Videogames Quotes

We've searched our database for all the quotes and captions related to Videogames. Here they are! All 200 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
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 was just another sad, lost, lonely soul, wasting his life on a glorified videogame.
Ernest Cline (Ready Player One (Ready Player One, #1))
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))
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))
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)
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)
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))
Everything not saved will be lost. –Nintendo “Quit Screen” message
T. Michael Martin
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
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)
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)
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)
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
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
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))
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
I've discovered a new video game called owning my home.
Dan Harmon
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)
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)
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)
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))
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)
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
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)
Why would real aliens behave exactly like videogame simulations of themselves?
Ernest Cline (Armada)
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
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)
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)
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))
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)
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
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
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)
... Gunpei Yokoi, asked his boss, 'What should I make?' Nintendo chief executive Hiroshi Yamauchi replied, 'Something great.' Game Over Nintendo's Battle to Dominate Videogames
David Sheff
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)
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)
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)
– 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)
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
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)
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)
You've met with a terrible fate, haven't you?
Happy Mask Salesman
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)
Being human totally sucks most of the time. Videogames are the only thing that make life bearable. —Anorak’s Almanac, Chapter 91, Verses 1–2
Ernest Cline (Ready Player One (Ready Player One, #1))
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)
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)
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
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
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)
A quest to find your purpose, knowing your end is assured. To find the strength to continue when all strength has left you. To find joy even as darkness descends...and amidst deepest despair, light everlasting.
Venat
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)
Fear breeds a desire for simplicity. Good and evil. Right and wrong. Chains of command.
Solas
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)
It's not a question of can or can't. There are some things in life you just do.
NOT A BOOK
Snake, what’s wrong? Snake? SNAAKKKKEEEE!
志倉千代丸 (Occultic;Nine 1 -オカルティック・ナイン- [Okarutikku Nain])
Just killed a woman... feeling good.
Tommyinnit
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))
You promised to consider going to college to study how to make videogames, like Mike Cruz is planning to do?
Ernest Cline (Armada)
Being human totally sucks most of the time. Videogames are the only thing that make life bearable. —Anorak’s Almanac, Chapter 91, Verses 1–2
Ernest Cline (Ready Player One (Ready Player One, #1))
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))
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)
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))
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)
For them... My people. My brothers. ...My friends. Stay strong. Keep the faith. At duty's end, we will meet again. We will. We will. The rains have ceased, and we have been graced with another beautiful day. But you are not here to see it.
Themis/Elidibus
We’ve actually made the world into this very ugly video game, and it’s not a sustainable model.
Jeff Mach ("I Hate Your Time Machine": A fiction-fueled guide to some of the worst tropes of Fantasy & Science Fiction)
Strange and ironic, it will end the same way.
Dante Alighieri
Red wine is different from white. Removing the grape skin does all the difference.
Viola Soul Calibur
I hate guns," replied the Doctor. "Which isn't to say that a bit of fantasy violence can't be therapeutic.
Jacqueline Rayner (Doctor Who: Winner Takes All)
When my dad was young he shot marbles. When I was young I played Marble Madness on my Nintendo Entertainment System.
Kevin James Breaux
Be aware of the present moment
Fawkes (Fallout 3)
Modern culture anesthetizes the mind while mainlining the soul with emotional experiences that keep the worldling believing he is really living.
Jim Berg (Changed into His Image: God's Plan for Transforming Your Life)
Even should you lose all that is dear to you. Even if it should cost you your life... You bear the burden and fight on, kicking and screaming until your last breath is spent!
Themis/Elidibus
Video Games are a great analogy for life. You go through level, get thrown off by obstacles, and face several enemies.
Lilly Singh (How to Be a Bawse: A Guide to Conquering Life)
Capito? I videogiochi sono come il sogno americano. Lavora duro e avrai la tua villetta col barbecue. Non ci sono porte chiuse a priori. Per questo si mischiano con l'adolescenza.
