Video Game Motivational Quotes

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The destructive effects of video games are not on boys' cognitive abilities or their reaction times, but on there motivation and their connectedness with the real world.
Leonard Sax (Boys Adrift: The Five Factors Driving the Growing Epidemic of Unmotivated Boys and Underachieving Young Men)
Running a race assigns a point to a sport that often feels very pointless. It's an exuberant payoff to months of tedium. It's a way of crafting an end boss for a particularly cumbersome video game. It's a fun, monstrous reason to keep putting one foot in front of the other. So, do yourself a favor: go build a monster.
Matthew Inman (The Terrible and Wonderful Reasons Why I Run Long Distances (Volume 5) (The Oatmeal))
The destructive effects of video games are not on boys' cognitive abilities or their reaction times, but on their motivation and their connectedness with the real world.
Leonard Sax (Boys Adrift: The Five Factors Driving the Growing Epidemic of Unmotivated Boys and Underachieving Young Men)
Printed works do not take up mental space simply by virtue of being there; attention must be paid or their content, whether simple or complex, can never be truly assimilated. The willed attention demanded by print is the antithesis of the reflexive distraction encouraged by infotainment media, whether one is talking about the tunes on an iPod, a picture flashing briefly on a home page, a text message, a video game, or the latest offering of "reality" TV. That all of these sources of information and entertainment are capable of simultaneously engendering distraction and absorption accounts for much of their snakelike charm.
Susan Jacoby (The Age of American Unreason)
Barone added that he’d spent the summer doing very little, and feeling awfully guilty about it. “In truth, I’ve always had ups and downs, periods of intense productivity and energy followed by periods of low motivation,” he wrote.
Jason Schreier (Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made)
In the center of Blizzard’s sprawling Irvine campus is a giant statue of a Warcraft orc. Surrounding that statue is a ring of plaques, each with a different message that’s meant to be a mantra for Blizzard employees. Some of them seem like they’ve been ripped from parody motivational posters—“Think Globally”; “Commit to Quality”—but one resonated strongly with the Diablo III team throughout 2012: “Every Voice Matters.
Jason Schreier (Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made)
Every game is delayed at least once. Every game developer must make tough compromises. Every company must sweat over which hardware and technology to use. Every studio must build its schedules around big trade shows like E3, where developers will draw motivation (and even feedback) from throngs of excited fans. And, most controversially, everyone who makes video games has to crunch, sacrificing personal lives and family time for a job that seems to never end.
Jason Schreier (Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made)
great. This is a good description of Rovio, which was around for six years and underwent layoffs before the “instant” success of the Angry Birds video game franchise. In the case of the Five Guys restaurant chain, the founders spent fifteen years tweaking their original handful of restaurants in Virginia, finding the right bun bakery, the right number of times to shake the french fries before serving, how best to assemble a burger, and where to source their potatoes before expanding nationwide. Most businesses require a complex network of relationships to function, and these relationships take time to build. In many instances you have to be around for a few years to receive consistent recognition. It takes time to develop connections with investors, suppliers, and vendors. And it takes time for staff and founders to gain effectiveness in their roles and become a strong team.* So, yes, the bar is high when you want to start a company. You’ll have the chance to work on something you own and care about from day to day. You’ll be 100 percent engaged and motivated, and doing something you believe in. You can lead an integrated life, as opposed to a compartmentalized one in which you play a role in an office and then try to forget about it when you get home. You can define an organization, not the other way around. But even if you quit your job, hunker down for years, work hard for uncertain reward, and ask everyone you know for help, there’s still a great chance that your new business will not succeed. Over 50 percent of companies fail within their first three years.2 There’s a quote I like from an unknown source: “Entrepreneurship is living a few years of your life like most people won’t, so that you can spend the rest of your life like most people can’t.
Andrew Yang (Smart People Should Build Things: How to Restore Our Culture of Achievement, Build a Path for Entrepreneurs, and Create New Jobs in America)
Machine-learning systems generally need a goal or metric that guides them as they train themselves. Musk, who liked to manage by decreeing what metrics should be paramount, gave them their lodestar: the number of miles that cars with Tesla Full Self-Driving were able to travel without a human intervening. “I want the latest data on miles per intervention to be the starting slide at each of our meetings,” he decreed. “If we’re training AI, what do we optimize? The answer is higher miles between interventions.” He told them to make it like a video game where they could see their score every day. “Video games without a score are boring, so it will be motivating to watch each day as the miles per intervention increases.
