252 quotes found
"It ... appears that there is no antisocial theme too base for some in the video-game industry to exploit."
"In my opinion, RapeLay's storyline went too far. However, if a game creator wants to express something and create content out of it, a government or public entity shouldn't have the power to restrain it."
"X Circle X X Double Left Square Right Trigger Down Square Square."
"Few good computer games have been written so far. Of the good ones, some are computer adaptations of games like Chess and Othello which existed first in another form. These games are good if they add a dimension to the play of the game that is not present in its original form, (such as the possibility of solo play), and do so in an aesthetically pleasing form. My personal opinion is that such computer adaptations will play a trivial role in the future of computer games and the best ones will be those which take unique advantage of the computer capabilities."
"Since we’ve figured to some extent how these pieces of the brain that handle addiction are working, people have figured out how to juice them further and how to bake that information into apps."
"Someday there's going to be a genius—an absolute genius—who writes something so brilliant, so involving, so magnificent, that you'll just weep for joy."
"Dave: Hey, what's going on? What are you two doing? Larry: We're just playing this really cool computer simulation game, where you get to interact with thousands of people in a virtual world. You can earn virtual money and buy virtual property, and... Dave: Oh, yeah, yeah, I heard about this game. I heard it's so realistic that you guys can't get dates there, either"
"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important."
"We level designers — you would come and explain what it is that the goal would be. This level should look like Piranesi, the famous architect. We’d go and look at books and try to come up with a level that looked like Piranesi. You’d come by and shake your head and we’d go back to look at books again. I used to wonder, why is Amy mad? And it wasn’t until I became a creative director myself that I understood the curse of being a creative director, which is this: you have the vision for the game. You know what it is you want to be making. You explain it to someone. If they get it instantly, you’ll never see that person again on the project, because you don’t need to communicate. The brilliant people on the project who are — realistically you’ll see them three times in the course of the game. If you have a masterful UI designer and you can explain the vision, you’re done. You spend your time almost exclusively with the people who don’t understand what you’re trying to do. That’s the load you bear. And so we just didn’t get it."
"We need to treat violent video games the way we treat tobacco, alcohol, and pornography."
"There have been four decades of research on the effect of media violence on our kids and it all points to the same conclusion -- media violence leads to more aggression, anti-social behavior, and it desensitizes kids to violence. The American Academy of Pediatrics summed up this point in a report entitled Media Exposure Feeding Children's Violent Acts. "Playing violent video games is to an adolescent's violent behavior what smoking tobacco is to lung cancer," it said. This isn't about offending our sensibilities -- it is about protecting our children."
"We know that violent video games have an impact on children. Just recently there was cutting edge research conducted at Indiana University School of Medicine, which concluded that adolescents with more exposure to violent media were less able to control and to direct their thoughts and behavior, to stay focused on a task, to plan, to screen out distractions, and to use experience to guide inhibitions."
"Art is subjective; it’s in the eye of the beholder. I think video games can be fun. They can teach eye-hand coordination and strategy and they can introduce children to computer technology. And there is no doubt they are intricate and sophisticated technologically. I’m not in any way trying to do away with video games. I’m strictly concerned with a small subset of games that are harmful to children — those that are excessively violent and sexually explicit. I want to make sure children can’t obtain these games without their parents’ consent."
"It's almost entirely women being threatened in ."
"In-depth research into the behaviour of about 100 13- and 14-year-olds found over-exposure to violent games weakened empathy for others."
"Many teenagers could play these games without any evidence of a change in attitude. And non-violent games seemed to have no adverse effects on "moral reasoning", regardless of time spent. But the problems arose with teenagers who spent more than three hours every day in front of a screen, continuously playing these violent games without any other real-life interaction."
"For these screen-obsessed teenagers, the researchers say that parents should try to put them in social situations where they have to see other people's perspectives or needs, such as charity work."
"What quickly becomes obvious is that The Witcher is very much a PC-exclusive game, which are typically designed to be as complex and unintuitive as possible so that those dirty console-playing peasants don't ruin it for the glorious PC-gaming master race."