Zerocalcare (La profezia dell'armadillo)
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)
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)
I think it's fair to say most video games let players experience only eight emotions: anger, panic, dread, surprise, wonder, satisfaction, joy and disappointment. And some games only disappoint.
Scott Rogers (Level Up!: The Guide to Great Video Game Design)
If you're reading this, you must be in dire need of a change. The same thing happened to me, long ago. I'd lost sight of what mattered most in life... real connections with other people and nature. So I dropped everything and moved to the place I truly belong.
ConcernedApe
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)
A quest to find your purpose, knowing your end is assured. To find the strength to continue when all strength has left you. To find joy even as darkness descends...and amidst deepest despair, light everlasting.
Venat/Hydaelyn
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
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))
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))
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))
Rush had been Halliday’s favorite band, from his teens onward. He’d once revealed in an interview that he’d coded every single one of his videogames (including the OASIS) while listening exclusively to Rush albums. He often referred to Rush’s three members—Neil Peart, Alex Lifeson, and Geddy Lee—as “the Holy Trinity” or “the Gods of the North.
Ernest Cline (Ready Player One (Ready Player One, #1))
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 sword master stepping onto the fighting floor knows he will be facing powerful opponents. Not the physical adversaries whom he will fight (though those indeed serve as stand-ins for the enemy). The real enemy is inside himself. The monk in meditation knows this. So does the yogi. So do the film editor and the video-game creator and the software writer.
Steven Pressfield (Turning Pro)
So basically, you get to play Super Mario all you want, any time you want, for FREE !" "That is the single most amazing thing I've ever heard.
Gene Luen Yang (Level Up)
Humor. Two unconnected things are suddenly united by a paradigm shift. It is hard to describe, but we all know it when it happens. Weirdly, it causes us to make a barking noise.
Jesse Schell (The Art of Game Design: A Book of Lenses)
Wonderful craftsmanship, Simon decided with the expert eye of one who had played enough computer games to know art when he saw it.
Sorin Suciu (The Scriptlings)
But stones, too, can lie.
Amy Hennig
Death is not the only possible outcome.
Amy Hennig
...he didn’t know when he was going to get the chance to play WoW again. And it was damn important to do his bit to save all life on Azeroth while he could.
Thea Harrison (Serpent's Kiss (Elder Races, #3))
Kira Underwood was right, when she said that life was like an extremely difficult, horribly unbalanced videogame. But sometimes the game can have a surprise ending….
Ernest Cline (Ready Player Two (Ready Player One #2))
To this day, George H.W. Bush remains the only real-life president to congratulate superheroes in videogames for a job well done.
Chris Baker (WRONG! Retro Games, You Messed Up Our Comic Book Heroes!)
Ray seemed to subsist primarily on a diet of high-fructose junk food and old videogames. It was hard not to love the guy. Back
Ernest Cline (Armada)
O ser humano é uma porcaria na maior parte do tempo. Os videogames são a única coisa que torna a vida suportável.
Ernest Cline (Ready Player One (Ready Player One, #1))
Like any classic videogame, the Hunt had simply reached a new, more difficult level. A new level often required an entirely new strategy. I
Ernest Cline (Ready Player One (Ready Player One, #1))
I could barely believe myself. IOI had actually tried to kill me. To prevent me from winning a videogame contest. It was insane.
Ernest Cline (Ready Player One (Ready Player One, #1))
home videogame consoles had already made most coin-op games obsolete. After the OASIS went online, they stopped making
Ernest Cline (Ready Player One (Ready Player One, #1))
Life is like a videogame, the harder it gets the victory feels better
Roberto Llamas
Ray seemed to subsist primarily on a diet of high-fructose junk food and old videogames.
Ernest Cline (Armada)
Especially when it came to the videogames. Videogames were my area of expertise. My double-weapon specailization. My dream Jeopardy! category.
