Videogames Quotes

We've searched our database for all the quotes and captions related to Videogames. Here they are! All 100 of them:

Being human totally sucks most of the time. Videogames are the only thing that make life bearable.
Ernest Cline (Ready Player One (Ready Player One, #1))
Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon...
Terry Pratchett
I like video games, but they're really violent. I'd like to play a video game where you help the people who were shot in all the other games. It'd be called 'Really Busy Hospital.
Demetri Martin
If Pac-Man had affected us as kids, we'd all be running around in dark rooms, munching pills and listening to repetitive electronic music.
Marcus Brigstocke
She grinned. "Don't you want to build a huge interstellar spaceship, load it full of videogames, junk food, and comfy couches, and then get the hell out of here?" "I'm up for that, too," I said. "if it means I get to spend the rest of my life with you.
Ernest Cline (Ready Player One (Ready Player One, #1))
The worst thing a kid can say about homework is that it is too hard. The worst thing a kid can say about a game is it's too easy.
Henry Jenkins
Always trust computer games.
Ridley Pearson
Video games are bad for you? That's what they said about rock n' roll.
Shigeru Miyamoto
Reality is broken. Game designers can fix it.
Jane McGonigal
A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.
Jane McGonigal (Reality is Broken: Why Games Make Us Better and How They Can Change the World)
I burned through all of my extra lives in a matter of minutes, and my two least-favorite words appeared on the screen: GAME OVER.
Ernest Cline (Ready Player One (Ready Player One, #1))
I was just another sad, lost, lonely soul, wasting his life on a glorified videogame.
Ernest Cline (Ready Player One (Ready Player One, #1))
My peak? Would I even have one? I hardly had had anything you could call a life. A few ripples. some rises and falls. But that's it. Almost nothing. Nothing born of nothing. I'd loved and been loved, but I had nothing to show. It was a singularly plain, featureless landscape. I felt like I was in a video game. A surrogate Pacman, crunching blindly through a labyrinth of dotted lines. The only certainty was my death.
Haruki Murakami (Dance Dance Dance)
The only thing crazier than hallucinating a fictional videogame spaceship would be to blame it on a frosted breakfast pastry.
Ernest Cline (Armada)
Listen, Stephen King used to write in the washroom of his trailer after his kids went to sleep. Harlan Ellison wrote in the stall of a bathroom of his barracks during boot camp. Elmore Leonard got up at 5 AM every morning to write before work. Every time my alarm goes off at 5 AM and I don’t want to get up, or I would rather sit down after work and play a videogame, I think about those guys. Take care of your family. They need you and love you. Make time for them. Then stop screwing around and finish your damn book.
Bernard Schaffer (Whitechapel: The Final Stand of Sherlock Holmes)
A man chooses...a slave obeys.
Andrew Ryan
Performance enhancements are most impressive when used by that sedentary athlete, the videogamer. After he turns to hitchhiking in disgrace, his giant thumbs can take him anywhere.
Bauvard (Some Inspiration for the Overenthusiastic)
We are no longer worried that children are missing school because of video games, though. We are worried that they are murdering their classmates because of video games.
Tom Bissell
It was the dawn of new era, one where most of the human race now spent all of their free time inside a videogame.
Ernest Cline (Ready Player One (Ready Player One, #1))
Everything not saved will be lost. –Nintendo “Quit Screen” message
T. Michael Martin
My friend Kira always said that life is like an extremely difficult, horribly unbalanced videogame. When you’re born, you’re given a randomly generated character, with a randomly determined name, race, face, and social class. Your body is your avatar, and you spawn in a random geographic location, at a random moment in human history, surrounded by a random group of people, and then you have to try to survive for as long as you can.
Ernest Cline (Ready Player Two (Ready Player One, #2))
Every time I run into you for the rest of our lives, I'll ask you to make a game with me. There's some groove in my brain that insists it is a good idea." "Isn't that the definition of insanity? Doing the same thing over and over but expecting a different result." "That's a game character's life, too," Sam said. "The world of infinite restarts. Start again at the beginning, this time you might win. And it's not as if all our results were bad. I love the things we made. We were a great team." Sam offered Sadie his hand, and she shook it. She pulled him into her, and she kissed Sam on the cheek. "I love you, Sadie," Sam said. "I know, Sam. I love you, too.
