior Scathach-the-Shadow. Scathach-the-Shadow was about twenty centuries ahead of Marvel Comics. Gaming was in the early development stages back then. One in every two gamers died. Being Scottish and a warrior meant that Scathach was ferociousness itself. She didn’t have a Console, she had a hawk with talons. The boy was sent to her to learn how to achieve the impossible, and when he did, when Scathach had brought him up through all the Levels, showed him all the Cheats, and listed him on the Roll of Honour as All-Time Number-One Player, he came back and entered the fortress where Emer was guarded. He entered it by going upriver against the current. The method he used was salmon-leaps. Not kidding.
Niall Williams (History of the Rain)
Companies don't exist, and at the end of the day it is people make every decision in buisnesses. Human beings, not some feastious machine programmed solely for the improvement of efficiency and revenue generation. Companies are not machines. They are not dogs, as IGN bizarrely put it. They aren't even an entity. They are merely a banner to represent the activities of humans.
Samyoul Online
For many years, video games gave him a person and a place to be, as well as things to do. But an event happens to a pair of eyes after enough hours before a computer screen—they will scan the display and mid-game, shatter. Consoles crack men. It’s massacre. Andrei would thumb plastic so often that his mind would flee reality, as well as the virtual world he was in, and enter a dimension of empty euphoria. But one euphoric day he felt games were a sophisticated way to keep a pig in its own corner. The videogames advanced to become more realistic—but one must not be fooled by decorations. The detail-rich galaxies he found himself investing his life in were in fact the same galaxy as Pacman or Tetris: 1s and 0s.
Kristian Ventura (A Happy Ghost)
this was a cheerless place, where graduated ex-gamers were taking over the world with cryptocurrencies, gig economies and smartphone apps. Would-be lion tamers.
Steven Wilson (Limited Edition of One)
Everyone knows pain. We are not meant to carry it forever. We were never meant to hold it so closely, so be certain in the belief that what pain belongs to now will belong soon to then. That when someone asks you, "how was your day," realize that for some of us – it's the only way we know how to say, "Be calm. Loosen your grip, opening each palm, slowly now – let go.
Auryn Hadley (Flawed (Gamer Girls, #1))
And you're quite sure about this video game thing?" Jay looked and sounded skeptical. "She is a princess." Sylvie snorted. "So her personal hobbies ought to be---what? Practicing ribbon-cutting? Swanning around St. Giles unveiling makeshift plaques? The girl walks her pit bull in a Metallica T-shirt, and showed up to the Easter service at the Abbey wearing a skull necklace. Gamer princess seems entirely on brand.
Lucy Parker (Battle Royal (Palace Insiders, #1))
the Communist Party of China (CCP) began its biggest-ever crackdown of its domestic gaming industry. Among several new policies was a prohibition on minors playing video games Monday through Thursday that also limited their play from 8 p.m. to 9 p.m. on Friday, Saturday, and Sunday nights (in other words, it was impossible for a minor to play a video game for more than three hours per week). In addition, companies such as Tencent would use their facial recognition software and a player’s national ID to periodically ensure that these rules were not being skirted by a gamer borrowing an older user’s device.
Matthew Ball (The Metaverse: And How It Will Revolutionize Everything)
Boredom isn’t a longing, a lengthening of time. It is a spacey feeling, of being spaced out. What is boring is a space in which either one cannot act, or one’s actions amount to nothing. [...] What displaces boredom is the capacity to act in a way that transforms a situation.
McKenzie Wark (Gamer Theory)
You can build good habits. Not drinking alcohol will keep your mood more stable. Not eating sugar will keep your mood more stable. Not going on Facebook, Snapchat, or Twitter will keep your mood more stable. Playing video games will make you happier in the short run—and I used to be an avid gamer—but in the long run, it could ruin your happiness. You’re being fed dopamine and having dopamine withdrawn from you in these little uncontrollable ways. Caffeine is another one where you trade long term for the short term.
Eric Jorgenson (The Almanack of Naval Ravikant: A Guide to Wealth and Happiness)
Gamers who have grown up being intensely engaged by well-designed virtual environments are hungry for better forms of engagement in their real lives. They’re seeking out ways to be blissfully productive while cooperating toward extreme-scale goals. They are a natural source of participation bandwidth for the kinds of citizen journalism, collective intelligence, humanitarian, and citizen science projects that we will increasingly seek to undertake.