Ernest Cline (Ready Player One (Ready Player One, #1))
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)
I clearly had a few daddy issues myself, but you didn’t see me pulling the wings off of flies. On the other hand, I did have a slight anger-management problem, and a related history of physical violence, both well documented by the public school system. And, oh yeah, that whole “hallucinating alien spacecraft from my favorite videogame” thing. So perhaps I wasn’t in the best position to judge the sanity of others.
Ernest Cline (Armada)
There was always a trick to beating a computer-controlled opponent. At a game like this, a gifted human player could always triumph over the game’s AI, because software couldn’t improvise. It could either react randomly, or in a limited number of predetermined ways, based on a finite number of preprogrammed conditions. This was an axiom in videogames, and would be until humans invented true artificial intelligence.
Ernest Cline (Ready Player One (Ready Player One, #1))
This task was given to Shigeru Miyamoto, a floppy-haired first-time game designer who idealistically believed that videogames should be treated with the same respect given to books, movies, and television shows.
Blake J. Harris (Console Wars: Sega, Nintendo, and the Battle that Defined a Generation)
Our resistance to digital play is just like Socrates's resistance to writing. It is futile. Your kids need your help. And it's easy to provide. Parents, children, and families just need to start playing in the digital world together.
Jordan Shapiro (The New Childhood: Raising Kids to Thrive in a Connected World)
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)
Shin told me that the EDA spent decades engineering a special strain of weed that helps people focus and enhances their ability to play videogames! Once they had it perfected, that was when the government finally started legalizing it in the States.” He raised his arms in victory. “This ganja is part of the war effort! I love it!” He broke into song, and Shin immediately joined him. “ ‘America. Fuck yeah. Comin’ to save the motherfuckin’ day, yeah!’ ” They broke up into another laughing fit.
Ernest Cline (Armada)
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))
that life was like an extremely difficult, horribly unbalanced videogame. But sometimes the game can have a surprise ending…. And sometimes, when you think you’ve finally reached the end of the game, suddenly you find yourself standing at the start of a whole new level. A level that you’ve never seen before. And the only thing you can do is keep right on playing. Because the game that is your life still isn’t over yet. And there’s no telling how far you might be able to get, what you might discover, or who you might meet when you get there.
Ernest Cline (Ready Player Two (Ready Player One #2))
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.
Ernest Cline (Ready Player Two (Ready Player One #2))
As we sprinted from the Candle Room to the Music Club to the Boudoir to the Virtual Video Room, a song called “Interactive” played on a continuous loop in every room. Aech explained that this was a song Prince wrote exclusively for a Myst-like videogame he released with the same title.
Ernest Cline (Ready Player Two (Ready Player One #2))
Ultimately, it was Super Mario Bros. that taught me what remains perhaps the most important lesson of my life. ... There is no turning back, only going forward — for Mario and Luigi, for me, and for you. Life only scrolls in one direction, which is the direction of time, and no matter how far we might manage to go, that invisible wall will always be just behind us, cutting us off from the past, compelling us on into the unknown.
Edward Snowden (Permanent Record)
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.
Ernest Cline (Ready Player Two (Ready Player One #2))
The Runaway Five's obvious influence is The Blues Brothers. During localization, their black and white suits were made more colorful to avoid legal action from Universal Pictures or the film's producers. When I told my wife Aviva about this, she admitted she had never seen The Blues Brothers film. Having grown up on a steady diet of Saturday Night Live-spawned movies, I told her that her innocence here was blasphemous. That night, we marveled together at James Brown's hair.
Ken Baumann (EarthBound (Boss Fight Books, #1))
That guy over there in the corner is totally looking the other way,” Jace observed, pointing at the TV screen. “A spinning wheel kick would put him out of commission.” “I can’t kick people in this game. I can only shoot them. See?” Kyle mashed some buttons. “That’s stupid.” Jace looked over and seemed to see Simon for the first time. “Back from your breakfast meeting, I see,” he said without much welcome in his tone. “I bet you thought you were very clever, sneaking off like that.