Gabrielle Zevin (Tomorrow, and Tomorrow, and Tomorrow)
It's not a question of can or can't. There are some things in life you just do.
Lightning Claire Farron FF13
There's power in stories, though. That's all history is: the best tales. The ones that last. Might as well be mine.
Varric Tethras
That’s how you know you’ve mastered a videogame—when a bunch of butt-hurt crybabies start to accuse you of cheating in an effort to cope with the beatdown they’ve just suffered at your hands.
Ernest Cline (Armada)
Only the framing material," Lucas demurely, "obvious influences, Neo-Tokyo from Akira, Ghost in the Shell, Metal Gear Solid by Hideo Kojima, or as he's known in my crib, God.
Thomas Pynchon (Bleeding Edge)
you have something called "determination." so as long as you hold on... so as long as you do what's in your heart... i believe you can do the right thing.
Sans
Life’s not a video game, Felix- there aren’t a certain number of points that send you to the next level. There isn’t actually any next level. The bad news is that everybody dies at the end. Game Over.
Zadie Smith (NW)
At the core of every addiction is an emptiness based in abject fear. The addict dreads and abhors the present moment; she bends feverishly only toward the next time, the moment when her brain, infused with her drug of choice, will briefly experience itself as liberated from the burden of the past and the fear of the future—the two elements that make the present intolerable. Many of us resemble the drug addict in our ineffectual efforts to fill in the spiritual black hole, the void at the center, where we have lost touch with our souls, our spirit—with those sources of meaning and value that are not contingent or fleeting. Our consumerist, acquisition-, action-, and image-mad culture only serves to deepen the hole, leaving us emptier than before. The constant, intrusive, and meaningless mind-whirl that characterizes the way so many of us experience our silent moments is, itself, a form of addiction—and it serves the same purpose. “One of the main tasks of the mind is to fight or remove the emotional pain, which is one of the reasons for its incessant activity, but all it can ever achieve is to cover it up temporarily. In fact, the harder the mind struggles to get rid of the pain, the greater the pain.”14 So writes Eckhart Tolle. Even our 24/7 self-exposure to noise, e-mails, cell phones, TV, Internet chats, media outlets, music downloads, videogames, and nonstop internal and external chatter cannot succeed in drowning out the fearful voices within.
Gabor Maté (In the Realm of Hungry Ghosts: Close Encounters with Addiction)
There's two ways to deal with mystery: uncover it, or eliminate it.
Andrew Ryan
On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer.
Satoru Iwata
......
Gordon Freeman
I've discovered a new video game called owning my home.
Dan Harmon
Look seeker, if you love a character, you give them pain, ruin their lives, make them suffer. Maybe even throw in a heroic death!
Varric Tethras
I am Andrew Ryan, and I'm here to ask you a question. Is a man not entitled to the sweat of his brow? 'No!' says the man in Washington, 'It belongs to the poor.' 'No!' says the man in the Vatican, 'It belongs to God.' 'No!' says the man in Moscow, 'It belongs to everyone.' I rejected those answers; instead, I chose something different. I chose the impossible. I chose... Rapture, a city where the artist would not fear the censor, where the scientist would not be bound by petty morality, Where the great would not be constrained by the small! And with the sweat of your brow, Rapture can become your city as well.
Andrew Ryan
And it’s not like I’ve never jacked off. I’m fifteen years old. Of course I do it. Any guy who says he doesn’t is lying. That would be like having the coolest video game ever and never playing it. No one’s that stupid.
