Multiplayer Quotes

We've searched our database for all the quotes and captions related to Multiplayer. Here they are! All 19 of them:

The main problem I always have with multiplayer is that human beings are grabby, entitled, selfish, ugly, stupid, evil cockstoppers.
Yahtzee Croshaw
Even though it was initially marketed as a new kind of massively multiplayer online game, the OASIS quickly evolved into a new way of life.
Ernest Cline (Ready Player One (Ready Player One, #1))
Its one of the traditional multiplayer game which indians have played from a long time. You can learn Indian rummy game in very short time period.
Indian Rummy
detailed overview of youth involvement in specific digital activities). Of principal interest to us are those activities that are interactive (such as multiplayer as opposed single-player games),
Carrie James (Young People, Ethics, and the New Digital Media: A Synthesis from the Good Play Project)
What bummed Barone out the most was that programming the multiplayer wouldn’t offer any creative challenges. It was simply a matter of writing lines and lines of networking code, which he dreaded.
Jason Schreier (Blood, Sweat, and Pixels)
So if you'll excuse me I'm going to yell at phantom children to stay off my non-existent lawn. I will tell them how arcade games were the original multiplayer if they make nice and choose not to get help from the bottle kids.
stained hanes (94,000 Wasps in a Trench Coat)
[M]isbelief is enormously engaging and even fun for those who become deeply involved in its cleverly constructed alternate worlds. People who work in the gaming industry have drawn striking parallels between the structure of a conspiracy theory such as QAnon and the structure of popular alternate-reality multiplayer games.
Dan Ariely (Misbelief: What Makes Rational People Believe Irrational Things)
Mad Lib Elegy" There are starving children left on your plate. There are injuries without brains. Migrant workers spend 23 hours a day removing tiny seeds from mixtures they cannot afford to smoke and cannot afford not to smoke. Entire nations are ignorant of the basic facts of hair removal and therefore resent our efforts to depilate unsightly problem areas. Imprisonment increases life expectancy. Finish your children. Adopt an injury. ‘I'm going to my car. When I get back, I'm shooting everybody.' [line omitted in memory of_______] 70% of pound animals will be euthanized. 94% of pound animals would be euthanized if given the choice. The mind may be trained to relieve itself on paper. A pill for your safety, a pill for her pleasure. Neighbors are bothered by loud laughter but not by loud weeping. Massively multiplayer zombie-infection web-games are all the rage among lifers. The world is a rare case of selective asymmetry. The capitol is redolent of burnt monk. ‘I'm going to my car. When I get back I'm shooting everybody.' [line omitted in memory of _______] There are two kinds of people in the world: those that condemn parking lots as monstrosities, ‘the ruines of a broken World,' and those that respond to their majesty emotionally. 70% of the planet is covered in parking lots. 94% of a man's body is parking lot. Particles of parking lot have been discovered in the permanent shadows of the moon. There is terror in sublimity. If Americans experience sublimity the terrorists have won. ‘I'm going to my car. When I get back I'm shooting everybody.' [line omitted in memory of _______]
Ben Lerner
Musk and the other young engineers would work late into the night and then fire up a multiplayer shooter game, such as Quake III Arena, on their desktop computers, conference together their cell phones, and plunge into death matches that could last until 3 a.m. Musk’s handle was Random9, and he was (of course) the most aggressive. “We’d be screaming and yelling at each other like a bunch of lunatics,” said one employee. “And Elon was right there in the thick of it with us.” He was usually triumphant. “He’s alarmingly good at these games,
Walter Isaacson (Elon Musk)
a poem called “The Night Before Doom”: “ ’Twas the night before Doom, / and all through the house, / I had set up my multi-playing networks, / each with a mouse. / The networks were strung, / with extra special care / in hopes that Doom, / soon would be there.” The publisher of a computer magazine had a darker vision he printed in an editorial called “A Parent’s Nightmare Before Christmas”: “By the time your kids are tucked in and dreaming of sugar plums, they may have seen the latest in sensational computer games . . . Doom.
David Kushner (Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture)
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A somewhat provocative example of the interconnections between the gaming industry and finance. A technologist working for a large London hedge fund hinted this to me in interview. Trained in computer science and engineering, this interviewee first worked as a network programmer for large online multiplayer games. His greatest challenge was the fact that the Internet is not instantaneous: when a player sends a command to execute in action, it takes time for the signal to reach the computer server and interact with the commands of other players. For the game to be realistic, such delays have to be taken into account when rendering reality on the screen. The challenge for the network programmer is to make these asymmetries as invisible as possible so that the game seem 'equitable to everyone.' The problem is similar in finance, where the physical distance from the stock exchange's matching engines matters tremendously, requiring a similar solution to the problem of latency: simulating the most likely state of the order book on the firm's computers in order to estimate the most advantageous strategies or the firm's trading algorithms. Gaming and finance are linked not through an institutional imperative of culture or capital - or even a strategy, as such - but rather through the more mundane and lowly problems of how to fairly manage latency and connectivity.
Juan Pablo Pardo-Guerra (Automating Finance: Infrastructures, Engineers, and the Making of Electronic Markets)
Game theory explains how in multi-player systems, views and behaviour patterns that harm all players nevertheless manage to take root and spread. Arms races are a famous example. Many arms races bankrupt all those who take part in them, without really changing the military balance of power. When Pakistan buys advanced aeroplanes, India responds in kind. When India develops nuclear bombs, Pakistan follows suit. When Pakistan enlarges its navy, India counters. At the end of the process, the balance of power may remain much as it was, but meanwhile billions of dollars that could have been invested in education or health are spent on weapons.