Cassandra Clare (City of Fallen Angels (The Mortal Instruments, #4))
a gifted human player could always triumph over the game’s AI, because software couldn’t improvise. It could either react randomly, or in a limited number of predetermined ways, based on a finite number of preprogrammed conditions. This was an axiom in videogames, and would be until humans invented true artificial intelligence.
Ernest Cline (Ready Player One (Ready Player One, #1))
We have each other. We lived apart from them; we understand now. Our failure to touch, to belong. But it doesn’t matter anymore. Everybody is gone, and we will join them. We are born apart, driftwood on the banks of an endless dark ocean. And we will be carried away by the swell soon enough. But in between, in a single day of living… that dancing in a strip of sunlight, we can find what we miss. The love that makes us whole. The imminence. Everybody found their other. This pattern is mine...
Anonymous
Even in the darkest of times, there is always hope. But sometimes fear clouds our vision. Sometimes our strength gives out. And yet sometimes, when all seems lost, a light shines through the darkness, and we are reminded that even the smallest amount of courage can turn the tides of war. " -Ignitus, The Legend of Spyro: A new Beginning
Patrick Hegarty
But I refused to give up. Until an avatar reached Halliday’s Easter egg, anything was still possible. Like any classic videogame, the Hunt had simply reached a new, more difficult level. A new level often required an entirely new strategy. I began to formulate a plan. A bold, outrageous plan that would require epic amounts of luck to pull off.
Ernest Cline (Ready Player One (Ready Player One, #1))
...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)
At a game like this, a gifted human player could always triumph over the game’s AI, because software couldn’t improvise. It could either react randomly, or in a limited number of predetermined ways, based on a finite number of preprogrammed conditions. This was an axiom in videogames, and would be until humans invented true artificial intelligence.
Ernest Cline (Ready Player One (Ready Player One, #1))
...You know how you have real-life time versus story time, how stories leave out the boring bits and condense so much? A long-form RPG has some substance to it, leaves time to wander the desert or have a conversation or hang out in a pub. It might not be the closest thing to real life but pacing-wise it's closer than a movie or a TV show or a novel.
Erin Morgenstern (The Starless Sea)
Don't Make a Girl a Promis You Can't Keep
Cortana Halo Legends
Don't Make a Girl a Promis You Can't Keep
Cortana
I went in there only once, as a sane man, and I came out...well, I came out like this. But you, once you come out of there, you'll be a king!
Pagan Min
Life's a video game stuck on hardest, no way to save, and no extra lives. Worst part? No manual either. - Marlon Samson
Ashleigh D.J. Cutler (Mask of the Dragon (Rise of the Dragonfly, #1))
Heros never die
Mercy
Solitary walks are great for getting new ideas. It's like you're in a video game and you pick up idea coins on the way.
Joyce Rachelle
Assassino uns colossos para relaxar.
Filipe Russo (Caro Jovem Adulto)
It seems like the best escape games come from Japan for some reason. It makes me proud.
Denis Markell (Click Here to Start)
What after all, is a video game’s subtextual preoccupation if not the erasure of mortality?
Gabrielle Zevin (Tomorrow, and Tomorrow, and Tomorrow)
wrote in his autobiography that he’d left GSS because “we were no longer in the videogame business,” and because he felt that the OASIS had evolved into something horrible. “It had become a self-imposed prison for humanity,” he wrote. “A pleasant place for the world to hide from its problems while human civilization slowly collapses, primarily due to neglect.
Ernest Cline (Ready Player One (Ready Player One, #1))
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)
Isn't that what anyone wants, though?" the girl with the cat-eye glasses asks in response. "To be able to make your own choices and decisions but to have it be part of a story?" You want that narrative there to trust in, even if you want to maintain your own free will." "You want to decide where to go and what to do and which door to open but you still want to win the game...
Erin Morgenstern (The Starless Sea)
You know how we sometimes sigh, "Well, that was a waste of time."? Or we snap at somebody: "You're wasting my time!" What does that even mean in the age of texts and tweets, TV and video games?