Michael Thomas Ford (Suicide Notes)
My friend Kira always said that life is like an extremely difficult, horribly unbalanced videogame. When you’re born, you’re given a randomly generated character, with a randomly determined name, race, face, and social class. Your body is your avatar, and you spawn in a random geographic location, at a random moment in human history, surrounded by a random group of people, and then you have to try to survive for as long as you can. Sometimes the game might seem easy. Even fun. Other times it might be so difficult you want to give up and quit. But unfortunately, in this game you only get one life. When your body grows too hungry or thirsty or ill or injured or old, your health meter runs out and then it’s Game Over. Some people play the game for a hundred years without ever figuring out that it’s a game, or that there is a way to win it. To win the videogame of life you just have to try to make the experience of being forced to play it as pleasant as possible, for yourself, and for all of the other players you encounter in your travels. Kira says that if everyone played the game to win, it’d be a lot more fun for everyone. —Anorak’s Almanac, chapter 77, verses 11–20
Ernest Cline (Ready Player Two (Ready Player One, #2))
Before long, billions of people around the world were working and playing in the OASIS every day. Some of them met, fell in love, and got married without ever setting foot on the same continent. The lines of distinction between a person’s real identity and that of their avatar began to blur. It was the dawn of new era, one where most of the human race now spent all of their free time inside a videogame.
Ernest Cline (Ready Player One (Ready Player One, #1))
Maybe I could use a little metal on the inside, I thought. If I'd kept my heart better armored, where would I be now? Easy—I’d be at home, medicating myself into a monotone. Drowning my sorrows in video games. Working shifts at Smart Aid. Dying inside, day by day, from regret.
Ransom Riggs (Hollow City (Miss Peregrine’s Peculiar Children, #2))
Now we're in the middle of a three-sided vampire war. Which would be an awesome video game, but I'm really not interested in playing for real. I like my reset buttons.
Rachel Caine
I knew Armada was only a videogame, but I’d never been one of the “best of the best” at anything before, and my accomplishment gave me a real sense of pride.
Ernest Cline (Armada)
You were always an underdog in a videogame, but always guaranteed to win if you just kept plugging away, learned the moves, knew when to Save and when to Quit.
Danny Wallace (Charlotte Street)
Making a game is like constructing a building during an earthquake or trying to run a train as someone else is laying down track as you go...
Jason Schreier (Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made)
Few endeavors, if any at all, I find to be inherently mature or inherently immature. Maturity is neither defined by one's particular preferences nor by one's particular activities; rather, it is defined by the strength of one's character.
Criss Jami (Healology)
In video games you sometimes run into what they call a side quest, and if you don't manage to figure it out you can usually just go back into the normal world of the game and continue on toward your objective. I felt like I couldn't find my way back to the world now: like I was somebody locked in a meaningless side quest, in a stuck screen.
John Darnielle (Wolf in White Van)
He hasn't left his house in three years, he's not crazy, he's a genius; just tv and videogames twenty four-seven, I think he's my new hero...
John Corey Whaley (Highly Illogical Behavior)
Why would real aliens behave exactly like videogame simulations of themselves?
Ernest Cline (Armada)
Just like the notion of "Internet natives", who have never known a world without Internet access, we, who have lived our entire lives with video games, can be known as "video game natives.
Alexei Maxim Russell (The Classic Gamer's Bible)
She looked like a character from a video game. One of those improbably busty, impossibly well-armed superchicks who could do acrobatics and hit the kill zone even while firing guns from both hands during a cartwheel. "You look fucking ridiculous," she told herself.
Jonathan Maberry (Dead of Night (Dead of Night, #1))
My whole life, I felt like I was destined to do something important, but I was only ever good at videogames, which I always figured would be completely useless. But it’s not useless, and neither am I. I think this is what I was always destined to do with my life. I just never knew it.
Ernest Cline (Armada)
In reality, videogames did not come to life and fictional spaceships did not buzz your hometown. Implausible shit like that only happened in cheesy ’80s movies, like TRON or WarGames or The Last Starfighter.