Yuval Noah Harari (Sapiens: A Brief History of Humankind)
Socially, we’re told, “Go work out. Go look good.” That’s a multi-player competitive game. Other people can see if I’m doing a good job or not. We’re told, “Go make money. Go buy a big house.” Again, external multiplayer competitive game. Training yourself to be happy is completely internal. There is no external progress, no external validation. You’re competing against yourself—it is a single-player game.
Eric Jorgenson (The Almanack of Naval Ravikant: A Guide to Wealth and Happiness)
The Instagram versus Hipstamatic story is perhaps the canonical example of a strategy made famous by Chris Dixon’s 2015 essay “Come for the tool, stay for the network.” Chris writes: A popular strategy for bootstrapping networks is what I like to call “come for the tool, stay for the network.” The idea is to initially attract users with a single-player tool and then, over time, get them to participate in a network. The tool helps get to initial critical mass. The network creates the long term value for users, and defensibility for the company.40 There are many other examples across many sectors beyond photo apps: The Google Suite provides stand-alone tools for people to create documents, spreadsheets, and presentations, but also network features around collaborative editing, and comments. Games like Minecraft or even classics like Street Fighter can be played in single-player mode where you play against the computer, or multiplayer mode where you play with friends. Yelp started out effectively as a directory tool for people to look up local businesses, showing addresses and phone numbers, but the network eventually built out the database of photos and reviews. LinkedIn started as a tool to put your resume online, but encouraged you to build up your professional network over time. “Come for the tool, stay for the network” circumvents the Cold Start Problem and makes it easier to launch into an entire network—with PR, paid marketing, influencers, sales, or any number of tried-and-true channels. It minimizes the size requirement of an atomic network and in turn makes it easy to take on an entire network. Whether it’s photo-sharing apps or restaurant directories, in the framework of the Cold Start Theory, this strategy can be visualized. In effect, a tool can be used to “prop up” the value of the network effects curve when the network is small.
Andrew Chen (The Cold Start Problem: How to Start and Scale Network Effects)
It’s not just workplace collaboration tools that have higher conversion rates, it’s also networked products like marketplaces and app stores—though for different reasons. When more sellers are part of a marketplace, there’s more selection, availability, and comprehensive reviews/ratings—meaning people are more likely to find what they want, and each session is more likely to convert into a purchase. Social platforms often monetize users by providing social status, but status has value when there’s more people in a network. For example, on Tinder, users can send a “Super Like,” which lets a potential match know that you really like them. A feature like this is most useful once there’s a rich network of potential suitors and matches, giving users more of a reason to try to stand out. Same with virtual goods in multiplayer games like Fortnite, which has generated hundreds of millions in revenue on “emotes”—the virtual dances that differentiate a player. This only holds value if many of your friends play and appreciate the premium emotes you’ve purchased. As a result, a more developed network creates an incentive for people to invest in their standing within the game—this is the Economic Effect at work.
Andrew Chen (The Cold Start Problem: How to Start and Scale Network Effects)
The left their bodies holding down the same cafe chairs and waded through the first few tiers of advertisements-get-rich-quick schemes, Bollywood starlets, and pop star scandal sheets, until they got into the American feed, and then it was get-rich-quick schemes, Hollywood starlets, pornography, and Congressional scandal sheets-until they linked up with the law enforcement priority channel. Ferron checked the address and led Indrapramit into a massively multiplayer Artificial Reality that showed real-time activity through Skooter0’s system identity number. Once provided with the next-of-kin’s handle, Damini had sent along a selection of key codes and over-riches that get them through the pay wall with ease.
Elizabeth Bear (Shoggoths in Bloom and Other Stories)
with Facebook’s purchase of Instagram following the introduction of the front-facing camera. By 2012, many teen girls would have felt that “everyone” was getting a smartphone and an Instagram account, and everyone was comparing themselves with everyone else. Over the next few years the social media ecosystem became even more enticing with the introduction of ever more powerful “filters” and editing software within Instagram and via external apps such as Facetune. Whether she used filters or not, the reflection each girl saw in the mirror got less and less attractive relative to the girls she saw on her phone. While girls’ social lives moved onto social media platforms, boys burrowed deeper into the virtual world as they engaged in a variety of digital activities, particularly immersive online multiplayer video games, YouTube, Reddit, and hardcore pornography—all of which became available anytime, anywhere, for free, right on their smartphones. With so many new and exciting virtual activities, many adolescents (and adults) lost the ability to be fully present with the people around them, which changed social life for everyone, even for the small minority that did not use these platforms. That is why I refer to the period from 2010 to 2015 as the Great Rewiring of Childhood. Social patterns, role models, emotions, physical activity, and even sleep patterns were fundamentally recast, for adolescents, over the course of just five years. The daily life, consciousness, and social relationships of 13-year-olds with iPhones in 2013 (who were born in 2000) were profoundly different from those of 13-year-olds with flip phones in 2007 (who were born in 1994).
Jonathan Haidt (The Anxious Generation: How the Great Rewiring of Childhood Is Causing an Epidemic of Mental Illness)