“
Game shows are designed to make us feel better about the random, useless facts that are all we have left of our education.
”
”
Chuck Palahniuk (Invisible Monsters)
“
Now he's [Cinna] arranging things around my living room: Clothing, fabrics, and sketchbooks with designs he's drawn. I pick one up and examine one of the dresses I supposedly created.
You know, I think I show a lot of promise," I say.
Get dressed, you worthless thing.
”
”
Suzanne Collins (Catching Fire (The Hunger Games, #2))
“
Dieting is the only game where you win when you lose!
”
”
Karl Lagerfeld
“
Reality is broken. Game designers can fix it.
”
”
Jane McGonigal
“
I did not design this game; I did not name the stakes. I just happen to like apples; and I am not afraid of snakes.
”
”
Ani DiFranco
“
You're trying to play a game designed by men. You'll never win, because the deck is stacked and marked, and also you've been blindfolded and set on fire. You can work hard and believe in yourself and be the smartest person in the room and you'll still get beat by the boys who haven't two cents to rub together. So if you can't win the game, you have to cheat. You operate outside the walls they've built to fence you in. You rob them in the dark, while they're drunk on spirits you offered them. Poison their waters and drink only wine.
”
”
Mackenzi Lee (The Lady's Guide to Petticoats and Piracy (Montague Siblings, #2))
“
She, too, is one of Regin’s friends. They’re poker buddies, sisters of the Wii, and Mari is a vaunted member of the karaoke contingent. Regin has long acted as the witches’ designated driver.” “BFF?” Lachlain asked, brows drawn. “Sisters of the what?”
Emma supplied, “Best friend forever and a video game.”
Lachlain muttered to Emma, “Your relatives are just no’ right.
”
”
Kresley Cole (Wicked Deeds on a Winter's Night (Immortals After Dark, #3))
“
Golf is a game whose aim is to hit a very small ball into an ever smaller hole, with weapons singularly ill-designed for the purpose
”
”
Winston S. Churchill
“
[Baseball] breaks your heart. It is designed to break your heart. The game begins in the spring, when everything else begins again, and it blossoms in the summer, filling the afternoons and evenings, and then as soon as the chill rains come, it stops and leaves you to face the fall all alone. You count on it, rely on it to buffer the passage of time, to keep the memory of sunshine and high skies alive, and then just when the days are all twilight, when you need it most, it stops.
”
”
A. Bartlett Giamatti (Take Time for Paradise: Americans and Their Games)
“
There is one and only one social responsibility of business–to use it resources and engage in activities designed to increase its profits so long as it stays within the rules of the game, which is to say, engages in open and free competition without deception or fraud
”
”
Milton Friedman
“
Jameson smiled. It was his slow, dangerous, heady smile, designed to elicit a reaction. I didn’t give him one.
”
”
Jennifer Lynn Barnes (The Hawthorne Legacy (The Inheritance Games, #2))
“
It breaks your heart. It is designed to break your heart. The game begins in the spring, when everything else begins again, and it blossoms in the summer, filling the afternoons and evenings, and then as soon as the chill rains come, it stops and leaves you to face the fall alone. You count on it, rely on it to buffer the passage of time, to keep the memory of sunshine and high skies alive, and then just when the days are all twilight, when you need it most, it stops. Today, October 2, a Sunday of rain and broken branches and leaf-clogged drains and slick streets, it stopped and summer was gone.
”
”
A. Bartlett Giamatti
“
This whole game is just designed to make us hate ourselves
”
”
Uglies, Scott Westerfeld
“
Anyone who thinks politics equals power has no understanding of either politics or power. The games of politics are sponsored by the powerful, and are designed to deliver a single end - to secure their power.
”
”
Graeme Rodaughan (The Day Guard (The Metaframe War, #4))
“
I wish Peeta were here to hold me, until I remember I'm not supposed to wish that anymore. I have chosen Gale and the rebellion, and a future with Peeta is the Capitol's design, not mine.
”
”
Suzanne Collins (Catching Fire (The Hunger Games, #2))
“
Charred bits of black silk swirl into the air, and pearls clatter to the stage… I’m in a dress of the exact design of my wedding dress, only it’s the color of coal and made of tiny feathers. Wonderingly, I lift my long, flowing sleeves into the air, and that’s when I see myself on the television screen. Clothed in black except for the white patches on my sleeves. Or should I say my wings. Because Cinna had turned me into a mockingjay.
”
”
Suzanne Collins (Catching Fire (The Hunger Games, #2))
“
What if we started to live our real lives like gamers, lead our real businesses and communities like game designers, and think about solving real-world problems like computer and video game theorists?
”
”
Jane McGonigal (Reality Is Broken: Why Games Make Us Better and How They Can Change the World)
“
They can fatten me up. They can give me a full body polish, dress me up, and make me beautiful again. They can design dream weapons that come to life in my hands, but they will never again brainwash me into the necessity of using them. I no longer feel allegiance to these monsters called human beings, despite being one myself.
”
”
Suzanne Collins (Mockingjay (The Hunger Games, #3))
“
Tonight feels like a board game co-designed by M. C. Escher on a bender and Stephen King in a fever.
”
”
David Mitchell (Slade House)
“
This game is a hell we’ve all been damned into. It’s designed to madden us. The most intelligent Arcana ever to play is called the Fool. The one who least wanted to kill was named Death. And you, Empress, rule over nothing!
”
”
Kresley Cole (Endless Knight (The Arcana Chronicles, #2))
“
That’s what games are, in the end. Teachers. Fun is just another word for learning.
”
”
Raph Koster (A Theory Of Fun For Game Design)
“
I have chosen Gale and the rebellion, and a future with Peeta is the Capitol's design, not mine.
”
”
Suzanne Collins (Catching Fire (The Hunger Games, #2))
“
From this, one can make a deduction which is quite certainly the ultimate truth of jigsaw puzzles: despite appearances, puzzling is not a solitary game: every move the puzzler makes, the puzzlemaker has made before; every piece the puzzler picks up, and picks up again, and studies and strokes, every combination he tries, and tries a second time, every blunder and every insight, each hope and each discouragement have all been designed, calculated, and decided by the other.
”
”
Georges Perec (Life: A User's Manual)
“
They can fatten me up. They can give me a full body polish, dress me up, and make me beautiful again. They can design dream weapons that come to life in my hands, but they will never again brainwash me into the necessity of using them. I no longer feel allegiance to these monsters called human beings, despite being one myself. Because something is significantly wrong with a creature that sacrifies its children’s lives to settle its differences. You can spin it any way you like. Snow thought the Hunger Games were an efficient means of control. Coin thought the parachutes would expedite the war. But in the end, who does it benefit? No one. The truth is, it benefits no one to live in a world where these things happen.
”
”
Suzanne Collins (Mockingjay (The Hunger Games, #3))
“
We teach brilliance bias to children from an early age. A recent US study found that when girls start primary school at the age of five, they are as likely as five-year-old boys to think women could be 'really really smart'. But by the time they turn six, something changes. They start doubting their gender. So much so, in fact, that they start limiting themselves: if a game is presented to them as intended for 'children who are really, really smart', five-year-old girls are as likely to want to play it as boys - but six-year-old girls are suddenly uninterested. Schools are teaching little girls that brilliance doesn't belong to them. No wonder that by the time they're filling out university evaluation forms, students are primed to see their female teachers as less qualified.
”
”
Caroline Criado Pérez (Invisible Women: Data Bias in a World Designed for Men)
“
His Presbyterian minster father had believed in a divine design, and Mozasu believed that life was like this game where the player could adjust the dials yet also expect the uncertainty of factors he couldn't control. He understood why his customers wanted to play something that looked fixed but which also left room for randomness and hope.
”
”
Min Jin Lee (Pachinko)
“
Patience's design flaw became obvious for the first time in my life: the outcome is decided not during the course of play but when the cards are shuffled, before the game even begins. How pointless is that?
”
”
David Mitchell (Cloud Atlas)
“
Noise is any pattern we don't understand. [...] If we perceive something as noise, it's most likely a failure of ourselves, not a failure of the universe.