Walter Isaacson (Elon Musk)
solid player is a mental game fish if they: Change a proven winning strategy because they are running bad/hot. Never recognize when someone has played well against them and/or believe everyone they play against is bad and just gets lucky. Try to win every hand. Think the outcome of a hand can be changed by shouting, praying, or playing a favorite hand. Get frustrated when a bad player plays badly and they even educate them as to why they are bad. Feel like a failure when they lose a hand that was played profitably. Think the solution to running bad is to stop playing or change stakes. Read a poker book cover to cover and think they know everything in it. Watch some of Phil Galfond’s training videos and think they should now be able to crush the game like him. Believe that they are cursed or that other people are luckier than they are. Believe it’s possible to own another player’s soul. Play more hands when they are winning/losing. Play fewer hands when they are winning/losing. Play badly when the stakes are too small for them to care. Allow things to get personal with another regular. Tell bad beat stories to anyone that will listen, while doing nothing to improve how they react to bad beats. Say “one time.
Jared Tendler (The Mental Game of Poker: Proven Strategies For Improving Tilt Control, Confidence, Motivation, Coping with Variance, and More (The Mental Game of Poker Series Book 1))
People who don't empower your goals are human headwind bloviators. They add friction to the journey. When you spout excitement over actions or ideas, bloviators react with doubt and disbelief and use conditioned talking points such as, “Oh that won't work,” “Someone is already doing it,” and “Why bother?” In motivational circles, they call them “dream stealers.” You must turn your back on them. Every entrepreneur has bloviators in their life. Network marketers consider me a bloviator. These people are normal obstacles to the Fastlane road trip. Remember, these people have been socially conditioned to believe in the preordained path. They don't know about The Fastlane, nor do they believe it. Anything outside of that box is foreign, and when you talk Fastlane, you may as well be speaking Klingon. As a producer, you are the minority, while consumers are the rest. To be unlike “everyone” (who isn't rich), you (who will be rich) require a strong defense; otherwise, their toxicity infects your mindset. Commiserating with habitual, negative, limited thinkers is treasonous. Uncontrolled, these headwinds lead directly to the couch and the video game console. Yes, the old, “If you hang out with dogs, you get fleas.” This dichotomy[…]
M.J. DeMarco (The Millionaire Fastlane: Crack the Code to Wealth and Live Rich for a Lifetime!)
Grades can also be profoundly unfair, especially for students who are unable to keep up, because the level of the exams usually increases from week to week. Let’s take the analogy of video games. When you discover a new game, you initially have no idea how to progress effectively. Above all, you don’t want to be constantly reminded of how bad you are! That’s why video game designers start with extremely easy levels, where you are almost sure to win. Very gradually, the difficulty increases and, with it, the risk of failure and frustration—but programmers know how to mitigate this by mixing the easy with the difficult, and by leaving you free to retry the same level as many times as you need. You see your score steadily increase . . . and finally, the joyous day comes when you successfully pass the final level, where you were stuck for so long. Now compare this with the report cards of “bad” students: they start the year off with a bad grade, and instead of motivating them by letting them take the same test again until they pass, the teacher gives them a new exercise every week, almost always beyond their abilities. Week after week, their “score” hovers around zero. In the video game market, such a design would be a complete disaster. All too often, schools use grades as punishments.