Jane McGonigal (Reality Is Broken: Why Games Make Us Better and How They Can Change the World)
The Guildhall was in the middle of Plano, Texas. Plano Texas, is brown and not much else. They have a Frito-Lay factory, parking lots, and a videogame school. At the time, I kept a strict vegan diet and didn’t drive. There was nothing to eat and nowhere to go. But the latter didn’t matter; when you were at the Guildhall you had no life outside the Guildhall. I remember the first day of orientation, sitting in a lecture hall with my future classmates and the spouses they’d brought with them to this wasted brown land. One of the other level design students had his wife and their year-old child with him. “Give her a kiss and say good-bye,” the director of the school told him in front of the assembly. “You’re not going to see her for two years.” I was in Plano, Texas, for six months. You’re at school from nine to five. You stay after and do your work with the teams they’ve assigned you to. Late at night you drag yourself home and do your actual homework. Maybe you get a few hours of sleep. The idea behind the school is that you’re always in what the Big Games Industry calls “crunch time”: unpaid overtime. Your masters want the game done by Christmas, so you don’t leave the office until it’s done. This is why people in the industry aren’t healthy; this is why they burn out and quit games within a few years. This is why you miss the second year of your daughter’s life. This is their scheme: you put up with crunch time all the time while you’re in school, so when you work for a big publisher—or, rather, a studio contracted by a big publisher—you won’t complain about being told you can’t see your daughter until the game’s done. The Guildhall boasts an over 90 percent employment rate, and it’s true: they will get you a job in the games industry. That’s because they will make you into exactly the kind of worker the games industry wants. It’s that kind of school. And it works; that’s the horrifying thing. My classmates were all self-identified gamers and game fans and were willing to put up with anything in order to live their dream of making videogames. That’s the carrot the industry dangles, and it’s what we take away from the industry when we create a form to which anyone can contribute. As long as the industry is allowed to continue acting as the gatekeeper to game creation, people will continue to accept the ways in which the industry tramples the lives and well-being of the creative people who make games, rather than challenging the insane level of control that publishers ask over developers’ lives.
Anna Anthropy (Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form)
…be a powerful king -or- the world’s greatest gamer?
Silly Willy (Silly Scenarios for Silly Kids (Children's Would you Rather Game Book): Ages 5-12. Gift for birthday, travel or party game book (Joke books for Silly Kids))
I'd've loved more songs, because if you don't put on a radio station there isn't very much songs in GTA IV. He can jump out from the automobile when it halts, in case you enter into a terrible enough mishap while Chop is driving along with you and go house. Incidentally an enlargement for the first was situated in London. So, in case you want to try Freefall then you certainly must complete 'Meat company'. Some sites accept this-but many the others refuse. Each sport in the set offers some thing new to gamers. and gun you down additionally if other armed citizens see you perpetrate a crime they could get ballsy and try to destroy you on-the-spot also. The Hollywood aspect had proceeded, you were always being hassled by perople such as principal character's brother, Roman, to really go and do a little mundane task like drinking till you fell over, enjoying darts or bowling. Later on, he determines to see a location called Downtown. Most of the big websites remark continuously about how terrific the cut-scenes are. The overall game's storyline is centered around Nike Bellic, a former soldier from Eastern Europe, who concerns america to get the "American desire". When Chop is on you, he assaults anyone that reveals aggression towards Franklin, and might even eliminate them. The gameplay is continually open world permitting player to decide on assignments packaged with activity-experience, third-person shooting, stealth, racing and sometimes roleplaying. Next, look at the Caligula Palace. I don't accept being of any Leather encounter character even. In V, players reach jump in and out of the lives of each one of the three figures so that you can feel the storyline from other points of view. As an issue of fact, you actually have to be cautious about everybody in Grand Theft Auto just around they must be careful for you and also your murderous manners. In the event you held turning them down, they got irritated. And this stops the scene and you're in the sport. I presume cut scenes may be pleasant benefit for completing a larger part of a sport. http://hh.vom
GTA Cheats
You don’t see adult gamers being accused of an inability to discern when one is a human driving a real car and when one is a yellow dinosaur driving a Mario Kart, but romance readers hear about their unrealistic expectations of men almost constantly.