”
”
Raph Koster (A Theory Of Fun For Game Design)
“
I don't have a talent, unless you count hunting illegally, which they don't. Or maybe singing, which I wouldn't do for the Capitol in a million years. My mother tried to interest me in a variety of suitable alternatives from a list Effie Trinket sent her. Cooking, flower arranging, playing the flute. None of them took, although Prim had a knack for
all three. Finally Cinna stepped in and offered to help me develop my passion for designing clothes, which really required development since it was non-existent.
”
”
Suzanne Collins (The Hunger Games (The Hunger Games, #1))
“
So no, excuse me, we will not play likability anymore. It's an endless runner—a game with no progress and no finish line—that women are expected to chase, that keeps us from doing the real work, accruing the real power. Chasing likability has been one of women's biggest setbacks, by design. I don't know that rejecting likability will get us anywhere, but I know that embracing it has gotten us nowhere.
”
”
Lindy West (The Witches Are Coming)
“
An artist is someone
who takes you where you could never go alone.
”
”
Jesse Schell (The Art of Game Design: A Book of Lenses)
“
GTA came from Pac-Man. The dots are the little people. There's me in my little, yellow car. And the ghosts are policemen.
”
”
Jesse Schell (The Art of Game Design: A book of lenses)
“
The male-unless-otherwise-indicated approach to research seems to have infected all sorts of ethnographic fields. Cave paintings, for example, are often of game animals and so researchers have assumed they were done by men - the hunters. But new analysis of handprints that appear alongside such paintings in cave sites in France and Spain has suggested that the majority were actually done by women.
”
”
Caroline Criado Pérez (Invisible Women: Data Bias in a World Designed for Men)
“
Mr. Guppy suspects everybody....of entertaining... Sinister designs upon him....he in the most ingenious manner takes infinite pains to counterplot, where there is no plot; and plays the deepest games of chess without any adversary
”
”
Charles Dickens (Bleak House)
“
A Value Proposition creates value for a Customer Segment through a distinct mix of elements catering to that segment’s needs. Values may be quantitative (e.g. price, speed of service) or qualitative (e.g. design, customer experience).
”
”
Alexander Osterwalder (Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers (The Strategyzer Series 1))
“
A method of schooling founded by the Italian educator Maria Montessori that emphasizes collaborative, explorative learning, and whose alumni include Google’s founders, Sergey Brin and Larry Page; Wikipedia founder Jimmy Wales; video-game designer Will Wright; Amazon’s founder, Jeff Bezos; chef Julia Child; and rap impresario Sean Combs.
”
”
Daniel Coyle (The Little Book of Talent: 52 Tips for Improving Your Skills)
“
No Scrabble. More and more of his friends were playing it now, in a knowing ironic way, triple-word-score-craving freaks, but it seemed to him like a game designed expressly to make him feel stupid and bored.
”
”
David Nicholls (One Day)
“
The Game gives you a Purpose. The Real Game is, to Find a Purpose.
”
”
Vineet Raj Kapoor
“
Man's freedom comes through fulfilling his destiny, bringing into manifestation the Divine Design of his life.
”
”
Florence Scovel Shinn (The Game of Life and How To Play It)
“
The neglected ones, the unlucky ones, the ones who want more than they've been give. The ones who have to crawl and scrape and fight their way up from the very bottom, who have to game a system designed for them to lose. Always the first to be punished and blamed when things go wrong. Always the last to e seen, to be saved.
”
”
Ann Liang (If You Could See the Sun)
“
As the video game designer and writer James Wallis puts it, “Human beings like stories. Our brains have a natural affinity not only for enjoying narratives and learning from them but also for creating them. In the same way that your mind sees an abstract pattern and resolves it into a face, your imagination sees a pattern of events and resolves it into a story.
”
”
Jonathan Gottschall (The Storytelling Animal: How Stories Make Us Human)
“
Gamers can feel when developers are passionate about their games. They can smell it like a dog smells fear. Don't be afraid to hold onto your unique vision: just be aware that it may not turn out exactly how you envisioned.
”
”
Scott Rogers (Level Up!: The Guide to Great Video Game Design)
“
Sam would later tell people that these mazes were his first attempts at writing games. "A maze," he would say, "is a video game distilled to its purest form." Maybe so, but this was revisionist and self-aggrandizing. The mazes were for Sadie. To design a game is to imagine the person who will eventually play it.
”
”
Gabrielle Zevin (Tomorrow, and Tomorrow, and Tomorrow)
“
Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations.
”
”
Yu-kai Chou (Actionable Gamification: Beyond Points, Badges, and Leaderboards)
“
The reason is that good management itself was the root cause. Managers played the game the way it was supposed to be played. The very decision-making and resource-allocation processes that are key to the success of established companies are the very processes that reject disruptive technologies: listening carefully to customers; tracking competitors’ actions carefully; and investing resources to design and build higher-performance, higher-quality products that will yield greater profit. These are the reasons why great firms stumbled or failed when confronted with disruptive technological change.
”
”
Clayton M. Christensen (The Innovator's Dilemma: When New Technologies Cause Great Firms to Fail (Management of Innovation and Change))
“
The enjoyment of problem solving seems to be an evolved survival mechanism. People who enjoy solving problems are going to solve more problems, and probably get better at solving problems, and be more likely to survive.
”
”
Jesse Schell (The Art of Game Design: A Book of Lenses)
“
You're trying to play a game designed by men. You'll never win, because the deck is staked and marked, and also you've been blindfolded and set on fire. You can work hard and believe in yourself and be the smartest person in the room and you'll still get beat by the boys who haven't two cents to rub together. So if you can't win the game, you have to cheat. You operate outside the walls they've built to fence you in. You rob them in the dark, while they're drunk on spirits you offered them. Poison their waters and drink only wine.
”
”
Mackenzi Lee (The Lady's Guide to Petticoats and Piracy (Montague Siblings, #2))
“
People who know how to make games need to start focusing on the task of making real life better for as many people as possible.
”
”
Jane McGonigal (Reality is Broken: Why Games Make Us Better and How They Can Change the World)
“
Miami drivers have long ago take the simple chore of going from one place to another and turned it into a kind of high-speed, heavily armed game of high-stakes bumper cars.
”
”
Jeff Lindsay (Dexter by Design (Dexter, #4))
“
Design attitude demands changing one’s orientation from making decisions to creating options from which to choose.
”
”
Alexander Osterwalder (Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers (The Strategyzer Series 1))
“
There is only One Man Playing your Game, You!
”
”
Vineet Raj Kapoor
“
Have you ever played Monopoly? It's a board game designed to teach kids capitalism. And what happens in the end? The winner has all the money, and everyone else has nothing. Woohoo! So much fun! That's literally how America works. That's why there are a few super rich people who own almost everything, and tens of millions of dirt poor people who have nothing.
”
”
Oliver Markus Malloy (How to Defeat the Trump Cult: Want to Save Democracy? Share This Book)
“
Today, I look forward and I see a future in which games once again are explicitly designed to improve quality of life, to prevent suffering, and to create real, widespread happiness.
”
”
Jane McGonigal
“
I think of life as very much like a game. The one who created it gave us the rules by which it is to be played, rules designed to help us win, rules to help us be happy. The problem is many times we choose to play by our own rules, and then we’re at a loss to understand why we never win.
”
”
Julie Lessman (A Passion Most Pure (Daughters of Boston, #1))
“
Tell the world what scares you the most” says Brandy.
She gives us each an Aubergine Dreams eyebrow pencil and says “Save the world with some advice from the future”
Seth writes on the back of a card and hands the card to Brandy for her to read.
On game shows, Brandy reads, some people will take the trip to France, but most people will take the washer dryer pair.”
Brandy puts a big Plumbago kiss in the little square for the stamp and lets the wind lift and card and sail it off toward the towers of downtown Seattle.
Seth hands her another, and Brandy reads:
Game shows are designed to make us feel better about the random useless facts that are all we have left from our education”
A kiss and the card’s on it’s way toward Lake Washington.
From Seth:
When did the future switch from being a promise to being a threat?”