Ernest Cline (Armada)
Going back to the basis, the phrase ‘Fight Like A Girl’, and we’ve all heard that growing up. And by that they mean that you’re some kind of weakling and have no skills as a male. It’s said to little boys when they can’t fight yet, and it ridicules us. By the time we were born, the most of us hear things which program you to accept and know that you are less than your male counter part. It comes apparent in the way you’re paid for your job, it comes apparent when yóu are not allowed to go outside after a certain hour because you stand a good chance of getting raped while no one says that to your boyfriend. While women, anywhere, live in some kind of fear, there is no equality and that is mathematically impossible. We cannot see that change or solved in our lifetimes, but we have to do everything that we can. We should remind ourselves that we are fifty-one percent. Everyone should know that fighting like a girl is a positive thing and that there is not inherently anything wrong with us by the fact that we are born like ladies. That is a beautiful thing that we should never be put down because of. Being compared to a woman should only make a man feel stronger. It should be a compliment. In this world we’re creating it actually is. I remember this one guy who came to our show in Texas or something and he had painted his shirt “real men fight like a girl”, and I cried, because he was going away in the army next day. He bought my book because he wanted something he could read over there. I just hoped that this men, fully straight and fully male can maintain and retain all of those things that make him understand us, and what makes him so beautiful. A lot of military training is step one: you take all those guys and put them in front of bunch of hardcore videogames where you kill a bunch of people and become desensitised. But that is NOT power! I will not do that. I will not become less of a human being and I refuse to give up my femininity because that’s bullshit. I’m not going to have to shave my head and become all buff and all that to be able to say “now I’m powerful” because that’s bullshit. All of this, all of us, we are power. You don’t have to change anything to be strong.
Emilie Autumn
– I understand the world can be cruel place and there are people out there counting on naive kids like you to take advantage of. Don't just think because it's video games people can't get hurt.
Cory Doctorow (In Real Life)
In real life, you don't get a reset, and you don't get extra lives, and I got the crap pounded out of me.
Rachel Caine (Fall of Night (The Morganville Vampires, #14))
Never judge a book by its cover; a movie by its book; or a video game by its movie.
Ashwin Sanghi
Girlfriends, indeed: the anti-video game.
Tom Bissell
Alright, go away. I have a tiny world to save.
Bryan Lee O'Malley (Scott Pilgrim, Volume 6: Scott Pilgrim's Finest Hour)
Computers had their origin in military cryptography—in a sense, every computer game represents the commandeering of a military code-breaking apparatus for purposes of human expression.
Austin Grossman (You)
I saw a news report recently that measured average video game use by American men between the ages of twenty-five and thirty-five: twenty hours per week. Do you mean the flower of America's masculinity can't think of anything more important to do with twenty hours a week than sit in front of a video screen? Folks, this ain't normal. Can't we unplug already?
Joel Salatin (Folks, This Ain't Normal: A Farmer's Advice for Happier Hens, Healthier People, and a Better World)
Otaku is a label applied to and adopted by those people who build a culture around anime, manga, videotapes and videogames. Their ideas and values were different from the mainstream, and so they were labeled otaku, or called themselves otaku, to indicate that difference.... In the end, otaku is just a label created to contain difference. --Ono Norihiro
Patrick W. Galbraith (Otaku Spaces)
Courage is the magic that turns dreams into reality.
Richter Abend Tales of Symphonia Dawn of a New World
When I play too many video games I begin to feel chubby-minded, caffeinated, bad.
Tom Bissell
What if they’re using videogames to train us to fight without us even knowing it? Like Mr. Miyagi in The Karate Kid, when he made Daniel-san paint his house, sand his deck, and wax all of his cars—he was training him and he didn’t even realize it! Wax on, wax off—but on a global scale!
Ernest Cline (Armada)
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)
When I was a young man, I had liberty, but I did not see it. I had time, but I did not know it. And I had love, but I did not feel it. Many decades would pass before I understood the meaning of all three. And now, the twilight of my life, this understanding has passed into contentment. Love, liberty, and time: once so disposable, are the fuels that drive me forward. And love, most especially, mio caro. For you, our children, our brothers and sisters. And for the vast and wonderful world that gave us life, and keeps us guessing. Endless affection, mia Sofia. Forever yours, Ezio Auditore.
Ezio Auditore da Firenze
No weapons designer or engineer would build something with such an arbitrary weakness,” he said. “The Disrupter is more like something a videogame developer would come up with, to create a big challenge at the end of a level—a boss that requires a huge sacrifice to destroy.
Ernest Cline (Armada)
But you didn't get this far by giving up, did you? That's right. You have something called 'determination'. So as long as you hold on, so as long as you do what's in your heart, I believe you can do the right thing.