Sarah Wendell (Everything I Know About Love I Learned from Romance Novels)
Yeah, but now you're kinda carrying my kid, right? I mean, baby momma sounds shitty. So, I figured, like, maybe I could go with girlfriend instead. An open relationship, of course, since I'm not down for being leashed by a woman, and you're too fucking mean to tame, right?" This time, she was the one in shock. "What?" she asked.
Auryn Hadley (Fragged (Gamer Girls, #4))
Second, we need true and meaningful representation and inclusion. Far too much of the external debate over the past decade has been dominated by white Americans, falsely framed as a First Amendment issue, and focused on political speech above all else, to the detriment of other key issues of free expression. And within companies—different as each may be—the focus is all too often on whatever pet issue the US media or lawmakers have adopted in a given week. Rarely is there sustained focus, inside or out, toward the threats faced by the world’s most marginalized people. And when attention is paid—as was the case with Myanmar and Facebook as well as GamerGate and Twitter—it is almost always too little, too late.
Jillian York (Silicon Values: The Future of Free Speech Under Surveillance Capitalism)
Graffiti and Tearing55: Designed by Norlander et al. (1998) participants are given an illustration of "Adam and Eve in the Garden of Paradise" and are told to draw or doodle on it (hence the "graffiti” part.) Next, they are given an illustration of "Samson and the Lion" which, theoretically, is intended to provoke participants to exhibit aggressiveness. The participants are told to tear apart that image into little pieces. The number of graffitis and their content (if sexual or violent) and the bits and pieces from the second image are the dependent variable (i.e. the thing being measured,) and, allegedly, an indicator of aggression. The experiment can be adapted to study the influence of sex differences, alcohol consumed before the experiment, or any variable you can imagine (like having played video games before the experiment.)
Xavier Lastra (Dangerous Gamers: The Commentariat and its war against video games, imagination, and fun)
I scrambled to my feet to avoid being caught in the prone position. Every gamer worth his salt knows it’s an automatic plus to hit for the opposing side. Screw that shit.
Rick Gualtieri (Half a Prayer (The Tome of Bill, #6))
Imagine this conversation between an employer and the new (diverse) employee: -Good day, employee, I just wanted to congratulate you for being a diverse person! -A what? -Diverse, as in “having the quality of diversity.” -You mean I’m different? -No, well… yes? No matter, you are diverse!
Xavier Lastra (Dangerous Gamers: The Commentariat and its war against video games, imagination, and fun)
of being attacked by a creature of the night grew more realistic every second. “I
Winter Morgan (The Mystery of the Griefer's Mark (An Unofficial Gamer's Adventure, #2))
Mainstream society finds it impossible to reconcile this language with the reality that most gamers are actually left-wing, not to mention completely comfortable with diverse, tolerant societies. To leftists, rejecting their language codes is the same as being racist, sexist, or homophobic. Gamers know it isn’t. And that made them the perfect enemies for an increasingly progressive movement hell-bent on shaming ordinary people for violations of their dreary, stultifying language codes. S
Milo Yiannopoulos (Dangerous)
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Michael M. Townley
[Gamers] want to be swept up in the moment of play, to be, for the most part, in a flow state, and not be halted to think deeply about the next thing they must accomplish. Similarly, casual gamers prize lean back games that allow them to while away some time in an interesting way, with a degree of visual spectacle and a continuing dopamine drip of nicely times rewards...
Greg Costikyan (Uncertainty in Games (Playful Thinking))
You can build good habits. Not drinking alcohol will keep your mood more stable. Not eating sugar will keep your mood more stable. Not going on Facebook, Snapchat, or Twitter will keep your mood more stable. Playing video games will make you happier in the short run—and I used to be an avid gamer—but in the long run, it could ruin your happiness. You’re being fed dopamine and having dopamine withdrawn from you in these little uncontrollable ways. Caffeine is another one where you trade long term for the short term. Essentially, you have to go through your life replacing your thoughtless bad habits with good ones, making a commitment to be a happier person. At the end of the day, you are a combination of your habits and the people who you spend the most time with.
Eric Jorgenson (The Almanack of Naval Ravikant: A Guide to Wealth and Happiness)