"It was intended to be ironic, to illustrate what I perceived at the time to be an elitist attitude among a certain kind of PC gamer. People who invest in expensive gaming PCs and continually spend money to make sure the tech in their brightly-lit tower cases is up to date. Who actually prefer games that are temperamental to get running and that have complicated keyboard interfaces, just because it discourages new or 'casual' players who will in some way taint the entire community with their presence. I meant it as a dig."
"Much of the conversation—if I can even call it that—has been a toxic sludge of rumor, invective, and gender bias. The irony comes from people who claim to be challenging the ethics of game journalists through patently unethical behavior."
"That Ender could be tricked into believing a real battle scenario was a game-like video simulation is one of the most believable post-modern twists in modern science fiction, particularly considering how often the difference between our digital and "real" lives is debated and conflated. Ender becomes a "hero" in a supposed video game, something that embodies and magnifies fears about video games, both in 1985 when the book was published and today."
"Gaming culture has been pretty misogynistic for a long time now. There's ample evidence of that over and over again... What we're finally seeing is that it became so egregious that now companies are starting to wake up and say, "We need to stop this. This has got to change."
"Making political statements are for other people to do. We want people to smile and have fun when they play our games."
"It's true that Americans spend billions of dollars on video games every year and that the United States has the highest firearm murder rate in the developed world. But other countries where video games are popular have much lower firearm-related murder rates. In fact, countries where video game consumption is highest tend to be some of the safest countries in the world, likely a product of the fact that developed or rich countries, where consumers can afford expensive games, have on average much less violent crime."
"Unlike print, radio, television, or movies, video games are an interactive format that allows them to affect people differently than more traditional forms of broadcast media. Ian Bogost, a professor of media studies at the Georgia Institute of Technology, has argued that the interactive nature of video games makes them an inherently persuasive medium—a system of “procedural rhetoric” that encourages players to create abstract mental models for how systems work and to form judgments about those systems through the act of playing. The design of a game’s models and systems of interactions are intentional choices by the designers, and they set the terms for how a person encounters the game. One video game designer called this effort to induce a certain type of player reaction “emotion engineering” in the design process."
"Research has demonstrated that some game design choices improve the way people focus and increase feelings of well-being. Other design choices can trigger addictive behavior. While research is ongoing, experimental studies have shown that some military FPS games can cause players to become measurably more militarist in outlook. In a “realistic” military FPS game, the presence or absence of rules of engagement, for example, will dramatically change how the player approaches a mission. When the military itself consults on the design of such a game, this leads to a number of uncomfortable questions about why those choices were made."
"Today, the global video game industry is one of the world’s largest culture industries. According to market research firm IDC, the global video game market topped $179 billion in revenue in 2020, making it larger than the global film industry ($100 billion) and North American professional sports (around $75 billion) combined. Video games’ cultural impact skews young: According to the Entertainment Software Association, 70% of people under the age of 18 regularly play video games. Younger players also tend to be male: According to a Pew survey, almost twice as many young men regularly play games as young women. That doesn’t mean all players are young; 64% of players are between 18 and 54 years old—prime voting age."
"Obviously not all video game players are misogynist harassers, just as not all games are funded by the Pentagon to present tailored narratives about a controversial war. But all video games do present a worldview to the player, whether it is explicit or not, and understanding that world view can help us understand what the players themselves believe. As an inescapable part of public discourse and an enormous media market we ignore at our peril, video games are not just video games: They are the site of political contention, of negotiation over social boundaries, and of free speech itself."
"So when creating a character in the fore front of my mind is that this character is linked to the game design. So, you know, unlike the character design for an anime or a film or something – when we create a character it has to tie in with the game-play. So for example, Sonic is invincible while he is jumping. He turns into a ball and has all the spikes around him. So this is a visual representation of what is happening in the game."
"And another thing that has influence while creating a character is when I’m creating that character – what I think is cool at the time, of you know, is going around at the time around me in my environment or the industry would have an influence on me and what I think is cool. The overall output of the character design."
