Video Games Quotes

Quotes tagged as "video-games" (showing 1-30 of 92)
Terry Pratchett
“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

Demetri Martin
“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

Marcus Brigstocke
“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

Haruki Murakami
“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

Ridley Pearson
“Always trust computer games.”
Ridley Pearson

Henry Jenkins
“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

Jane McGonigal
“Reality is broken. Game designers can fix it.”
Jane McGonigal

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

Tom Bissell
“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

John Darnielle
“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

Joel Salatin
“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

Jonathan Maberry
“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

Austin Grossman
“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

David J. Schow
“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

“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

Kody Keplinger
“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

Tom Bissell
“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

Salman Rushdie
“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

“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

“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

Ade McOran-Campbell
“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 McOran-Campbell, Fountellion in The Spiral: The Nature of the Game & Progression One

Adam Alter
“Super Mario Bros. hooks newcomers because there are no barriers to playing the game. You can know absolutely nothing about the Nintendo console and still enjoy yourself from the very first minute. There's no need to read motivation-sapping manuals or grind through educational tutorials before you begin. Instead, your avatar, Mario appears on the left-hand side of an almost empty screen. Because the screen is empty, you can push the Nintendo controller's buttons randomly and harmlessly, learning which ones make Mario jump and which ones make him move left and right. You can't move any further left, so you quickly learn to move right. And you aren't reading a guide that tells you which keys are which--instead, you're learning by doing, and enjoying the sense of mastery comes from acquiring knowledge through experience. The first few seconds of gameplay are brilliantly designed to simultaneously do two very difficult things: teach, and preserve the illusion that nothing is being taught at all.”
Adam Alter, Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked

Noam Chomsky
“Then there are other media, too, their role is quite different: it's diversion... The purpose of those media is just to dull people's brains; to get them to watch national football... or get involved in astrology or fundamentalist stuff, just get them away, get them away from things that matter. And for that it's important to reduce their capacity to think.”
Noam Chomsky

Christopher Brookmyre
“In a mounting panic the samnite hefted his rifle and delivered a blast straight to Skullhammer's chest, point blank. Once again, torment and debilitation failed to ensue. 'Well, this is awkward,' said Juno.”
Christopher Brookmyre, Bedlam

Garth Risk Hallberg
“He was a priest now, pagan, half-naked in the night, performing obscure rites of interment. Or he was the lead player in his own novel, or in one of those new arcade games William loved, compelled to repeat some totemic motion until he got it right. Only once did he feel, as he had on New Year's Eve, that someone was standing among the trees, watching. Well, let him watch, damn it. Something was being enacted here, as if it had been this deeper mission calling Mercer home all along. And now that he'd completed it, maybe he would be allowed to advance through to the next level, to a world where no one got shot.”
Garth Risk Hallberg, City on Fire

Doug TenNapel
“I don’t argue that new remakes can’t hold their own as a great gaming experience, but can they make you feel charmed like you did when you first played the original?”
Doug TenNapel

“Fear breeds a desire for simplicity. Good and evil. Right and wrong. Chains of command.”

“Shall I explain the game? I have to, I'm afraid, even though describing video games is a little like recounting dreams.”
Nick Paumgarten

Murray Bookchin
“Our modern cities have become in large part agglomerations of bedroom apartments in which men and women spiritually wither away and their personalities become trivialized by the petty concerns of amusement, consumption, and small talk.”
Murray Bookchin, From Urbanization To Cities: Toward A New Politics Of Citizenship

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