Stanislas Dehaene (How We Learn: Why Brains Learn Better Than Any Machine . . . for Now)
For things to change, somebody somewhere has to start acting differently. Maybe it’s you, maybe it’s your team. Picture that person (or people). Each has an emotional Elephant side and a rational Rider side. You’ve got to reach both. And you’ve also got to clear the way for them to succeed. In short, you must do three things: → DIRECT the Rider FOLLOW THE BRIGHT SPOTS. Investigate what’s working and clone it. [Jerry Sternin in Vietnam, solutions-focused therapy] SCRIPT THE CRITICAL MOVES. Don’t think big picture, think in terms of specific behaviors. [1% milk, four rules at the Brazilian railroad] POINT TO THE DESTINATION. Change is easier when you know where you’re going and why it’s worth it. [“You’ll be third graders soon,” “No dry holes” at BP] → MOTIVATE the Elephant FIND THE FEELING. Knowing something isn’t enough to cause change. Make people feel something. [Piling gloves on the table, the chemotherapy video game, Robyn Waters’s demos at Target] SHRINK THE CHANGE. Break down the change until it no longer spooks the Elephant. [The 5-Minute Room Rescue, procurement reform] GROW YOUR PEOPLE. Cultivate a sense of identity and instill the growth mindset. [Brasilata’s “inventors,” junior-high math kids’ turnaround] → SHAPE the Path TWEAK THE ENVIRONMENT. When the situation changes, the behavior changes. So change the situation. [Throwing out the phone system at Rackspace, 1-Click ordering, simplifying the online time sheet] BUILD HABITS. When behavior is habitual, it’s “free”—it doesn’t tax the Rider. Look for ways to encourage habits. [Setting “action triggers,” eating two bowls of soup while dieting, using checklists] RALLY THE HERD.
Chip Heath (Switch: How to Change Things When Change Is Hard)
Skills Unlocked: How to Build Heroic Character Strengths If you want to make a change for the better or achieve a tough goal, don’t worry about motivation. Instead, focus on increasing your self-efficacy: confidence in your ability to solve your own problems and achieve your goals. The fastest and most reliable way to increase your self-efficacy is to learn how to play a new game. Any kind of game will do, because all games require you to learn new skills and tackle tough goals. The level of dopamine in your brain influences your ability to build self-efficacy. The more you have, the more determined you feel, and the less likely you are to give up. You’ll learn faster, too—because high dopamine levels improve your attention and help you process feedback more effectively. Keep in mind that video games have been shown to boost dopamine levels as much as intravenous amphetamines. Whenever you want to boost your dopamine levels, play a game—or make a prediction. Predictions prime your brain to pay closer attention and to anticipate a reward. (Playing “worst-case scenario bingo” is an excellent way to combine these two techniques!) You can also build self-efficacy vicariously by watching an avatar that looks like you accomplish feats in a virtual world. Whenever possible, customize video game avatars to look like you. Every time your avatar does something awesome, you’ll get a vicarious boost to your willpower and determination. Remember, self-efficacy doesn’t just help you. It can inspire you to help others. The more powerful you feel, the more likely you are to rise to the heroic occasion. So the next time you feel superpowerful, take a moment to ask yourself how you can use your powers for good.
Jane McGonigal (SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient--Powered by the Science of Games)
As you know, the public conversation about the connection between Islamic ideology and Muslim intolerance and violence has been stifled by political correctness. In the West, there is now a large industry of apology and obfuscation designed, it would seem, to protect Muslims from having to grapple with the kinds of facts we’ve been talking about. The humanities and social science departments of every university are filled with scholars and pseudo-scholars—deemed to be experts in terrorism, religion, Islamic jurisprudence, anthropology, political science, and other fields—who claim that Muslim extremism is never what it seems. These experts insist that we can never take Islamists and jihadists at their word and that none of their declarations about God, paradise, martyrdom, and the evils of apostasy have anything to do with their real motivations. When one asks what the motivations of Islamists and jihadists actually are, one encounters a tsunami of liberal delusion. Needless to say, the West is to blame for all the mayhem we see in Muslim societies. After all, how would we feel if outside powers and their mapmakers had divided our lands and stolen our oil? These beleaguered people just want what everyone else wants out of life. They want economic and political security. They want good schools for their kids. They want to be free to flourish in ways that would be fully compatible with a global civil society. Liberals imagine that jihadists and Islamists are acting as anyone else would given a similar history of unhappy encounters with the West. And they totally discount the role that religious beliefs play in inspiring a group like the Islamic State—to the point where it would be impossible for a jihadist to prove that he was doing anything for religious reasons. Apparently, it’s not enough for an educated person with economic opportunities to devote himself to the most extreme and austere version of Islam, to articulate his religious reasons for doing so ad nauseam, and even to go so far as to confess his certainty about martyrdom on video before blowing himself up in a crowd. Such demonstrations of religious fanaticism are somehow considered rhetorically insufficient to prove that he really believed what he said he believed. Of course, if he said he did these things because he was filled with despair and felt nothing but revulsion for humanity, or because he was determined to sacrifice himself to rid his nation of tyranny, such a psychological or political motive would be accepted at face value. This double standard is guaranteed to exonerate religion every time. The game is rigged.