"In the old days, there wasn’t really like a formal process, but these days when we create a character we ensure to get input from for example SEGA Europe or from the marketing department. We get input from input from various parts of the SEGA business to ensure that this character that we create is something that will be loved by many people."
"But having said that, you know, the premise is this character that we come up with – that we are getting input on – there is what I want to achieve with that character and there is that at the forefront. There is this sort of core thing that we are working towards – that I am driving but I get feedback from the various parts of the business to ensure that it is something that will be done by many."
"Initially, the work centers on the vision of the game, both in terms of the story and the artistic style. Lots of story development meetings take place, and concept artists work to flesh out the designs and environments that will become a living world by the end of development. At the same time, the engine and technology is planned, and early work on the technical design is done."
"Once the technical and artistic vision of the game is planned, people can be brought onboard to start the main production work on the game. Artists build the environments, characters, and objects for the game world, and designers write the dialog and start making things function story-wise. The most difficult part of this stage is that everyone is working with partially complete technology, since the game programmers are also working to create the functionality of the engine and game systems. It's a careful sequencing of work that allows us to complete this stage, similar to trying to film a movie while technicians are still building your lights and cameras. Once the bulk of the work on the game is complete, the bug database starts to take over as the driving force in development. The list of remaining tasks starts to dwindle, and the team works through the enormous task of perfecting the millions of details that will make it a solid game. Quality assurance testers also take center stage, providing valuable feedback about what's fun and what's not, in addition to spotting bugs. Designers work throughout this phase to improve the balancing of the game, making it more fun and exciting with every day."
"Once all the bugs have been squashed and the testers are having lots of fun playing the game from beginning to end, the process of submission begins. A strict process of certification must be passed, and when complete, the game is ready for duplication and distribution, on its way to a store near you!"
"What you have to keep in mind as a collaborator — that’s why we get very uncomfortable when it seems like we’re getting singled out. We as game developers. It seems trite to say so, but it’s a group effort, a team effort. So much of it is being in the right place at the right time with the right people and the right ideas. It seems wrong for any person to be elevated like you’re the author of this thing. You can’t even remember sometimes whose ideas were what, because it’s this big messy wonderful process."
"The only legitimate use of a computer is to play games."
"I think one of the most important attributes a designer can have is…not only the ability, but almost the unconscious constant experience of putting yourself in other people’s heads and watching them as they have an experience. Building an experience through the eyes of someone else is incredibly challenging. I think that’s what makes great designers. A bunch of my meta-points that I’ve drawn out over the last 20 years are about that, how you put yourself in other people’s shoes."
"There seems to be a lot of retro-game nostalgia in recent years. Perhaps it’s because so many gamers have reached that age where they want to look back, or maybe it’s because of how easy it is to tweet out ‘Hey, remember this!?'"
"I played the Mortal Kombat arcade game in their office for half an hour. I turned to [former Midway Games chief] Neil D. Nicastro and I said, “This is Star Wars meets Enter the Dragon. This is not just an arcade game. This is a whole phenomenon.” I said, “If you give me the rights to this, I promise you I will produce this, not just in movies, but in every medium in the world.” He looked at me and said, “You’re full of crap! It’s just an arcade game!” That began a three-month process of me trying to convince them that it was more than just an arcade game. They didn’t believe it… I finally just wore them down and they optioned the rights to me for an insanely short amount of time, which now I would never do, but it was my first deal at my company."
"We producers don't think that FFVIII is much harder than FFVII! However with FFVIII, we have tried to bring in a mode of play which requires more active thinking from the players. Yes, you can play it all the way through without thinking much about strategy or combination of energies but you have to move very, very slowly. However, if you become more involved with the game and think more 'actively', it's much more fun. The harder you think, the better you play. It's wrong to say simply 'easier' or 'harder'..."
"I think girls tend to like RPGs, like Final Fantasy. Girls who play games like that seem to get more of a desire to work in this field. I usually don't think to make games strictly for a female audience, myself, but I think my RPGs attract a larger female audience. Violent, war-themed titles seem to attract an overwhelmingly male audience. I think if companies want to get more girls to play their games, they should keep this in mind."