Toby Fox
You've met with a terrible fate, haven't you?
Happy Mask Salesman
HEY, KIDS! TAKE YOUR DICKS OUT OF THE PLAYSTATION THREE FOR ONE GOD DAMN MINUTE AND READ SOME FUCKING COMICS.
James Kochalka (SuperF*ckers)
Hard fun is, of course, the idea that we take pleasure in accomplishing something difficult: the joy in meeting and mastering a challenge. As a result, when someone is doing something that is hard fun, moment by moment it looks more like "work" than "fun," but the net effect is pleasurable overall.
David Williamson Shaffer
HS is supposedly a story that is also a game. In games, the characters die all the time. How many times did you let Mario fall in the pit before he saved the princess? Who weeps for these Marios. In games your characters die, but you keep trying and trying and rebooting and resetting until finally they make it. When you play a game this process is all very impersonal. Once you finally win, when all is said and done those deaths didn’t “count”, only the linear path of the final victorious version of the character is considered “real”. Mario never actually died, did he? Except the omniscient player knows better. HS seems to combine all the meaningless deaths of a trial-and-error game journey with the way death is treated dramatically in other media, where unlike our oblivious Mario, the characters are aware and afraid of the many deaths they must experience before finally winning the game.
Andrew Hussie (Homestuck)
The one plentiful herds of magazine writers would continue to be culled - by the Internet, by the recession, by the American public, who would rather watch TV or play video games or electronically inform friends that, like, 'rain sucks!' But there's no app for a bourbon buzz on a warm day in a cool, dark bar. The world will always want a drink.
Gillian Flynn (Gone Girl)
Prose is an art form, movies and acting in general are art forms, so is music, painting, graphics, sculpture, and so on. Some might even consider classic games like chess to be an art form. Video games use elements of all of these to create something new. Why wouldn't video games be an art form?
Sam Baer
The other [video game] franchises let you experience the adrenaline and horror of war, or deep fantasy worlds, or pro sports. A Mario game lets you pretend to be a middle-aged chubster hopping onto a turtle shell.
Jeff Ryan (Super Mario: How Nintendo Conquered America)
Being the Cool Girl means I am a hot, brilliant, funny woman who adores football, poker, dirty jokes, and burping, who plays video games, drinks cheap beer, loves threesomes and anal sex, and jams hot dogs and hamburgers into her mouth like she’s hosting the world’s biggest culinary gang bang while somehow maintaining a size 2, because Cool Girls are above all hot. Hot and understanding. Cool Girls never get angry; they only smile in a chagrined, loving manner and let their men do whatever they want. Go ahead, shit on me, I don’t mind, I’m the Cool Girl.
Gillian Flynn (Gone Girl)
Games were not just a diversion, I realized. Games could make you feel. If great literature could would its power through nothing but black squiggles on a page, how much more could be done with movement, sound, and color?
Sid Meier (Sid Meier's Memoir!: A Life in Computer Games)
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)
It's not a question of can or can't. There are some things in life you just do.
NOT A BOOK
There's something soft in his expression that I don't know what to do with, so I take another drink and then say, 'There's also this wizard we really want to fight'.
Emma Mills (Foolish Hearts)
In your darkest hour, in the blackest night... think of me... and I will be with you. Always. For where else could I go? Who else could I love but you?
Myste
Fear breeds a desire for simplicity. Good and evil. Right and wrong. Chains of command.