A kiss and it’s off on the wind toward Ballard.
Only when we eat up this planet will God give us another. We’ll be remembered more for what we destroy than what we create.”
Interstate 5 snakes by in the distance. From high atop the Space Needle, the southbound lanes are red chase lights, and the northbound lanes are white chase lights. I take a card and write:
I love Seth Thomas so much I have to destroy him. I overcompensate by worshipping the queen supreme. Seth will never love me. No one will ever love me ever again.
Beandy is waiting to rake the card and read it out loud. Brandy’s waiting to read my worst fears to the world, but I don’t give her the card. I kiss it myself with the lips I don’t have and let the wind take it out of my hand. The card flies up, up, up to the stars and then falls down to land in the suicide net.
While I watch my future trapped in the suicide net Brandy reads another card from Seth.
We are all self-composting”
I write another card from the future and Brandy reads it:
When we don’t know who to hate, we hate ourselves”
An updraft lifts up my worst fears from the suicide net and lifts them away.
Seth writes and Brandy reads.
You have to keep recycling yourself”.
I write and Brandy reads.
Nothing of me is original. I am the combined effort of everybody I’ve ever known.”
I write and Brandy reads.
The one you love and the one who loves you are never ever the same person.
”
”
Chuck Palahniuk (Invisible Monsters)
“
In the end, people don’t view their life as merely the average of all of its moments—which, after all, is mostly nothing much plus some sleep. For human beings, life is meaningful because it is a story. A story has a sense of a whole, and its arc is determined by the significant moments, the ones where something happens. Measurements of people’s minute-by-minute levels of pleasure and pain miss this fundamental aspect of human existence. A seemingly happy life may be empty. A seemingly difficult life may be devoted to a great cause. We have purposes larger than ourselves. Unlike your experiencing self—which is absorbed in the moment—your remembering self is attempting to recognize not only the peaks of joy and valleys of misery but also how the story works out as a whole. That is profoundly affected by how things ultimately turn out. Why would a football fan let a few flubbed minutes at the end of the game ruin three hours of bliss? Because a football game is a story. And in stories, endings matter. Yet we also recognize that the experiencing self should not be ignored. The peak and the ending are not the only things that count. In favoring the moment of intense joy over steady happiness, the remembering self is hardly always wise. “An inconsistency is built into the design of our minds,” Kahneman observes. “We have strong preferences about the duration of our experiences of pain and pleasure. We want pain to be brief and pleasure to last. But our memory … has evolved to represent the most intense moment of an episode of pain or pleasure (the peak) and the feelings when the episode was at its end. A memory that neglects duration will not serve our preference for long pleasure and short pains.” When our time is limited and we are uncertain about how best to serve our priorities, we are forced to deal with the fact that both the experiencing self and the remembering self matter. We do not want to endure long pain and short pleasure. Yet certain pleasures can make enduring suffering worthwhile. The peaks are important, and so is the ending.
”
”
Atul Gawande (Being Mortal: Medicine and What Matters in the End)
“
A sand trap is like a politician in its duality. It represents two opposing viewpoints. You see, it was designed to trap your ball. So it exists to have balls land in it. But it was also designed to be avoided. So it also exists to not have balls land in it. This is the beauty of golf. The game of golf is a Zen koan in action.
”
”
Jarod Kintz (The Mandrake Hotel and Resort to violence if necessary)
“
Things designed by people without skin in the game tend to grow in complication (before their final collapse). There is absolutely no benefit for someone in such a position to propose something simple: when you are rewarded for perception, not results, you need to show sophistication. Anyone who has submitted a “scholarly” paper to a journal knows that you usually raise the odds of acceptance by making it more complicated than necessary. Further, there are side effects for problems that grow nonlinearly with such branching-out complications. Worse: Non-skin-in-the-game people don’t get simplicity.
”
”
Nassim Nicholas Taleb (Skin in the Game: Hidden Asymmetries in Daily Life)
“
From our first day alive on this planet, they began teaching society everything it knows and experiences. It was all brainwashing bullshit. Their trio of holy catechisms is: faith is more important than reason; inputs are more important than outcomes; hope is more important than reality. It was designed to choke your independent thinking and acting—to bring out the lowest common denominator in people—so that vast amounts of the general public would literally buy into sponsorship and preservation of their hegemonic nation. Their greatest achievement was the creation of the two-party political system; it gave only the illusion of choice, but never offered any change; it promised freedom, but only delivered more limits. In the end, you got stuck with two leading loser parties and not just one. It completed their trap of underhanded domination, and it worked masterfully. Look anywhere you go. America is a nation of submissive, dumbed-down, codependent, faith-minded zombies obsessed with celebrity gossip, buying unnecessary goods, and socializing without purpose on their electronic gadgets. The crazy thing is that people don't even know it; they still think they're free. Everywhere, people have been made into silent accomplices in the government's twisted control game. In the end, there is no way out for anyone.
”
”
Zoltan Istvan (The Transhumanist Wager)
“
A good game designer know that clinging to a few early ideas about a project can cut off the potential for the work. Sadie did not feel the Naomi was altogether a person yet, which was another thing that one could not admit. So many of the mothers she knew said that their children were exactly themselves from the moment they appeared in the world. But Sade disagreed. What person was a person without language? Tastes? Preferences? Experiences? And on the other side of childhood, what grown-up wanted to believe that they had emerged from their parents fully made? Sadie knew that she herself had not become a person until recently. It was unreasonable to expect a child to emerge whole cloth. Naomi was a pencil sketch off a person who, at some point, would be a fully 3D character.
”
”
Gabrielle Zevin (Tomorrow, and Tomorrow, and Tomorrow)
“
The IYI subscribes to The New Yorker, a journal designed so philistines can learn to fake a conversation about evolution, neurosomething, cognitive biases, and quantum mechanics.
”
”
Nassim Nicholas Taleb (Skin in the Game: The Hidden Asymmetries in Daily Life)
“
Businesspeople don’t just need to understand designers better; they need to become designers.
”
”
Alexander Osterwalder (Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers (The Strategyzer Series 1))
“
Nothing should be more obvious than that the business organism cannot function according to design when its most important “parameters of action”—wages, prices, interest—are transferred to the political sphere and there dealt with according to the requirements of the political game or, which sometimes is more serious still, according to the ideas of some planners.
”
”
Joseph A. Schumpeter (Capitalism, Socialism, and Democracy)
“
The world is so full of ambiguity and uncertainty that the design attitude of exploring and prototyping multiple possibilities is most likely to lead to a powerful new business model.
”
”
Alexander Osterwalder (Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers (The Strategyzer Series 1))
“
Hocking was slender in the way that writers and musicians are sometimes slender: not out of any desire or design but rather because his days were spent being consumed rather than consuming.
”
”
Tom Bissell (Extra Lives: Why Video Games Matter)
“
Call themselves?" asked Yama. "You are wrong, Sam, Godhood is more than a name. It is a condition of being. One does not achieve it merely by being immortal, for even the lowliest laborer in the fields may achieve continuity of existence. Is it then the conditioning of an Aspect? No. Any competent hypnotist can play games with the self-image. Is it the raising up of an Attribute? Of course not. I can design machines more powerful and more accurate than any faculty a man may cultivate. Being a god is the quality of being able to be yourself to such an extent that your passions correspond with the forces of the universe, so that those who look upon you know this without hearing your name spoken. Some ancient poet said that the world is full of echoes and correspondences. Another wrote a long poem of an inferno, wherein each man suffered a torture which coincided in nature with those forces which had ruled his life. Being a god is being able to recognize within one's self these things that are important, and then to strike the single note that brings them into alignment with everything else that exists. Then, beyond morals or logic or esthetics, one is wind or fire, the sea, the mountains, rain, the sun or the stars, the flight of an arrow, the end of a day, the clasp of love. One rules through one's ruling passions. Those who look upon gods then say, without even knowing their names, 'He is Fire. She is Dance. He is Destruction. She is Love.' So, to reply to your statement, they do not call themselves gods. Everyone else does, though, everyone who beholds them."
"So they play that on their fascist banjos, eh?"
