Videogames Related Quotes

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Sadie loathed games where the box art was spectacular but when you went to play the actual game, it looked nothing like the concept art.
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)
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)
America today is not the same nation as when you were born. Depending on your age, if you were born in America, your home nation was a significantly different land than it is today:   ·                    America didn’t allow aborting babies in the womb; ·                     Same sex marriage was not only illegal, no one ever talked about it, or even seriously considered the possibility; (“The speed and breadth of change (in the gay movement) has just been breathtaking.”, New York Times, June 21, 2009) ·                    Mass media was clean and non-offensive. Think of The I Love Lucy Show or The Walton Family, compared with what is aired today; ·                    The United States government did not take $500 million dollars every year from the taxpayers and give it to Planned Parenthood, the nation’s largest abortion provider. ·                    Videogames that glorify violence, cop killing and allow gamesters who have bought millions of copies, to have virtual sex with women before killing them, did not exist. ·                    Americans’ tax dollars did not fund Title X grants to Planned Parenthood who fund a website which features videos that show a “creepy guidance counselor who gives advice to teens on how to have (safe) sex and depict teens engaged in sex.” ·                    Americans didn’t owe $483,000 per household for unfunded retirement and health care obligations (Peter G. Peterson Foundation). ·                    The phrase “sound as a dollar” meant something. ·                    The Federal government’s debt was manageable.            American Christian missionaries who have been abroad for relatively short times say they find it hard to believe how far this nation has declined morally since they were last in the country. In just a two week period, not long ago, these events all occurred: the Iowa Supreme Court declared that same sex marriage was legal in the State; the President on a foreign tour declared that “we do not consider ourselves a Christian nation…” and a day later bowed before the King of the nation that supplied most of the 9/11 terrorists; Vermont became the first State to authorize same sex marriage by legislative action, as opposed to judicial dictate; the CEO of General Motors was fired by the federal government; an American ship was boarded and its crew captured by pirates for the first time in over 200 years; and a major Christian leader/author apologized on Larry King Live for supporting California’s Proposition 8 in defense of traditional marriage, reversing his earlier position. The pace of societal change is rapidly accelerating.
John Price (The End of America: The Role of Islam in the End Times and Biblical Warnings to Flee America)
Then she told us about going to Harrod’s to buy a video game that Prince William particularly wanted for his birthday. She confessed that she “felt a perfect fool,” since she didn’t know how video games worked or exactly which item William wanted. I could relate to that. The video-game craze was too technical for me, too. As she walked through Harrod’s, the other shoppers cleared way for her. They did not stop her or intrude. They only wanted to smile at her, say “hello,” or simply gaze at her in person. Diana’s point was that she loved the genuine friendliness and politeness of the people she encountered. Clearly, Diana needed the reassurance of the sincere support of “ordinary people,” or she would not have ventured to shops, restaurants, and amusement parks as she did. She could so easily have remained behind the palace walls, aloof and isolated.
Mary Robertson (The Diana I Knew: Loving Memories of the Friendship Between an American Mother and Her Son's Nanny Who Became the Princess of Wales)
Doom, meanwhile, had a long-term impact on the world of gaming far exceeding even that of Myst. The latest of a series of experiments with interactive 3D graphics by id programmer John Carmack, Doom shares with Myst only its immersive first-person point of view; in all other respects, this fast-paced, ultraviolent shooter is the polar opposite of the cerebral Myst. Whereas the world of Myst is presented as a collection of static nodes that the player can move among, each represented by a relatively static picture of its own, the world of Doom is contiguous. As the player roams about, Doom must continually recalculate in real time the view of the world that it presents to her on the screen, in effect drawing for her a completely new picture with every frame using a vastly simplified version of the 3D-rendering techniques that Eric Graham began experimenting with on the Amiga back in 1986. First-person viewpoints had certainly existed in games previously, but mostly in the context of flight simulators, of puzzle-oriented adventures such as Myst, or of space-combat games such as Elite. Doom has a special quality that those earlier efforts lack in that the player embodies her avatar as she moves through 3D space in a way that feels shockingly, almost physically real. She does not view the world through a windscreen, is not separated from it by an adventure game’s point-and-click mechanics and static artificiality. Doom marks a revolutionary change in action gaming, the most significant to come about between the videogame’s inception and the present. If the player directs the action in a game such as Menace, Doom makes her feel as if she is in the action, in the game’s world. Given the Amiga platform’s importance as a tool for noninteractive 3D rendering, it is ironic that the Amiga is uniquely unsuited to Doom and the many iterations and clones of it that would follow. Most of the Amiga attributes that we employed in the Menace reconstruction—its scrolling playfields, its copper, its sprites—are of no use to a 3D-engine programmer. Indeed, the Intel-based machines on which Carmack created Doom possess none of these features. Even the Amiga’s bitplane-based playfields, the source of so many useful graphical tricks and hacks when programming a 2D game such as Menace, are an impediment and annoyance in a game such as Doom. Much preferable are the Intel-based machines’ straightforward chunky playfields because these layouts are much easier to work with when every frame of video must be drawn afresh from scratch. What is required most of all for a game such as Doom is sufficient raw processing power to perform the necessary thousands of calculations needed to render each frame quickly enough to support the frenetic action for which the game is known. By 1993, the plebian Intel-based computer, so long derided by Amiga owners for its inefficiencies and lack of design imagination, at last possessed this raw power. The Amiga simply had no answer to the Intel 80486s and Pentiums that powered this new, revolutionary genre of first-person shooters. Throughout
Jimmy Maher (The Future Was Here: The Commodore Amiga (Platform Studies))
Images began scrolling. Crime scene photos. Scanned newspaper clippings. Pictures of flipped cars and fire-gutted buildings. Obituaries. Autopsy reports. Each item related to an accident or crime. I paused the slideshow to scan several articles. Detected the theme. Every crime was unsolved. Every accident was freakish and unexplained. Many incidents had numerous victims. Some were grisly. All were terrible. One after another the entries flashed on-screen. A few settings were identifiable. Seattle. New York City. Las Vegas. The majority were unrecognizable. Shelton turned to me. “So what, he’s into police reports? Disaster stories?” “They’re his work.” My stomach churned with revulsion. “Everything on here. This must be the Gamemaster’s private archive. A diary of his twisted games.” “Trophies.” Hi’s voice was hushed. “His collection. Every serial killer has one.” Ben’s fist slammed the coffee table. “I’ll kill this sick freak!” Suddenly the screen went blank. There were sounds like a videogame, then a new program opened. The Gamemaster’s face appeared. “Hello, Tory.” He smiled. “Welcome to my humble home.
Kathy Reichs (Code: A Virals Novel)