Solas
We should do something,” I said. “Can the something be play blind-guy video games while sitting on the couch?” “Yeah, that’s just the kind of something I had in mind.” So we sat there for a couple hours talking to the screen together, navigating this invisible labyrinthine cave without a single lumen of light. The most entertaining part of the game by was far trying to get the computer to engage with us in humorous conversation: Me: “Touch the cave wall.” Computer: “You touch the cave wall. It is moist.” Isaac: “Lick the cave wall.” Computer: “I do not understand. Repeat?” Me: “Hump the cave wall.” Computer: “You attempt to jump. You hit your head.” Isaac: “Not jump. HUMP.” Computer: “I don’t understand.” Isaac: “Dude, I’ve been alone in the dark in this cave for weeks and I need some relief. HUMP THE CAVE WALL.” Computer: “You attempt to ju—” Me: “Thrust pelvis against cave wall.” Computer: “I do not—” Isaac: “Make sweet love to the cave.” Computer: “I do not—” Me: “FINE. Follow left branch.” Computer: “You follow the left branch. The passage narrows.” Me: “Crawl.” Computer: “You crawl for one hundred yards. The passage narrows.” Me: “Snake crawl.” Computer: “You snake crawl for thirty yards. A trickle of water runs down your body. You reach a mound of small rocks blocking the passageway.” Me: “Can I hump the cave now?” Computer: “You cannot jump without standing.” Isaac: “I dislike living in a world without Augustus Waters.” Computer: “I don’t understand—” Isaac: “Me neither. Pause.
John Green (The Fault in Our Stars)
A recluse. A pale-skinned pop culture–obsessed geek. An agoraphobic shut-in, with no real friends, family, or genuine human contact. I was just another sad, lost, lonely soul, wasting his life on a glorified videogame. But not in the OASIS. In there, I was the great Parzival. World-famous gunter and international celebrity. People asked for my autograph. I had a fan club. Several, actually. I was recognized everywhere I went (but only when I wanted to be). I was paid to endorse products. People admired and looked up to me. I got invited to the most exclusive parties. I went to all the hippest clubs and never had to wait in line. I was a pop-culture icon, a VR rock star. And, in gunter circles, I was a legend. Nay, a god.
Ernest Cline (Ready Player One (Ready Player One, #1))
If only I could handle my problems like a video-game style battle against a boss. But there are no power-ups in real life. No FTW moment when I can declare total pwnage. I don’t even know who the bad guys are.
Kat Kruger (The Night Has Claws (The Magdeburg Trilogy, #2))
My internal temper tantrum tirade continued: But attracting and holding the interest of someone like Quinn Sullivan will have to go into my box of make believe with the eventual remake of Final Fantasy 7 with Playstation 3 graphics or finding an original, pristine version of Detective Comics No. 27- Batman's debut.
Penny Reid (Neanderthal Seeks Human (Knitting in the City, #1))
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))
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)
We had a very Tom and Jerry relationship, me and my mom. She was the strict disciplinarian; I was naughty as shit. She would send me out to buy groceries, and I wouldn’t come right home because I’d be using the change from the milk and bread to play arcade games at the supermarket. I loved videogames. I was a master at Street Fighter. I could go forever on a single play. I’d drop a coin in, time would fly, and the next thing I knew there’d be a woman behind me with a belt. It was
Trevor Noah (Born A Crime: Stories from a South African Childhood)
Little Red Riding Hood was a good story, but it wasn't interactive. Sooner or later I wanted to say 'no, I may be Red Riding Hood but I don't care about my grandmother; what I want is heroin and only heroin,' whereas the game had only 'over the river and through the woods' to offer me. Which was a good story, it just might not me mine.
Austin Grossman (You)
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)
For all the talk about the merging of film and video game, and for all its inevitability, perhaps the secret of true convergence lies not in an external reality , but in an internal truth: What kids seek from video games is what we all seek from our own distractions--be they movies, radio, comic books, literature, or art: an escape from the mundane to the sublime, where our imaginations make of us heroes, lovers, warriors, and gods.
Devin C. Griffiths (Virtual Ascendance: Video Games and the Remaking of Reality)
None of the questions was what I expected. Most of them were esoteric thought experiments, 'How would you turn Pride and Prejudice into a video game?' and 'If you added a button to Pac-Man, what would you want it to do?' Conundrums like 'How come when Mario jumps he can change direction in midair?
Austin Grossman (You)
The seven billion people on the plane don't give a fuck what you want. They want you to program code for cool video games, they want you hot young girls to do porn, and they want you guys to like go build engineering and other stuff to make their lives easier. And they want food... and they want it fast.