"You choose the wrong adjective."
"You've already used up all the others.
”
”
Roger Zelazny (Lord of Light)
“
I told you, I’m awesome at everything,” he teased, putting the PS3 controller on the floor between us. “That includes video games.”
I watched as the character Wesley had been operating moved across the screen, doing some sort of odd victory dance. “Not fair,” I muttered. “Your sword was bigger than mine.”
“My sword is bigger than everyone’s.
”
”
Kody Keplinger (The DUFF: Designated Ugly Fat Friend (Hamilton High, #1))
“
I think that in life, as in game design, you have to find the fun. There is joy out there waiting to be discovered, but it might not be where you expected. You can’t decide what something’s going to be before you embark on it, and you shouldn’t stick with a bad idea just because you’re fond of it. Take action as quickly and repeatedly as possible, take advantage of what you already know, and take liberties with tradition. But most importantly, take the time to appreciate the possibilities, and make sure all of your decisions are interesting ones.
”
”
Sid Meier (Sid Meier's Memoir!: A Life in Computer Games)
“
In the Game of Life, as in our world, self-reproducing patterns are complex objects. One estimate, based on the earlier work of mathematician John von Neumann, places the minimum size of a self-replicating pattern in the Game of Life at ten trillion squares—roughly the number of molecules in a single human cell.
”
”
Stephen Hawking (The Grand Design)
“
Acting on desire is more like a craft, a science, an art. It takes careful mindful practice. Be patient and quiet. Listen, observe, take notes. Figure out what you want, privately, and then choose to want it, publicly. Put your desire out in the open. I want to go swimming. I want to bake bread. I want to paint a picture. I want to build a chair. I want to write a book. You act and then you fail. Over and over. And it’s better to start failing when you’re young, when all you lose is an ice-cream cone or a basketball game or an afternoon of fun. When you’re older, the stakes are higher. If adults don’t know how to want, then they lose a love, a career, a life.
”
”
David Barringer (There's Nothing Funny About Design)
“
Journalist Sarah Ditum has little time for this argument. 'Come on now,' she chided in a column. 'You've played games as a blue hedgehog. As a cybernetically augmented space marine. As a sodding dragon tager. [...B]ut the idea that women can be protagonists with an inner life and an active nature is somehow beyond your imaginative capacities?
”
”
Caroline Criado Pérez (Invisible Women: Data Bias in a World Designed for Men)
“
...the video-game form is incompatible with traditional concepts of narrative progression. Stories are about time passing and narrative progression. Games are about challenge, which frustrates the passing of time and impedes narrative progression. The story force wants to go forward and the "friction force" of challenge tries to hold story back. This is the conflict at the heart of the narrative game, one that game designers have thus far imperfectly addressed by making story the reward of a successfully met challenge.
”
”
Tom Bissell (Extra Lives: Why Video Games Matter)
“
retreat, with nothing to look forward to, nowhere to be, nothing to do, we are forced to confront the “wound of existence” head-on, to stare into the abyss and realize that so much of what we do in life—every shift in our seat, every bite of food, every pleasant daydream—is designed to avoid pain or seek pleasure. But if we can drop all that, we can, as Sam once said in his speech to the angry, befuddled atheists, learn how to be happy “before anything happens.” This happiness is self-generated, not contingent on exogenous forces; it’s the opposite of “suffering.” What the Buddha recognized was a genuine game changer.
”
”
Dan Harris (10% Happier)
“
In all these assaults on the senses there is a great wisdom — not only about the addictiveness of pleasures but about their ephemerality. The essence of addiction, after all, is that pleasure tends to desperate and leave the mind agitated, hungry for more. The idea that just one more dollar, one more dalliance, one more rung on the ladder will leave us feeling sated reflects a misunderstanding about human nature — a misunderstanding, moreover, that is built into human nature; we are designed to feel that the next great goal will bring bliss, and the bliss is designed to evaporate shortly after we get there. Natural selection has a malicious sense of humor; it leads us along with a series of promises and then keeps saying ‘Just kidding.’ As the Bible puts it, ‘All the labour of man is for his mouth, and yet the appetite is not filled.’ Remarkably, we go our whole lives without ever really catching on.
The advice of the sages — that we refuse to play this game — is nothing less than an incitement to mutiny, to rebel against our creator. Sensual pleasures are the whip natural selection uses to control us to keep us in the thrall of its warped value system. To cultivate some indifference to them is one plausible route to liberation. While few of us can claim to have traveled far on this route, the proliferation of this scriptural advice suggests it has been followed some distance with some success.
”
”
Robert Wright (The Moral Animal: Why We Are the Way We Are - The New Science of Evolutionary Psychology)
“
Decision making is stressful, so the best time to prepare for good choosing is when there’s no choice at stake. That’s when you can invest in your emotional intelligence and spiritual maturity so that those muscles are strong and trained when it’s decision or game time. The best time to get ready for step three is months or years before the choosing. That means the best time is right now—today is the best day to start making that investment.
”
”
Bill Burnett (Designing Your Life: How to Build a Well-Lived, Joyful Life)
“
Arbogast had then assembled a dream team of creative consultants and contractors to help make his bold claim a reality, luring some of the videogame industry’s brightest stars away from their own companies and projects, with the sole promise of collaborating on his groundbreaking new MMOs. That was how gaming legends like Chris Roberts, Richard Garriott, Hidetaka Miyazaki, Gabe Newell, and Shigeru Miyamoto had all wound up as consultants on both Terra Firma and Armada—along with several big Hollywood filmmakers, including James Cameron, who had contributed to the EDA’s realistic ship and mech designs, and Peter Jackson, whose Weta Workshop had rendered all of the in-game cinematics.
”
”
Ernest Cline (Armada)
“
Girls practically invented programming,” she said. “Jean Bartik, Marlyn Wescoff, Fran Bilas—they all programmed ENIAC.” I had no idea what she was talking about. “And don’t forget Margaret Hamilton. She wrote the software that let Apollo 11 land on the moon.” “I meant programming video games,” I said. “Dona Bailey, Centipede. Brenda Romero, Wizardry. Roberta Williams, King’s Quest. She designed her first computer game at the kitchen table. I interviewed her for school last year.
”
”
Jason Rekulak (The Impossible Fortress)
“
Seasons is a wise metaphor for the movement of life, I think. It suggests that life is neither a battlefield nor a game of chance but something infinitely richer, more promising, more real. The notion that our lives are like the eternal cycle of the seasons does not deny the struggle or the joy, the loss or the gain, the darkness or the light, but encourages us to embrace it all-and to find in all of it opportunities for growth.
If we lived close to nature in an agricultural society, the seasons as metaphor and fact would continually frame our lives. But the master metaphor of our era does not come from
agriculture-it comes from manufacturing. We do not believe that we "grow" our lives-we believe that we "make" them. Just listen to how we use the word in everyday speech: we make time, make friends, snake meaning, make money, make a living, make love.
I once heard Alan Watts observe that a Chinese child will ask, "How does a baby grow?" But an American child will ask, "How do you make a baby?" From an early age, we absorb our culture's arrogant conviction that we manufacture everything, reducing the world to mere "raw material" that lacks all value until we impose our designs and labor on it.
”
”
Parker J. Palmer (Let Your Life Speak: Listening for the Voice of Vocation)
“
The world doesn't need to be fixed,it only needs to be balanced.And the art of balance demands you tread lightly,not leap ahead in a continual frenzy.The art of balance demands you know your designated role in the game of life,not start muscling in on everyone else's.The art of balance demands knowledge of timelessness,of birth and death and rebirth.The art of balance demands you know the world cannot be fixed it must be endured. It must simply forever be kept in a splendid play.