Ron Brackin
To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.
Roger Ebert
Rashid did not give in. "Look how his hands move on the contols," he told her. "In those worlds left-handedness does not impede him. Amazingly, he is almost ambidextrous." Soraya snorted with annoyance. "Have you seen his handwriting?" she said. "Will his hedgehogs and plumbers help with that? Will his 'pisps' and 'wees' get him through school? Such names! They sound like going to the bathroom or what." Rashid began to smile placatingly. "The term is consoles," he began but Soraya turned on her heel and walked away, waving one hand high above her head. "Do not speak to me of such things," she said over her shoulder, speaking in her grandest voice. "I am in-console-able.
Salman Rushdie (Luka and the Fire of Life (Khalifa Brothers, #2))
I'm Level Eighty on Warcraft." The clerk was stunned. "You're Level Eighty?! Are you Horde, or Alliance?" "What, are you kidding me? I'm Horde, of course! I'm a Level Eighty Undead Priestess. What Guild are you in?" "I'm a Horde Blood Elf Paladin. Level 30. I'm in the Blood Roses Guild." "Have you ever seen a 'Spectral Tiger' loot card? I bet you never have." The museum clerk thought about her situation. The psychic pressure was mounting on her. She was in a state of moral anguish. "Look, Signora, I'd love to help your American clients there... But if my director knew I was Warcrafting here at work, she'd kill me! Besides, you don't have any 'Spectral Tiger' in your purse, I bet.
Bruce Sterling (Love is Strange)
Smaller games with smaller budgets and smaller audiences have the luxury of being more experimental or bizarre or interesting than 12 million dollar games that need to play it as safely as possible to ensure a return on investment.
Anna Anthropy (Rise of the Videogame Zinesters)
Tech helped to create this economy, and tech is what keeps it stable by giving us the greatest bread and circuses of all time. Casino owners discovered in the late 1980s that people who gambled on screens became addicted three to four times faster than those who gambled at tables. The rest of America had learned that lesson by 1992, when a third of homes had Nintendo systems. Men without jobs have video games the way men without girlfriends have pornography, and growing numbers of men are finding the substitute good enough to be going on with, declining to pursue either permanent employment or marriage. The historian David Courtwright calls this “limbic capitalism,” the redirection of America’s productive energies into inducing and servicing addictions.
Helen Andrews (Boomers: The Men and Women Who Promised Freedom and Delivered Disaster)
Art has done many things in human history, but in the last century especially, it has primarily tried to bother and provoke us. To force us to see things differently. Art changes. Its very purpose, we might say, is to change, and to change us along with it.
Ian Bogost (How to Do Things with Videogames (Electronic Mediations))
I’m not one of those guys who can hear a band and immediately cite their influences and probable heroes. There are guys like that out there. Play them the first drumbeat and they’ll start banging on about Led Zeppelin or Limp Bizkit or how everything can be traced back to the man who wrote the Birdie Song. Dev can do it with videogames. He can take one look at a game and tell you what it’s trying to be, where it got the idea, what it’s been crossed with and how well it’s done, but I just can’t. Because I’m the other sort of person. A Type 2. One that judges everything on its own merits. Not because it’s the right and just and fair thing to do, but because there’s something about me that doesn’t quite have that passion. That need for peripheral knowledge. I like a little of everything; I don’t need it all. It can make conversations with the Type 1s a little strained. A Type 1 will have all his opinions ready to go and probably alphabetised before he even gets near you. A Type 2 will then shrink behind his sandwich.
Danny Wallace (Charlotte Street)
Lands that stretch on forever. Skies one could drown in. The heartbeat of nature, silent yet strong. And amidst it all, a people. Beacons of light and life. Laughter that warmed my heart like naught else before. They are my meaning and my purpose. My love. In spite of...or perhaps because of this, I choose to believe. In mankind's potential. In his ability to find a way forward. So let there be no way back. From that temptation I sunder us. No more shall man have wings to bear him to paradise. Henceforth, he shall walk.