Aaron Clarey
The fact was, there wasn't room on earth for a couple million gold-farmers to turn into high-paid video-game executives. The fact was, if you had to slice the pie into enough pieces to give one to everyone, you'd end up slicing them so thin you could see through them. "When 30,000 people share an apple, no one benefits -- especially not the apple." It was a quote one of his economics profs had kept written in the corner of his white-board, and any time a student started droning on about compassion for the poor, the old prof would just tap the board and say, "Are you willing to share your lunch with 30,000 people?
Cory Doctorow (For the Win)
The only thing that kept me from wanting to die was the fact that I could leave my body and be in a body that worked perfectly for a while---better than perfectly, actually---with a set of problems that were not my own." "You couldn't land at the top of a pole, but Mario could." "Exactly. I could save the princess, even when I could barely get out of bed. So, I do want to be rich and famous. I am, as you know, a bottomless pit of ambition and need. But I also want to make something sweet. Something kids like us would have wanted to play to forget their troubles for a while.
Gabrielle Zevin (Tomorrow, and Tomorrow, and Tomorrow)
We can combat existential anguish – the unbearable lightness of our being – in a variety of ways. We can choose to work, play, destroy, or create. We can allow a variety of cultural factors or other people to define who we are, or we can create a self-definition. We decide what to monitor in the environment. We regulate how much attention we pay to nature, other people, or the self. We can watch and comment upon current cultural events and worldly happenings or withdraw and ignore the external world. We can drink alcohol, dabble with recreational drugs, play videogames, or watch television, films, and sporting events. We can travel, go on nature walks, camp, fish, and hunt, climb mountains, or take whitewater-rafting trips. We can build, paint, sing, create music, write poetry, or read and write books. We can cook, barbeque, eat fine cuisine at restaurants or go on fasts. We can attend church services, worship and pray, or chose to embrace agnosticism or atheism. We can belong to charitable organizations or political parties. We can actively or passively support or oppose social and ecological causes. We can share time with family, friends, co-workers, and acquaintances or live alone and eschew social intermixing.
Kilroy J. Oldster (Dead Toad Scrolls)
Our world is full of submissive activities. Shopping is submissive. You wander around buying the things the controllers have placed in front of you. Watching TV is submissive. You watch fictional lives rather than live your own life. Playing video games is submissive. You sit there shooting up the world (in virtual reality), while having no impact at all on actual reality. It’s easy to be a virtual hero, hard to be a real one. One involves no work, and the other is as hard as it gets. Video games are an avoidance of the real world. Voting is submissive too – you delegate your authority to one of the puppets of the controllers. Dominants are active, not passive. They DO. They ACT. They MOVE. They CHOOSE. They DECIDE. They are NOT CONTROLLED by the system. They are FREE. So, what are you?
Adam Weishaupt (Christianity: The Devil's Greatest Trick (The Anti-Christian Series Book 4))
Some days I spent up to three hours in the arcade after school, dimly aware that we were the first people, ever, to be doing these things. We were feeling something they never had - a physical link into the world of the fictional - through the skeletal muscles of the arm to the joystick to the tiny person on the screen, a person in an imagined world. It was crude but real. We'd fashioned an outpost in the hostile, inaccessible world of the imagination, like dangling a bathysphere into the crushing dark of the deep ocean, a realm hitherto inaccessible to humankind. This is what games had become. Computers had their origin in military cryptography - in a sense, every computer game represents the commandeering of a military code-breaking apparatus for purposes of human expression. We'd done that, taken that idea and turned it into a thing its creators never imagined, our own incandescent mythology.