”
”
Tarun J. Tejpal (Histoire de mes assassins)
“
A change in direction was required. The story you finished was perhaps never the one you began. Yes! He would take charge of his life anew, binding his breaking selves together. Those changes in himself that he sought, he himself would initiate and make them. No more of this miasmic, absent drift. How had he ever persuaded himself that his money-mad burg would rescue him all by itself, this Gotham in which Jokers and Penguins were running riot with no Batman (or even Robin) to frustrate their schemes, this Metropolis built of Kryptonite in
which no Superman dared set foot, where wealth was mistaken for riches and the joy of possession for happiness, where people lived such polished lives that the great rough truths of raw existence had been rubbed and buffed away, and in which human souls had wandered so separately for so long that they barely remembered how to touch; this city whose fabled electricity powered the electric fences that were being erected between men and men, and men and women, too? Rome did not fall because her armies weakened but because Romans forgot what
being Roman meant. Might this new Rome actually be more provincial than its provinces; might these new Romans have forgotten what and how to value, or had they never known? Were all empires so undeserving, or was this one particularly crass? Was nobody in all this bustling endeavor and material plenitude engaged, any longer, on the deep quarry-work of the mind and heart? O Dream-America, was civilization's
quest to end in obesity and trivia, at Roy Rogers and Planet Hollywood, in USA Today and on E!; or in million-dollar-game-show greed or fly-on-the-wall voyeurism; or in the eternal confessional booth of Ricki and Oprah and Jerry, whose guests murdered each other after the show; or in a spurt of gross-out dumb-and-dumber comedies
designed for young people who sat in darkness howling their ignorance at the silver screen; or even at the unattainable tables of Jean-Georges Vongerichten and Alain Ducasse? What of the search for the hidden keys that unlock the doors of exaltation? Who demolished the City on the Hill and put in its place a row of electric chairs,
those dealers in death's democracy, where everyone, the innocent, the mentally deficient, the guilty, could come to die side by side? Who paved Paradise and put up a parking lot? Who settled for George W. Gush's boredom and Al Bore's gush? Who let Charlton Heston out of his cage and then asked why children were getting shot? What, America, of the Grail? O ye Yankee Galahads, ye Hoosier Lancelots, O Parsifals of the stockyards, what of the Table Round? He felt a flood bursting in him and did not hold back. Yes, it had seduced him, America; yes, its brilliance aroused him, and its vast potency too, and he was compromised by this seduction. What he opposed in it he must also attack in himself. It made him want what it promised and eternally withheld. Everyone was an American now, or at least Americanized: Indians, Uzbeks, Japanese, Lilliputians, all. America was the world's playing field, its rule book, umpire, and ball. Even anti-Americanism was Americanism in disguise, conceding, as it did, that America was the only game in town and the matter of America the only business at hand; and so, like everyone, Malik Solanka now walked its high corridors cap in hand, a supplicant at its feast; but that did not mean he could not look it in the eye. Arthur had fallen, Excalibur was lost and dark Mordred was king. Beside him on the throne of Camelot sat the queen, his sister, the witch Morgan le Fay.
”
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Salman Rushdie (Fury)
“
Social responsibility is a fundamentally subversive doctrine" in a free society, and have said that in such a society, "there is one and only one social responsibility of business–to use it resources and engage in activities designed to increase its profits so long as it stays within the rules of the game, which is to say, engages in open and free competition without deception or fraud.
”
”
Milton Friedman (The Ethics of Competition and Other Essays)
“
He bit his fingernails. He bit his toenails. He pulled tiny green threads from his shirt and tried flossing his teeth. Then he tried making little green designs with tiny, tiny knots. Then he hit on the idea of weaving messages. Could he macramé "Help, I am a prisoner . . ." and plant it on the back of someone's jacket by static charge? If someone ever came back, that is? He got as far as a delicate gossamer H, E, L, caught the thread on a hangnail while rubbing his stubbled chin, and reduced his plea to an illegible green wad. He pulled another thread and started over.
”
”
Lois McMaster Bujold (The Vor Game (Vorkosigan Saga, #6))
“
Game-free intimacy is or should be the most perfect form of human living.
Because there is so little opportunity for intimacy in daily life, and because some forms of intimacy (especially if intense) are psychologically impossible for most people, the bulk of time in serious social life is taken up with playing games. Hence games are both necessary and desirable, and the only problem at issue is whether the games played by an individual offer the best yield for him. In this connexion it should be remembered that the essential feature of a game is its culmination, or payoff. The principal function of the preliminary moves is to set up the situation for this payoff, but they are always designed to harvest the maximum permissible satisfaction at each step as a secondary product.
Games are passed on from generation to generation. The favoured game of any individual can be traced back to his parents and grandparents, and forward to his children.
Raising children is primarily a matter of teaching them what games to play. Different cultures and different social classes favour different types of games.
Many games are played most intensely by disturbed people, generally speaking, the more disturbed they are, the harder they play.
The attainment of autonomy is manifested by the release or recovery of three capacities: awareness, spontaneity and intimacy.
Parents, deliberately or unaware, teach their children from birth how to behave, think and perceive. Liberation from these influences is no easy matter, since they are deeply ingrained.
First, the weight of a whole tribal or family historical tradition has to be lifted. The same must be done with the demands of contemporary society at large, and finally advantages derived from one's immediate social circle have to be partly or wholly sacrificed. Following this, the individual must attain personal and social control, so that all the classes of behaviour become free choices subject only to his will. He is then ready for game-free relationships.
”
”
Eric Berne
“
■ Identify your counterpart’s negotiating style. Once you know whether they are Accommodator, Assertive, or Analyst, you’ll know the correct way to approach them. ■ Prepare, prepare, prepare. When the pressure is on, you don’t rise to the occasion; you fall to your highest level of preparation. So design an ambitious but legitimate goal and then game out the labels, calibrated questions, and responses you’ll use to get there. That way, once you’re at the bargaining table, you won’t have to wing it. ■ Get ready to take a punch. Kick-ass negotiators usually lead with an extreme anchor to knock you off your game. If you’re not ready, you’ll flee to your maximum without a fight. So prepare your dodging tactics to avoid getting sucked into the compromise trap. ■ Set boundaries, and learn to take a punch or punch back, without anger. The guy across the table is not the problem; the situation is. ■ Prepare an Ackerman plan. Before you head into the weeds of bargaining, you’ll need a plan of extreme anchor, calibrated questions, and well-defined offers. Remember: 65, 85, 95, 100 percent. Decreasing raises and ending on nonround numbers will get your counterpart to believe that he’s squeezing you for all you’re worth when you’re really getting to the number you want.
”
”
Chris Voss (Never Split the Difference: Negotiating as if Your Life Depended on It)
“
It’s said that sport is the civilised society’s substitute for war, and also that the games we play as children are designed to prepare us for the realities of adult life. Certainly it’s true that my brother thrived in the capitalist kindergarten of the Monopoly board, developing a set of ruthless strategies whose success is reflected in his bank balance even to this day. I, on the other hand, can still be undone by the kind of ridiculous sentimentality that would see me sacrifice anything, anything, in order to have the three matching red-headed cards of Fleet Street, Trafalgar Square and The Strand sitting tidily together on my side of the board.
”
”
Danielle Wood (Rosie Little's Cautionary Tales for Girls)
“
Adams has done a bit of everything, from radio to television to designing computer games. Not all of them worked out.
“These are life’s little learning experiences,” he said. “You know what a learning experience is? A learning experience is one of those things that says, ‘You know that thing you just did? Don’t do that.’
“At the end of all this being-determined-to-be-a-jack-of-all-trades, I think I’m better off just sitting down and putting a hundred thousand words in a cunning order.”
Adams writes “slowly and painfully.”
“People assume you sit in a room, looking pensive and writing great thoughts,” he said. “But you mostly sit in a room looking panic-stricken and hoping they haven’t put a guard on the door yet.
”
”
Douglas Adams (The Salmon of Doubt: Hitchhiking the Galaxy One Last Time)
“
There are men who carefully manoeuvre a large limousine out of the garage at eight o'clock every morning. Others leave an hour earlier, traveling in a middle-class sedan. Still others leave when it is not yet light, wearing overalls and carrying lunch boxes, to catch buses, subways, or trains to factories or building sites. By a trick of fate, it is always the latter, the poorest, who are exploited by the least attractive women. For, unlike women (who have an eye for money), men notice only woman's external appearance. Therefore, the more desirable women in their own class are always being snatched away from under their noses by men who happen to earn more.