Venat
We have nothing against playing video games; they have many good features and benefits. Our concern is that when they are played to excess, especially in social isolation, they can hinder a young man's ability and interest in developing his face-to-face social skills. Multiple problems, including obesity, violence, anxiety, lower school performance, social phobia and shyness, greater impulsivity and depression, have all been associated with excessive gaming. The variety and intensity of video game action makes other parts of life, like school, seem comparatively boring, and that creates a problem with their academic performance, which in turn might require medication to deal with attention deficit hyperactivity disorder (ADHD), which then leads to other problems down the road in a disastrous negative cycle...
Philip G. Zimbardo (Man, Interrupted: Why Young Men are Struggling & What We Can Do About It)
Perhaps in another few thousand years, the aliens who take over our planet will note the quaint and weird sport of Association Football, an ancient forerunner to whatever becomes their modern foot-and-ball game. Perhaps it will be played with the heads of vanquished humans.
Ian Bogost (How to Talk about Videogames (Electronic Mediations Book 47) (Volume 47))
Again as during fetal development, synapses that underlie cognitive and other abilities stick around if they’re used but wither if they’re not. The systematic elimination of unused synapses, and thus unused circuits, presumably results in greater efficiency for the neural networks that are stimulated—the networks that support, in other words, behaviors in which the adolescent is actively engaged. Just as early childhood seems to be a time of exquisite sensitivity to the environment (remember the babies who dedicate auditory circuits only to the sounds of their native language, eliminating those for phonemes that they do not hear), so may adolescence. The teen years are, then, a second chance to consolidate circuits that are used and prune back those that are not—to hard-wire an ability to hit a curve ball, juggle numbers mentally, or turn musical notation into finger movements almost unconsciously. Says Giedd, “Teens have the power to determine their own brain development, to determine which connections survive and which don’t, [by] whether they do art, or music, or sports, or videogames.
Jeffrey M. Schwartz (The Mind & The Brain: Neuroplasticity and the Power of Mental Force)
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)
It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game. It was the sort of surreal image you'd expect to see on the cover of an old issue of Heavy Metal or Dragon magazine.
Ernest Cline (Ready Player One (Ready Player One, #1))
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.
Ernest Cline (Ready Player Two (Ready Player One #2))
I'm in my room, consuming, cyber, and confused. I don't remember the last time I made something Besides blunts, cum, minimum wage, bad grades, a noose. Sometimes I know I'm just twiddling my thumbs in front of a screen, That the songs about the money make me fake feel rich too. That the porn gets weirder, life gets shorter, and I eat shit stew. That these unrealistic characters I play make me feel strong. That I'm screaming at plastic that did nothing wrong. That I'm hurting and escaping and yearning and breaking. That underneath this hole, I may actually have some flair. Sometimes I'd like to leave my room and go see what's out there. Would you like to go with me?
Kristian Ventura (Can I Tell You Something?)
Have you ever tried to get an elderly relative to play a video game? Highlander is a way to experience the confusion and bewilderment they feel, even if you're well versed with the medium yourself. What's going on? Why isn't the little man moving? Why does he keep falling over? Why can't I ever win? Can I stop playing and watch Columbo now?
Stuart Ashen (Terrible Old Games You've Probably Never Heard Of)
Fuckin’ Call of Duty. Older generations actually went off to war and fought shit worth fighting for, meeting and overcoming horrors that made them into men; now less than 1 percent of Americans enlist and your average guy in his twenties, Ray included, would probably have a helluva lot more pride in their performance playing that particular, stupid franchise.
A.D. Aliwat (In Limbo)
If you're too young to remember the Time Before Pong, then you probably can't appreciate the momentousness of its arrival. Bear in mind the game emerged in a very different world. It was a time before home computers, cable television, cell phones, game consoles, the Internet--everything we take for granted today. For many of my formative years, we still watched TV in black and white, and had to get up to change the channel. This was the technological Dark Ages. Had we been less culturally enlightened, we would have denounced Pong as witchcraft and burned its inventors at the stake. For those of us who were there--who had never played, let alone seen, a video game--we knew we were witnessing something extraordinary, a groundbreaking achievement in home entertainment. However, none of us knew that we were participating in the birth of a revolution.