"As I'm a woman myself, when I make games, I try not to just have them be male fantasy figures, as people needing to be rescued. I like to make female characters people of both genders can relate to. But we are seeing more strong-willed women in games geared towards female audiences."
"Back in the day, Sega said we couldn't show our real names, thus everyone went under nicknames in the game credits."
"The concern that violent video games may promote aggression or reduce empathy in its players is pervasive and given the popularity of these games their psychological impact is an urgent issue for society at large. Contrary to the custom, this topic has also been passionately debated in the scientific literature. One research camp has strongly argued that violent video games increase aggression in its players , whereas the other camp repeatedly concluded that the effects are minimal at best, if not absent. Importantly, it appears that these fundamental inconsistencies cannot be attributed to differences in research methodology since even meta-analyses, with the goal to integrate the results of all prior studies on the topic of aggression caused by video games led to disparate conclusions. These meta-analyses had a strong focus on children, and one of them reported a marginal age effect suggesting that children might be even more susceptible to violent video game effects. At present, almost all experimental studies targeting the effects of violent video games on aggression and/or empathy focussed on the effects of short-term video gameplay. In these studies the duration for which participants were instructed to play the games ranged from 4 min to maximally 2 h (mean = 22 min, median = 15 min, when considering all experimental studies reviewed in two of the recent major meta-analyses in the field) and most frequently the effects of video gaming have been tested directly after gameplay."
"Taken together, the findings of the present study show that an extensive game intervention over the course of 2 months did not reveal any specific changes in aggression, empathy, interpersonal competencies, impulsivity-related constructs, depressivity, anxiety or executive control functions; neither in comparison to an active control group that played a non-violent video game nor to a passive control group. We observed no effects when comparing a baseline and a post-training assessment, nor when focussing on more long-term effects between baseline and a follow-up interval 2 months after the participants stopped training. To our knowledge, the present study employed the most comprehensive test battery spanning a multitude of domains in which changes due to violent video games may have been expected. Therefore the present results provide strong evidence against the frequently debated negative effects of playing violent video games. This debate has mostly been informed by studies showing short-term effects of violent video games when tests were administered immediately after a short playtime of a few minutes; effects that may in large be caused by short-lived priming effects that vanish after minutes. The presented results will therefore help to communicate a more realistic scientific perspective of the real-life effects of violent video gaming. However, future research is needed to demonstrate the absence of effects of violent video gameplay in children."
"We always think of the road not taken, of something in the past. 'Wow, what would have happened if I married so and so, or took that job in San Diego…' But you rarely think that each and every second that goes by is one of those moments. Like this second that just happened. And that one. And the one that's going to happen in a second." Potentially, each of these seconds could alter a game in a profound way. Just as they can in life. The easiest thing for us to imagine is that our lives, and the story we are playing, are pre-designed, solid. But neither gaming nor life has to be like that. In both, we can alter and decide in a way that is surprising, ultimately freeing."
"Video games are meant for you to be immersed in an exciting and creative alternative reality and have fun with friends. Adding present-day political bullshit kills the vibe."
"Isn't it scary to think about the impact a game can have on people's lives? That said, I really admire them for the time, energy and money that they spend on their costumes..."
"That may be possible, but if there is no script, I will be out of a job! It will not be in the very far future that one character in a story will have full artificial intelligence, but I think it is pretty difficult to make all the characters with AI. That's in the very far future..."
"It's tough to "buy American" when a video game sold by a U.S. company has been developed by Japanese software engineers and packaged in Mexico."
"We know that women gamers face harassment and stalking and threats of violence from other players. When they speak out about their experiences, they're attacked on Twitter and other social media outlets, even threatened in their homes. And what's brought these issues to light is that there are a lot of women out there, especially young women, who are speaking out bravely about their experiences, even when they know they'll be attacked for it."