No matter what a particular man does or how he spends his day, he has one thing in common with all other men - he spends it in a degrading manner. And he himself does not gain by it. It is not his own livelihood that matters: he would have to struggle far less for that, since luxuries do not mean anything to him anyway it is the fact that he does it for others that makes him so tremendously proud. He will undoubtedly have a photograph of his wife and children on his desk, and will miss no opportunity to hand it around.
No matter what a man's job may be - bookkeeper, doctor, bus driver, or managing director - every moment of his life will be spent as a cog in a huge and pitiless system - a system designed to exploit him to the utmost, to his dying day. (...) We have long ceased to play the games of childhood. As children, we became bored quickly and changed from one game to another. A man is like a child who is condemned to play the same game for the rest of his life.
”
”
Esther Vilar (The Manipulated Man)
“
TJ frowns; she can’t write about willing wind and water in the official report. Voicing elements is a rumor. However, she remembers what her grandmother said five decades ago when she was a child; (it was shortly after the war): “Anyone who trains hard can be a Grade A by the time they’re forty or fifty. But it takes decades more to become strong enough to voice one element.”
“One element?” TJ asked.
“Do you want to voice the entire universe then?”
“Can’t I?”
Grandmother didn’t answer, not directly anyway, as most great masters do. They never say you can’t do this or no one can do that or that thing is impossible just because they couldn’t do it, or because they hadn’t found it yet. True masters answer differently. Wisely. Like her grandmother answered that day.
“Do you know why we evolve, Tirity?”
“Because we’re supposed to?” TJ replied.
“Yes. It’s in the grand design. We’re ‘supposed to’ evolve. Not just in body, but also in mind,” she said. “In time. You see, time is the key. If given infinite time, you can evolve your mind infinitely. But we live only for a hundred years or so.”
“A hundred years is ‘only’?”
“You’re so young, Tirity! But yes, it is little for a complete cognitive evolution. Most hard trainers can prolong it to a couple of hundred years. They even get to call the wind or grow a giant plant that could touch the clouds. But voicing everything in the universe? I think only God can do it, the God who created everything with only words. And if God created the world so that he could see how far the humans can evolve, then I’d say, yes, even a human could get godly power. Godlier than voicing one or two elements. If. Given. The. Time.”
“How much time?”
“More than thousands of years, maybe. Could even need millions, who knows? …”
TJ smiles drily; she remembers how her eyes sparkled at the thought of becoming a goddess who could voice everything. She dreamed of flying in the air or walking in space. She thought of making her own garden full of giant flowers where only enormous butterflies would dance. Some days, when she played video games in VR, she even dreamed of voicing the thunder and lightning to join her wooden sword. She thought time could help her do it.
But she didn’t know then, time only makes you grow up.
Time steals your dreams.
Time only turns you into an adult.
”
”
Misba (The High Auction (Wisdom Revolution, #1))
“
The stakes in this game are not low. Our enterprise is no less than the introduction of an alternative language, and with the language an altered perspective, for a group of phenomena that tradition tended to refer to with such words as 'spirituality', 'piety', 'morality', 'ethics' and 'asceticism'. If the manoeuvre succeeds, the conventional concept of religion, that ill-fated bugbear from the prop studios of modern Europe, will emerge from these investigations as the great loser. Certainly intellectual history has always resembled a refuge for malformed concepts - and after the following journey through the various stations, one will not only see through the concept of 'religion' in its failed design, a concept whose crookedness is second only to the hyper-bugbear that is 'culture'.
”
”
Peter Sloterdijk (Du mußt dein Leben ändern)
“
Billy's native arrogance might well have been a gift of miffed genes, then come to splendid definition through the tests to which a street like Broadway puts a young man on the make: tests designed to refine a breed, enforce a code, exclude all simps and gumps, and deliver into the city's life a man worthy of functioning in this age of nocturnal supremacy. Men like Billy Phelan, forged in the brass of Broadway, send, in the time of their splendor, telegraphic statements of mission: I, you bums, am a winner. And that message, however devoid of Christ-like other-cheekery, dooms the faint-hearted Scottys of the night, who must sludge along, never knowing how it feels to spill over with the small change of sassiness, how it feels to leave the spillover on the floor, more where that came from, pal. Leave it for the sweeper.
”
”
William Kennedy (Billy Phelan's Greatest Game)
“
I got some funny reactions, a lot of irate reactions, as if I were somehow taking people's fun away from them. I have nothing against sports. I like to watch a good basketball game and that sort of thing. On the other hand, we have to recognise that the mass hysteria about spectator sports plays a significant role. First of all, spectator sports make people more passive, because you're not doing them; you're watching somebody doing them. Secondly, they engender jingoist and chauvinist attitudes, sometimes to quite an extreme degree. I saw something in the newspapers just a day or two ago about how high-school teams are now so antagonistic and passionately committed to winning at all costs that they had to abandon the standard handshake before or after the game. These kids can't even do civil things like greeting one another because they're ready to kill one another. It's spectator sports that engender those attitudes, particularly when they're designed to organise a community to be hysterically committed to their gladiators. That's very dangerous, and it has lots of deleterious effects.
”
”
Noam Chomsky (The Quotable Chomsky)
“
Finding a taxi, she felt like a child pressing her nose to the window of a candy store as she watched the changing vista pass by while the twilight descended and the capital became bathed in a translucent misty lavender glow. Entering the city from that airport was truly unique. Charles de Gaulle, built nineteen miles north of the bustling metropolis, ensured that the final point of destination was veiled from the eyes of the traveller as they descended. No doubt, the officials scrupulously planned the airport’s location to prevent the incessant air traffic and roaring engines from visibly or audibly polluting the ambience of their beloved capital, and apparently, they succeeded. If one flew over during the summer months, the visitor would be visibly presented with beautifully managed quilt-like fields of alternating gold and green appearing as though they were tilled and clipped with the mathematical precision of a slide rule. The countryside was dotted with quaint villages and towns that were obviously under meticulous planning control. When the aircraft began to descend, this prevailing sense of exactitude and order made the visitor long for an aerial view of the capital city and its famous wonders, hoping they could see as many landmarks as they could before they touched ground, as was the usual case with other major international airports, but from this point of entry, one was denied a glimpse of the city below. Green fields, villages, more fields, the ground grew closer and closer, a runway appeared, a slight bump or two was felt as the craft landed, and they were surrounded by the steel and glass buildings of the airport. Slightly disappointed with this mysterious game of hide-and-seek, the voyager must continue on and collect their baggage, consoled by the reflection that they will see the metropolis as they make their way into town. For those travelling by road, the concrete motorway with its blue road signs, the underpasses and the typical traffic-logged hubbub of industrial areas were the first landmarks to greet the eye, without a doubt, it was a disheartening first impression. Then, the real introduction began. Quietly, and almost imperceptibly, the modern confusion of steel and asphalt was effaced little by little as the exquisite timelessness of Parisian heritage architecture was gradually unveiled. Popping up like mushrooms were cream sandstone edifices filigreed with curled, swirling carvings, gently sloping mansard roofs, elegant ironwork lanterns and wood doors that charmed the eye, until finally, the traveller was completely submerged in the glory of the Second Empire ala Baron Haussmann’s master plan of city design, the iconic grand mansions, tree-lined boulevards and avenues, the quaint gardens, the majestic churches with their towers and spires, the shops and cafés with their colourful awnings, all crowded and nestled together like jewels encrusted on a gold setting.
”
”
E.A. Bucchianeri (Brushstrokes of a Gadfly (Gadfly Saga, #1))
“
To establish evolutionary interrelatedness invariably requires exhibiting similarities between organisms. Within Darwinism, there's only one way to connect such similarities, and that's through descent with modification driven by the Darwinian mechanism. But within a design-theoretic framework, this possibility, though not precluded, is also not the only game in town. It's possible for descent with modification instead to be driven by telic processes inherent in nature (and thus by a form of design). Alternatively, it's possible that the similarities are not due to descent at all but result from a similarity of conception, just as designed objects like your TV, radio, and computer share common components because designers frequently recycle ideas and parts. Teasing apart the effects of intelligent and natural causation is one of the key questions confronting a design-theoretic research program. Unlike Darwinism, therefore, intelligent design has no immediate and easy answer to the question of common descent.