Devin C. Griffiths (Virtual Ascendance: Video Games and the Remaking of Reality)
Wesley was playing Soulcalibur IV. And because I’m a glutton for punishment, I’d challenged him. My God, I had to find something I could beat him at! And you know, something about beating the shit out of an animated character really made me feel better. Before I knew it, I wasn’t even worried about Mom or Dad. Things would be okay. They had to be. I just had to be patient and let things happen. And in the meantime, I had to kick Wesley’s ass… or try, at least.
Kody Keplinger (The DUFF: Designated Ugly Fat Friend (Hamilton High, #1))
Why do we despise, ostracize and punish the drug addict when as a social collective we share the same blindness and engage in the same rationalizations? To pose that question is to answer it. We despise, ostracize and punish the addict because we don’t wish to see how much we resemble him. In his dark mirror our own features are unmistakable. We shudder at the recognition. This mirror is not for us, we say to the addict. You are different, and you don’t belong with us. Like the hardcore addict’s pursuit of drugs, much of our economic and cultural life caters to people’s craving to escape mental and emotional distress. In an apt phrase, Lewis Lapham, long-time publisher of Harper’s Magazine, derides “consumer markets selling promises of instant relief from the pain of thought, loneliness, doubt, experience, envy, and old age.” According to a Statistics Canada study, 31 per cent of working adults aged nineteen to sixty-four consider themselves workaholics, who attach excessive importance to their work and are “overdedicated and perhaps overwhelmed by their jobs.” “They have trouble sleeping, are more likely to be stressed out and unhealthy, and feel they don’t spend enough time with their families,” reports the Globe and Mail. Work doesn’t necessarily give them greater satisfaction, suggested Vishwanath Baba, a professor of Human Resources and Management at McMaster University. “These people turn to work to occupy their time and energy” — as compensation for what is lacking in their lives, much as the drug addict employs substances. 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 towards 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 centre, 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.” So writes Eckhart Tolle. Even our 24/7 self-exposure to noise, emails, cell phones, TV, Internet chats, media outlets, music downloads, videogames and non-stop 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)
A video game can be created and never make it through research and development. Or else it comes out and no one wants to play it. Yes, video-game creators who’ve had successes are greatly valued. But those who’ve had failures are valued, too—sometimes even more so. Start-up companies often prefer to hire a chief executive with a failed start-up in his or her background. The person who failed often knows how to avoid future failures. The person who knows only success can be more oblivious to all the pitfalls. Experience
Randy Pausch (The Last Lecture)
My friend Kira 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 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 thirst 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 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.
Ernest Cline (Ready Player Two (Ready Player One, #2))
I told mom that she was confusing happiness with pleasure. That's common today. A trip to the video arcade may be a source of pleasure, but it will not give lasting and enduring happiness. This mother's son derives pleasure from playing video games, but playing video games in an online world is unlikely to be a source of real fulfillment. The pleasure derived from a video game may last for weeks or even months. But it will not last many years, in my firsthand observation Of many young men over the past two decades. The boy either moves on to something else, or the happiness undergoes a silent and malignant transformation into addiction. The hallmark of addiction is decreasing pleasure over time. Tolerance develops. Playing the game becomes compulsive, almost involuntary. It no longer gives the thrill and pleasure it once did. But the addict can no longer find pleasure in anything else. Pleasure is not the same thing as happiness. The gratification Of desire yields pleasure, not lasting happiness. Happiness comes from fulfillment, from living up to your potential, which means more than playing online video games.
Leonard Sax (The Collapse of Parenting: How We Hurt Our Kids When We Treat Them Like Grown-Ups)
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.