Austin Grossman (You)
The Government set the stage economically by informing everyone that we were in a depression period, with very pointed allusions to the 1930s. The period just prior to our last 'good' war. ... Boiled down, our objective was to make killing and military life seem like adventurous fun, so for our inspiration we went back to the Thirties as well. It was pure serendipity. Inside one of the Scripter offices there was an old copy of Doc Smith's first LENSMAN space opera. It turned out that audiences in the 1970s were more receptive to the sort of things they scoffed at as juvenilia in the 1930s. Our drugs conditioned them to repeat viewings, simultaneously serving the ends of profit and positive reinforcement. The movie we came up with stroked all the correct psychological triggers. The fact that it grossed more money than any film in history at the time proved how on target our approach was.' 'Oh my God... said Jonathan, his mouth stalling the open position. 'Six months afterward we ripped ourselves off and got secondary reinforcement onto television. We pulled a 40 share. The year after that we phased in the video games, experimenting with non-narcotic hypnosis, using electrical pulses, body capacitance, and keying the pleasure centers of the brain with low voltage shocks. Jesus, Jonathan, can you *see* what we've accomplished? In something under half a decade we've programmed an entire generation of warm bodies to go to war for us and love it. They buy what we tell them to buy. Music, movies, whole lifestyles. And they hate who we tell them to. ... It's simple to make our audiences slaver for blood; that past hasn't changed since the days of the Colosseum. We've conditioned a whole population to live on the rim of Apocalypse and love it. They want to kill the enemy, tear his heart out, go to war so their gas bills will go down! They're all primed for just that sort of denouemment, ti satisfy their need for linear storytelling in the fictions that have become their lives! The system perpetuates itself. Our own guinea pigs pay us money to keep the mechanisms grinding away. If you don't believe that, just check out last year's big hit movies... then try to tell me the target demographic audience isn't waiting for marching orders. ("Incident On A Rainy Night In Beverly Hills")
David J. Schow (Seeing Red)
What to Make a Game About? Your dog, your cat, your child, your boyfriend, your girlfriend, your mother, your father, your grandmother, your friends, your imaginary friends, your summer vacation, your winter in the mountains, your childhood home, your current home, your future home, your first job, your worst job, the job you wish you had. Your first date, your first kiss, your first fuck, your first true love, your second true love, your relationship, your kinks, your deepest secrets, your fantasies, your guilty pleasures, your guiltless pleasures, your break-up, your make-up, your undying love, your dying love. Your hopes, your dreams, your fears, your secrets, the dream you had last night, the thing you were afraid of when you were little, the thing you’re afraid of now, the secret you think will come back and bite you, the secret you were planning to take to your grave, your hope for a better world, your hope for a better you, your hope for a better day. The passage of time, the passage of memory, the experience of forgetting, the experience of remembering, the experience of meeting a close friend from long ago on the street and not recognizing her face, the experience of meeting a close friend from long ago and not being recognized, the experience of aging, the experience of becoming more dependent on the people who love you, the experience of becoming less dependent on the people you hate. The experience of opening a business, the experience of opening the garage, the experience of opening your heart, the experience of opening someone else’s heart via risky surgery, the experience of opening the window, the experience of opening for a famous band at a concert when nobody in the audience knows who you are, the experience of opening your mind, the experience of taking drugs, the experience of your worst trip, the experience of meditation, the experience of learning a language, the experience of writing a book. A silent moment at a pond, a noisy moment in the heart of a city, a moment that caught you unprepared, a moment you spent a long time preparing for, a moment of revelation, a moment of realization, a moment when you realized the universe was not out to get you, a moment when you realized the universe was out to get you, a moment when you were totally unaware of what was going on, a moment of action, a moment of inaction, a moment of regret, a moment of victory, a slow moment, a long moment, a moment you spent in the branches of a tree. The cruelty of children, the brashness of youth, the wisdom of age, the stupidity of age, a fairy tale you heard as a child, a fairy tale you heard as an adult, the lifestyle of an imaginary creature, the lifestyle of yourself, the subtle ways in which we admit authority into our lives, the subtle ways in which we overcome authority, the subtle ways in which we become a little stronger or a little weaker each day. A trip on a boat, a trip on a plane, a trip down a vanishing path through a forest, waking up in a darkened room, waking up in a friend’s room and not knowing how you got there, waking up in a friend’s bed and not knowing how you got there, waking up after twenty years of sleep, a sunset, a sunrise, a lingering smile, a heartfelt greeting, a bittersweet goodbye. Your past lives, your future lives, lies that you’ve told, lies you plan to tell, lies, truths, grim visions, prophecy, wishes, wants, loves, hates, premonitions, warnings, fables, adages, myths, legends, stories, diary entries. Jumping over a pit, jumping into a pool, jumping into the sky and never coming down. Anything. Everything.
Anna Anthropy (Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form)