Darwinists necessarily see this as a bad thing and as a regression to ignorance. From the design theorists' perspective, however, frank admissions of ignorance are much to be preferred to overconfident claims to knowledge that in the end cannot be adequately justified. Despite advertisements to the contrary, science is not a juggernaut that relentlessly pushes back the frontiers of knowledge. Rather, science is an interconnected web of theoretical and factual claims about the world that are constantly being revised and for which changes in one portion of the web can induce radical changes in another. In particular, science regularly confronts the problem of having to retract claims that it once confidently asserted.
”
”
William A. Dembski
“
Another force to contend with. Another power player who has decided to use me as a piece in her games, although things never seem to go according to plan. First there were the Gamemakers, making me their star and then scrambling to recover from that handful of poisonous berries. Then President Snow, trying to use me to put out the flames of rebellion, only to have my every move become inflammatory. Next, the rebels ensnaring me in the metal claw that lifted me from the arena, designating me to be their Mockingjay, and then having to recover from the shock that I might not want the wings. And now Coin, with her fistful of precious nukes and her well-oiled machine of a district, finding it’s even harder to groom a Mockingjay than to catch one. But
”
”
Suzanne Collins (Mockingjay (The Hunger Games, #3))
“
The charm of a city, now we come to it, is not unlike the charm of flowers. It partly depends on seeing time creep across it. Charm needs to be fleeting. Nothing could be less palatable than a museum-city propped up by prosthetic devices of concrete.
Paris is not in danger of becoming a museum-city, thanks to the restlessness and greed of promoters. Yet their frenzy to demolish everything is less objectionable than their clumsy determination to raise housing projects that cannot function without the constant presence of an armed police force…
All these banks, all these glass buildings, all these mirrored facades are the mark of a reflected image. You can no longer see what’s happening inside, you become afraid of the shadows. The city becomes abstract, reflecting only itself. People almost seem out of place in this landscape. Before the war, there were nooks and crannies everywhere.
Now people are trying to eliminate shadows, straighten streets. You can’t even put up a shed without the personal authorization of the minister of culture.
When I was growing up, my grandpa built a small house. Next door the youth club had some sheds, down the street the local painter stored his equipment under some stretched-out tarpaulin. Everybody added on. It was telescopic. A game. Life wasn’t so expensive — ordinary people would live and work in Paris. You’d see masons in blue overalls, painters in white ones, carpenters in corduroys. Nowadays, just look at Faubourg Sainte-Antoine — traditional craftsmen are being pushed out by advertising agencies and design galleries. Land is so expensive that only huge companies can build, and they have to build ‘huge’ in order to make it profitable. Cubes, squares, rectangles. Everything straight, everything even. Clutter has been outlawed. But a little disorder is a good thing. That’s where poetry lurks. We never needed promoters to provide us, in their generosity, with ‘leisure spaces.’ We invented our own. Today there’s no question of putting your own space together, the planning commission will shut it down. Spontaneity has been outlawed. People are afraid of life.
”
”
Robert Doisneau (Paris)
“
When you feel the need to escape your problems, to escape from this world, don't make the mistake of resorting to suicide Don't do it! You will hear the empty advice of many scholars in the matter of life and death, who will tell you, "just do it" there is nothing after this, you will only extinguish the light that surrounds you and become part of nothingness itself, so when you hear these words remember this brief review of suicide: When you leave this body after committing one of the worst acts of cowardice that a human being can carry out, you turn off the light, the sound and the sense of reality, you become nothing waiting for the programmers of this game to pick you up from the darkness, subtly erase your memories and enable your return and I emphasize the word subtle because sometimes the intelligence behind this maneuver or automated mechanism is wrong and send human beings wrongly reset to such an extent, that when they fall to earth and are born again, they begin to experience memories of previous lives, in many cases they perceive themselves of the opposite sex, and science attributes this unexplainable phenomenon to genetic and hormonal factors, but you and I know better! And we quickly identified this trigger as a glitch in the Matrix. Then we said! That a higher intelligence or more advanced civilization throws you back into this game for the purpose of experimenting, growing and developing as an advanced consciousness and due to your toxic and destructive behavior you come back again but in another body and another life, but you are still you, then you will carry with you that mark of suicide and cowardice, until you learn not to leave this experience without having learned the lesson of life, without having experienced and surprised by death naturally or by design of destiny. About this first experience you will find very little material associated with this event on the internet, it seems that the public is more reserved, because they perceive themselves and call themselves "awakened" And that is because the system has total control over the algorithm of fame and fortune even over life and death. Now, according to religion and childish fears, which are part of the system's business to keep you asleep, eyes glued to the cellular device all day, it says the following: If you commit this act of sin, you turn off light, sound and sense of reality, and from that moment you begin to experience pain, fear and suffering on alarming scales, and that means they will come for you, a couple of demons and take you to the center of the earth where the weeping and gnashing of teeth is forever, and in that hell tormented by demons you will spend eternity. About this last experience we will find hundreds of millions of people who claim to have escaped from there! And let me tell you that all were captivated by the same deity, one of dubious origin, that feeds on prayers and energetic events, because it is not of our nature, because it knows very well that we are beings of energy, then this deity or empire of darkness receives from the system its food and the system receives from them power, to rule, to administer, to control, to control, to kill, to exclude, to inhibit, to classify, to imprison, to silence, to infect, to contaminate, to depersonalize. So now that you know the two sides of the same coin, which one will your intelligence lean towards! You decide... Heads or tails? From the book Avatars, the system's masterpiece.
”
”
Marcos Orowitz (THE LORD OF TALES: The masterpiece of deceit)
“
This was why love was so dangerous. Love turned the world into a garden, so beguiling it was easy to forget that rose petals sails appeared charmed. They blazed red in the day and silver at night, like a magician’s cloak, hinting at mysteries concealed beneath, which Tella planned to uncover that night.
Drunken laughter floated above her as Tella delved deeper into the ship’s underbelly in search of Nigel the Fortune-teller. Her first evening on the vessel she’d made the mistake of sleeping, not realizing until the following day that Legend’s performers had switched their waking hours to prepare for the next Caraval. They slumbered in the day and woke after sunset.
All Tella had learned her first day aboard La Esmeralda was that Nigel was on the ship, but she had yet to actually see him. The creaking halls beneath decks were like the bridges of Caraval, leading different places at different hours and making it difficult to know who stayed in which room. Tella wondered if Legend had designed it that way, or if it was just the unpredictable nature of magic.
She imagined Legend in his top hat, laughing at the question and at the idea that magic had more control than he did. For many, Legend was the definition of magic.
When she had first arrived on Isla de los Sueños, Tella suspected everyone could be Legend. Julian had so many secrets that she’d questioned if Legend’s identity was one of them, up until he’d briefly died. Caspar, with his sparkling eyes and rich laugh, had played the role of Legend in the last game, and at times he’d been so convincing Tella wondered if he was actually acting. At first sight, Dante, who was almost too beautiful to be real, looked like the Legend she’d always imagined. Tella could picture Dante’s wide shoulders filling out a black tailcoat while a velvet top hat shadowed his head. But the more Tella thought about Legend, the more she wondered if he even ever wore a top hat. If maybe the symbol was another thing to throw people off. Perhaps Legend was more magic than man and Tella had never met him in the flesh at all.
The boat rocked and an actual laugh pierced the quiet.
Tella froze.
The laughter ceased but the air in the thin corridor shifted. What had smelled of salt and wood and damp turned thick and velvet-sweet. The scent of roses.
Tella’s skin prickled; gooseflesh rose on her bare arms.
At her feet a puddle of petals formed a seductive trail of red.
Tella might not have known Legend’s true name, but she knew he favored red and roses and games.
Was this his way of toying with her? Did he know what she was up to?
The bumps on her arms crawled up to her neck and into her scalp as her newest pair of slippers crushed the tender petals. If Legend knew what she was after, Tella couldn’t imagine he would guide her in the correct direction, and yet the trail of petals was too tempting to avoid. They led to a door that glowed copper around the edges.