Ernest Cline (Ready Player Two (Ready Player One #2))
Negotiation exposes something at once simple and intricate about intimacy: that it is far better to actually know your partner’s body by becoming one with their interior selves, and you can only do this by talking to them. Far from being the stereotypical “mood killer,” sexual knowing requires discussion, requires asking questions, a lesson that I and so many others have had to learn quite painfully; the worst sexual experiences of my own life occurred, as I often say, because I did not know how to ask and did not know how to tell. For too long I thought sex had to occur in a kind of monastic, knowing silence. To do anything else would be to risk giving offence, putting myself in harm’s way, or simply ruining the atmosphere; how wrong I was.
Katherine Cross
A door to a long-awaited game-world has opened for those who found its key. This includes Dan Harvester, a guy who lives in a run-down apartment with his cat and runs a gaming channel. He's almost through playing and testing VR games, but is this his one last chance to - really - level-up? What can it promise to him, and its first 'Beta-pioneers'? 'Fountellion' is a nature-world full of artificial life that mimics the laws of 'the Source', our own nature with its force of evolution. It promises to be more than a 'survival experience', for there are six 'Insights' scattered and every player can find their own path to them. How much will Dan be changed? There is only one way to find out: experience and tune in to his 'avalogs'. For only by completing them together with fragments from its development, can you too discover the vision and legacy of 'Fountellion'.
Ade M. Campbell (Fountellion in The Spiral: The Nature of the Game & Progression One)
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)
Thiel, the PayPal cofounder who had invested in SpaceX, holds a conference each year with the leaders of companies financed by his Founders Fund. At the 2012 gathering, Musk met Demis Hassabis, a neuroscientist, video-game designer, and artificial intelligence researcher with a courteous manner that conceals a competitive mind. A chess prodigy at age four, he became the five-time champion of an international Mind Sports Olympiad that includes competition in chess, poker, Mastermind, and backgammon. In his modern London office is an original edition of Alan Turing’s seminal 1950 paper, “Computing Machinery and Intelligence,” which proposed an “imitation game” that would pit a human against a ChatGPT–like machine. If the responses of the two were indistinguishable, he wrote, then it would be reasonable to say that machines could “think.” Influenced by Turing’s argument, Hassabis cofounded a company called DeepMind that sought to design computer-based neural networks that could achieve artificial general intelligence. In other words, it sought to make machines that could learn how to think like humans.
Walter Isaacson (Elon Musk)
Let's imagine... if you glimpsed the future, you were frightened by what you saw, what would you do with that information? You would go to... the politicians, captains of industry? And how would you convince them? Data? Facts? Good luck! The only facts they won't challenge are the ones that keep the wheels greased and the dollars rolling in. But what if... what if there was a way of skipping the middle man and putting the critical news directly into everyone's head? The probability of wide-spread annihilation kept going up. The only way to stop it was to show it. To scare people straight. Because, what reasonable human being wouldn't be galvanized by the potential destruction of everything they've ever known or loved? To save civilization, I would show its collapse. But, how do you think this vision was received? How do you think people responded to the prospect of imminent doom? They gobbled it up like a chocolate eclair! They didn't fear their demise, they re-packaged it. It could be enjoyed as video-games, as TV shows, books, movies, the entire world wholeheartedly embraced the apocalypse and sprinted towards it with gleeful abandon. Meanwhile, your Earth was crumbling all around you. You've got simultaneous epidemics of obesity and starvation. Explain that one! Bees and butterflies start to disappear, the glaciers melt, algae blooms. All around you the coal mine canaries are dropping dead and you won't take the hint! In every moment there's the possibility of a better future, but you people won't believe it. And because you won't believe it you won't do what is necessary to make it a reality. So, you dwell on this terrible future. You resign yourselves to it for one reason, because *that* future does not ask anything of you today. So yes, we saw the iceberg and warned the Titanic. But you all just steered for it anyway, full steam ahead. Why? Because you want to sink! You gave up!
Hugh Laurie playing Governor Nix in Tommorowland