Sam Harris (Islam and the Future of Tolerance: A Dialogue)
As sociologist T. L. Taylor has argued, these attempts to create games specifically for women are “reifying imagined difference[s]” between male and female gamers. Because the assumption is that gameplay motivations are the primary barrier for potential female gamers, the women who currently play video games are perceived as “the oddballs, the nonmainstream, the exceptions”—they are aberrant women who can’t tell us anything about real women.
Nick Yee (The Proteus Paradox: How Online Games and Virtual Worlds Change Us - and How They Don't)
For things to change, somebody somewhere has to start acting differently. Maybe it’s you, maybe it’s your team. Picture that person (or people). Each has an emotional Elephant side and a rational Rider side. You’ve got to reach both. And you’ve also got to clear the way for them to succeed. In short, you must do three things: → DIRECT the Rider FOLLOW THE BRIGHT SPOTS. Investigate what’s working and clone it. [Jerry Sternin in Vietnam, solutions-focused therapy] SCRIPT THE CRITICAL MOVES. Don’t think big picture, think in terms of specific behaviors. [1% milk, four rules at the Brazilian railroad] POINT TO THE DESTINATION. Change is easier when you know where you’re going and why it’s worth it. [“You’ll be third graders soon,” “No dry holes” at BP]               → MOTIVATE the Elephant FIND THE FEELING. Knowing something isn’t enough to cause change. Make people feel something. [Piling gloves on the table, the chemotherapy video game, Robyn Waters’s demos at Target] SHRINK THE CHANGE. Break down the change until it no longer spooks the Elephant. [The 5-Minute Room Rescue, procurement reform] GROW YOUR PEOPLE. Cultivate a sense of identity and instill the growth mindset. [Brasilata’s “inventors,” junior-high math kids’ turnaround]                             → SHAPE the Path TWEAK THE ENVIRONMENT. When the situation changes, the behavior changes. So change the situation. [Throwing out the phone system at Rackspace, 1-Click ordering, simplifying the online time sheet] BUILD HABITS. When behavior is habitual, it’s “free”—it doesn’t tax the Rider. Look for ways to encourage habits. [Setting “action triggers,” eating two bowls of soup while dieting, using checklists] RALLY THE HERD. Behavior is contagious. Help it spread. [“Fataki” in Tanzania, “free spaces” in hospitals, seeding the tip jar] ————— OVERCOMING OBSTACLES ————— Here we list twelve common problems that people encounter as they fight for change, along with some advice about overcoming them. (Note
Chip Heath (Switch: How to Change Things When Change Is Hard)
We also explained that the apps and videos on the iPad were made by some very smart people and were intentionally designed to keep her hooked and habitually watching. It’s important that our kids understand the motives of the gaming companies and social networks—while these products sell us fun and connection, they also profit from our time and attention.
Nir Eyal (Indistractable: How to Control Your Attention and Choose Your Life)
You may very well not be aware of the sickness, but I guarantee you have got experienced it. The Builder’s Block psychological sickness has affected almost every Minecraft player at least once, which is quite typical. The illness is contagious, but in an odd manner; it is going to force anyone to give you the nausea publicly through a really uninformative and rushed forum thread. Humans are not susceptible to this as being a type of transmission, but, and sometimes are trying to help the victim by replying to the poorly created thread, frequently neglecting to achieve this. Happily, the nausea has perhaps not been proven deadly, nonetheless it is proven to mentally stress players which can be affected. Signs There's a obscure set of symptoms one might expect you'll feel. You might perhaps have Builder’s Block when you've got one thing such as the following: •​lack of ideas to help keep you busy in Minecraft •​The sudden disinterest of continuing a project in Minecraft •​Feeling bored •​The urge to hit one’s head against a nearby wall for a few ideas •​Uncontrollable urges to press [ESC] and [ALT]+[F4] The illness is famous to alter between players. It is extremely not likely that you will suffer from all of the aforementioned indications, and when you do have problems with them all at one period of time, please avoid calling any health-related doctor as it can cause undesired psychological treatment. Treatment Healing Builder’s Block is generally benign. First, attempt to ‘mine it off’. That is, mine for resources you may/may not want. If you are not willing to invest as much as 3 hours attempting to heal your illness, decide to try one of many following to get motivation: •​Bing: Look into random such things as your preferred video gaming level or let’s play person. •​Minecraft Forums: Search the forum for other people’s projects and prefer to assist them away. NEVER POST A THREAD; it'll oftimes be ignored or turn for the worst. •​Minecraft: Explore. See if something demands a structure or statue. That overhang is screaming at one to become a wonderful hanging city.