She turned the knob.
And her world transformed into a garden, a paradise made of blossoming flowers and bewitching romance. The walls were formed of moonlight. The ceiling was made of roses that dripped down toward the table in the center of the room, covered with plates of cakes and candlelight and sparkling honey wine.
But none of it was for Tella.
It was all for Scarlett. Tella had stumbled into her sister’s love story and it was so romantic it was painful to watch.
Scarlett stood across the chamber. Her full ruby gown bloomed brighter than any flowers, and her glowing skin rivaled the moon as she gazed up at Julian.
They touched nothing except each other. While Scarlett pressed her lips to Julian’s, his arms wrapped around her as if he’d found the one thing he never wanted to let go of.
This was why love was so dangerous. Love turned the world into a garden, so beguiling it was easy to forget that rose petals were as ephemeral as feelings, eventually they would wilt and die, leaving nothing but the thorns.
”
”
Stephanie Garber (Legendary (Caraval, #2))
“
And are we not guilty of offensive disparagement in calling chess a game? Is it not also a science and an art, hovering between those categories as Muhammad’s coffin hovered between heaven and earth, a unique link between pairs of opposites: ancient yet eternally new; mechanical in structure, yet made effective only by the imagination; limited to a geometrically fixed space, yet with unlimited combinations; constantly developing, yet sterile; thought that leads nowhere; mathematics calculating nothing; art without works of art; architecture without substance – but nonetheless shown to be more durable in its entity and existence than all books and works of art; the only game that belongs to all nations and all eras, although no one knows what god brought it down to earth to vanquish boredom, sharpen the senses and stretch the mind. Where does it begin and where does it end? Every child can learn its basic rules, every bungler can try his luck at it, yet within that immutable little square it is able to bring forth a particular species of masters who cannot be compared to anyone else, people with a gift solely designed for chess, geniuses in their specific field who unite vision, patience and technique in just the same proportions as do mathematicians, poets, musicians, but in different stratifications and combinations. In the old days of the enthusiasm for physiognomy, a physician like Gall might perhaps have dissected a chess champion’s brain to find out whether some particular twist or turn in the grey matter, a kind of chess muscle or chess bump, is more developed in such chess geniuses than in the skulls of other mortals. And how intrigued such a physiognomist would have been by the case of Czentovic, where that specific genius appeared in a setting of absolute intellectual lethargy, like a single vein of gold in a hundredweight of dull stone. In principle, I had always realized that such a unique, brilliant game must create its own matadors, but how difficult and indeed impossible it is to imagine the life of an intellectually active human being whose world is reduced entirely to the narrow one-way traffic between black and white, who seeks the triumphs of his life in the mere movement to and fro, forward and back of thirty-two chessmen, someone to whom a new opening, moving knight rather than pawn, is a great deed, and his little corner of immortality is tucked away in a book about chess – a human being, an intellectual human being who constantly bends the entire force of his mind on the ridiculous task of forcing a wooden king into the corner of a wooden board, and does it without going mad!
”
”
Stefan Zweig (Chess)
“
Forgetting herself entirely, Pandora let her head loll back against Gabriel's shoulder. "What kind of glue does Ivo use?" she asked languidly.
"Glue?" he echoed after a moment, his mouth close to her temple, grazing softly.
"For his kites."
"Ah." He paused while a wave retreated. "Joiner's glue, I believe."
"That's not strong enough," Pandora said, relaxed and pensive. "He should use chrome glue."
"Where would he find that?" One of his hands caressed her side gently.
"A druggist can make it. One part acid chromate of lime to five parts gelatin."
Amusement filtered through his voice. "Does your mind ever slow down, sweetheart?"
"Not even for sleeping," she said.
Gabriel steadied her against another wave. "How do you know so much about glue?"
The agreeable trance began to fade as Pandora considered how to answer him.
After her long hesitation, Gabriel tilted his head and gave her a questioning sideways glance. "The subject of glue is complicated, I gather."
I'm going to have to tell him at some point, Pandora thought. It might as well be now.
After taking a deep breath, she blurted out, "I design and construct board games. I've researched every possible kind of glue required for manufacturing them. Not just for the construction of the boxes, but the best kind to adhere lithographs to the boards and lids. I've registered a patent for the first game, and soon I intend to apply for two more."
Gabriel absorbed the information in remarkably short order. "Have you considered selling the patents to a publisher?"
"No, I want to make the games at my own factory. I have a production schedule. The first one will be out by Christmas. My brother-in-law, Mr. Winterborne, helped me to write a business plan. The market in board games is quite new, and he thinks my company will be successful."
"I'm sure it will be. But a young woman in your position has no need of a livelihood."
"I do if I want to be self-supporting."
"Surely the safety of marriage is preferable to the burdens of being a business proprietor."
Pandora turned to face him fully. "Not if 'safety' means being owned. As things stand now, I have the freedom to work and keep my earnings. But if I marry you, everything I have, including my company, would immediately become yours. You would have complete authority over me. Every shilling I made would go directly to you- it wouldn't even pass through my hands. I'd never be able to sign a contract, or hire employees, or buy property. In the eyes of the law, a husband and wife are one person, and that person is the husband. I can't bear the thought of it. It's why I never want to marry.
”
”
Lisa Kleypas (Devil in Spring (The Ravenels, #3))
“
Arin had bathed. He was wearing house clothes, and when Kestrel saw him standing in the doorway his shoulders were relaxed. Without being invited, he strode into the room, pulled out the other chair at the small table where Kestrel waited, and sat. He arranged his arms in a position of negligent ease and leaned into the brocaded chair as if he owned it. He seemed, Kestrel thought, at home.
But then, he had also seemed so in the forge. Kestrel looked away from him, stacking the Bite and Sting tiles on the table. It occurred to her that it was a talent for Arin to be comfortable in such different environments. She wondered how she would fare in his world.
He said, “This is not a sitting room.”
“Oh?” Kestrel mixed the tiles. “And here I thought we were sitting.”
His mouth curved slightly. “This is a writing room. Or, rather”--he pulled his six tiles--“it was.”
Kestrel drew her Bite and Sting hand. She decided to show no sign of curiosity. She would not allow herself to be distracted. She arranged her tiles facedown.
“Wait,” he said. “What are the stakes?”
She had given this careful consideration. She took a small wooden box from her skirt pocket and set it on the table. Arin picked up the box and shook it, listening to the thin, sliding rattle of its contents. “Matches.” He tossed the box back onto the table. “Hardly high stakes.”
But what were appropriate stakes for a slave who had nothing to gamble? This question had troubled Kestrel ever since she had proposed the game. She shrugged and said, “Perhaps I am afraid to lose.” She split the matches between them.
“Hmm,” he said, and they each put in their ante.
Arin positioned his tiles so that he could see their engravings without revealing them to Kestrel. His eyes flicked to them briefly, then lifted to examine the luxury of his surroundings. This annoyed her--both because she could glean nothing from his expression and because he was acting the gentleman by averting his gaze, offering her a moment to study her tiles without fear of giving away something to him. As if she needed such an advantage.
“How do you know?” she said.
“How do I know what?”
“That this was a writing room. I have never heard of such a thing.” She began to position her own tiles. It was only when she saw their designs that she wondered whether Arin had really been polite in looking away, or if he had been deliberately provoking her.
She concentrated on her draw, relieved to see that she had a good set. A tiger (the highest tile); a wolf, a mouse, a fox (not a bad trio, except the mouse); and a pair of scorpions. She liked the Sting tiles. They were often underestimated.
Kestrel realized that Arin had been waiting to answer her question. He was watching her.
“I know,” he said, “because of this room’s position in your suite, the cream color of the walls, and the paintings of swans. This was where a Herrani lady would pen her letters or write journal entries. It’s a private room. I shouldn’t be allowed inside.”
“Well,” said Kestrel, uncomfortable, “it is no longer what it was.
”
”
Marie Rutkoski (The Winner's Curse (The Winner's Trilogy, #1))