Feud Sigseed (Minecraft Base and City Building Guide: A Complete Handbook - Unofficial)
Old people vote. You know who votes in the swing states where this election will be fought? Really old people. Instead of high-profile videos with Cardi B (no disrespect to Cardi, who famously once threatened to dog-walk the egregious Tomi Lahren), maybe focus on registering and reaching more of those old-fart voters in counties in swing states. If your celebrity and music-industry friends want to flood social media with GOTV messages, let them. It makes them feel important and it’s the cheapest outsourcing you can get. Just don’t build your models on the idea that you’re going to spike young voter turnout beyond 20 percent. The problem with chasing the youth vote is threefold: First, they’re unlikely to be registered. You have to devote a lot of work to going out, grabbing them, registering them, educating them, and motivating them to go out and vote. If they were established but less active voters, you’d have voter history and other data to work with. There are lower-effort, lower-cost ways to make this work. Second, they’re not conditioned to vote; that November morning is much more likely to involve regret at not finishing a paper than missing a vote. Third, and finally, a meaningful fraction of the national youth vote overall is located in California. Its gigantic population skews the number, and since the Golden State’s Electoral College outcome is never in doubt, it doesn’t matter. What’s our motto, kids? “The Electoral College is the only game in town.” This year, the Democrats have been racing to win the Free Shit election with young voters by promising to make college “free” (a word that makes any economic conservative lower their glasses, put down the brandy snifter, and arch an eyebrow) and to forgive $1.53 trillion gazillion dollars of student loan debt. Set aside that the rising price of college is what happens to everything subsidized or guaranteed by the government.17 Set aside that those subsidies cause college costs to wildly exceed the rate of inflation across the board, and that it sucks to have $200k in student loan debt for your degree in Intersectional Yodeling. Set aside that the college loan system is run by predatory asswipes. The big miss here is a massive policy disconnect—a student-loan jubilee would be a massive subsidy to white, upper-middle-class people in their mid-thirties to late forties. I’m not saying Democrats shouldn’t try to appeal to young voters on some level, but I want them to have a realistic expectation about just how hard it is to move those numbers in sufficient volume in the key Electoral College states. When I asked one of the smartest electoral modeling brains in the business about this issue, he flooded me with an inbox of spreadsheets and data points. But the key answer he gave me was this: “The EC states in play are mostly old as fuck. If your models assume young voter magic, you’re gonna have a bad day.
Rick Wilson (Running Against the Devil: A Plot to Save America from Trump--and Democrats from Themselves)
Super Mario Bros. hooks newcomers because there are no barriers to playing the game. You can know absolutely nothing about the Nintendo console and still enjoy yourself from the very first minute. There's no need to read motivation-sapping manuals or grind through educational tutorials before you begin. Instead, your avatar, Mario appears on the left-hand side of an almost empty screen. Because the screen is empty, you can push the Nintendo controller's buttons randomly and harmlessly, learning which ones make Mario jump and which ones make him move left and right. You can't move any further left, so you quickly learn to move right. And you aren't reading a guide that tells you which keys are which--instead, you're learning by doing, and enjoying the sense of mastery comes from acquiring knowledge through experience. The first few seconds of gameplay are brilliantly designed to simultaneously do two very difficult things: teach, and preserve the illusion that nothing is being taught at all.
Adam Alter (Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked)
Do you think there’s some loss aversion there? Because once you diverge, you’re not sure if you’re diverging toward a positive outcome or a negative outcome? Absolutely. I think that’s why the smartest and the most successful people I know started out as losers. If you view yourself as a loser, as someone who was cast out by society and has no role in normal society, then you will do your own thing and you’re much more likely to find a winning path. It helps to start out by saying, “I’m never going to be popular. I’m never going to be accepted. I’m already a loser. I’m not going to get what all the other kids have. I’ve just got to be happy being me.” For self-improvement without self-discipline, update your self-image. Everyone’s motivated at something. It just depends on the thing. Even the people that we say are unmotivated are suddenly really motivated when they’re playing video games. I think motivation is relative, so you just have to find the thing you’re into. [1] Grind and sweat, toil and bleed, face the abyss. It’s all part of becoming an overnight success.
Eric Jorgenson (The Almanack of Naval Ravikant: A Guide to Wealth and Happiness)
Find love and reproduce = using Tinder Connect and bond with others = browsing Facebook Win social acceptance and approval = posting on Instagram Reduce uncertainty = searching on Google Achieve status and prestige = playing video games Your habits are modern-day solutions to ancient desires. New versions of old vices. The underlying motives behind human behavior remain the same. The specific habits we perform differ based on the period of history.
James Clear (Atomic Habits: An Easy & Proven Way to Build Good Habits & Break Bad Ones)
I usually struggle to answer many questions people ask because my mind is always in the future, while the questions they ask are always in the past, or at best, in the present. That is a very factual way of observing the spiritual level of someone. The "what job you have?" and "how much money do you make?" that people stuck in a present time loop obsessively ask is based on what they see, while the "where are you from?" and "what did you study?" comes from people stuck in the past, and with the idea that the past conditions the present, not your decisions. The first thinks matter controls life and the second that life is the result of randomity and chaos. Both represent the vast majority of the population and both are absolutely stupid. As they are too stupid to perceive the future, they call it dreaming, insanity or, at best, motivation and inspiration. They don't know what consciousness is, even when using this word. Thus, every change is for them like a spontaneous miracle, or a mistake in the system that shouldn't have occurred. They look at those who break their mental laws as criminals because when someone is too stupid, he perceives knowledge as a threat to his values. Jealousy and competition come precisely from this state of mind. These subhumans think like a character of a video game that is trapped in a world that never changes and in which they have no capacity to make effective decisions. When they are faced with a library or a religion that promotes wisdom, they close their eyes to escape or read about fantasies, because they are not mentally capable of processing reality.
Dan Desmarques
I’ll tell you how I stay motivated. I named my anxiety. No seriously. His name is Fred and he’s a fucking pain in the ass. I hate him. He’s annoying, mean, pushy, rude, and he constantly smells like cabbage. Now, I’m not one for real interpersonal violence (unless it’s in the octagon), but when I wake up and I’m in one of my periods of progress, I say to myself, “You’re goin’ down, Fred.” I also love video games, so I make a game out of it. Exposure is like gaining experience, leveling up my character. Getting better at deep breathing is like improving my fireball skill. Learning a new coping skill is similar to stumbling upon some epic imbued weapon. You should see my character at this point… much more badass than my actual outward appearance.
Robert Duff (Hardcore Self Help: F**k Anxiety)
one study has found that it can even be helpful for people to literally “bribe” themselves with rewards if they meet their goals (Kristof, 2009). This can be applied in the classroom by suggesting that students list how they can reward themselves—a night of video games, sleeping in late—if they achieve some of their goals.
Larry Ferlazzo (Helping Students Motivate Themselves: Practical Answers to Classroom Challenges)
Over the years, Bill has seen hundreds of kids who had relatively low academic motivation but were extremely motivated about something else—crafting, music, sports, or making Star Wars replicas. What he says to the parents of these kids is that so long as they are working hard at something they really enjoy doing, he’s not worried, because he knows they’re shaping a brain that will eventually enable them to be successful. And Bill tells kids, “Working hard to get better and better at something that’s important to you is one of the best things you can do for your brain.” (An exception here may be video games, which aren’t all bad, but require more nuance.
William Stixrud (The Self-Driven Child: The Science and Sense of Giving Your Kids More Control Over Their Lives)
Often when we guess at others' motives, we reveal only our own.
Mara Sov, Destiny