"We said we’d never make a video game unless we really did it hands-on. We’re both gamers, we both grew up as gamers and we both respect gaming as an art form, just like musical theatre so to us it wasn’t just ‘oh go and do something like that’. Once we’d finished Book of Mormon, South Park: The Stick of Truth really was our other big project, and right now it’s this."
"... if playing ultraviolent video games is one of your great pleasures in life, then virtual mayhem can become even more enjoyable in the wake of a biohappiness revolution – if you so desire. That said, as an embarrassed player of first-person shooters myself, I hope posthumans will do something more edifying."
"I used to go to game events and feel like I was going home ... Now it's just like... are any of the people I'm currently in the room with ones that said they wanted to beat me to death?"
"This underrepresentation of women even pervades television commercials, where women not only appear less, but are also more likely to be portrayed as secondary characters supporting a male character when they are present (Ganahl, Prinsen, & Netzley, 2003). The same trend holds true for video games, where female characters are less likely to be heroes or main characters and, when they are included, they tend to dress in a manner consistent with stereotypes (Dietz, 1998). Female (vs. male) video game characters are also more likely to be sexualized and scantily dressed, while male characters tend to be hypermasculine and violent (Dill & Thill, 2007). And, consistent with research on other media effects, sexist content does affect consumers in a content-consistent manner. For example, media consumption in general (Swami et al., 2010) and frequency of playing sexist video games specifically are both associated with greater benevolent sexism (Stermer & Burkley, 2015). In another study, greater video game playing over one's lifetime was found to correlate with hostile sexism (Fox & Potocki, 2016). Together, the research shows that the way gender roles are portrayed in media can influence consumers’ own attitudes."
"GamesBeat: What do you think of the first-person shooter genre today?"
"GamesBeat: Do you like an open world better than a more story-based game? What do you think of those different directions?"
"Past video game play in excess of 3 h/wk correlated with 37% fewer errors (P<.02) and 27% faster completion (P<.03). Overall Top Gun score (time and errors) was 33% better (P<.005) for video game players and 42% better (P<.01) if they played more than 3 h/wk. Current video game players made 32% fewer errors (P=.04), performed 24% faster (P<.04), and scored 26% better overall (time and errors) (P<.005) than their nonplaying colleagues. When comparing demonstrated video gaming skills, those in the top tertile made 47% fewer errors, performed 39% faster, and scored 41% better (P<.001 for all) on the overall Top Gun score. Regression analysis also indicated that video game skill and past video game experience are significant predictors of demonstrated laparoscopic skills."
"Many studies show the link between playing ultra-violent video games and violent behavior. We have a responsibility to our kids and our communities to protect against the effects of games that depict ultra-violent actions."
"This industry has some profound issues in the way it treats women."
"Show me your children’s games, and I will show you the next hundred years."
"Video games are a prevalent and increasingly expressive medium within modern society. In the forty years since the introduction of the first home video game, the field has attracted exceptional artistic talent. An amalgam of traditional art forms—painting, writing, sculpture, music, storytelling, cinematography—video games offer artists a previously unprecedented method of communicating with and engaging audiences."
"Of course another layer of challenge came from the fact that, like most other developers at that time, we were still feeling our way with 3D. Things like camera and character control presented a lot of interesting new challenges and required us to try out a number of approaches before we settled on solutions that seemed to work."
"Playing video games is like playing tennis or running or traveling. It’s an interest. When a couple participates in a hobby together it’s exciting. The more a couple has in common, the more validated they feel by one another."
"What’s great about games in particular is that it’s a socially acceptable way for adults to imagine. Take for example a fantasy that has you as a big, burly weapons expert. You run through buildings gunning down bad guys, saving the day and becoming a hero. “If you start telling all your coworkers that you just imagined that, they’d think you were certifiable."
"Games can be art, and they can be significant and all the glorified things that we want them to be,” Swift said. “But if you ask a kid if their toys are important, they’ll say yes, and please don’t take them away."
"Unlike novels or movies, video games are an interactive medium where the player's actions drive the story forward, so I had actually wanted to allow players to manipulate the evidence themselves earlier on in the series."
"It feels like the gamers are finally in charge of our games. I like that. I trust that crowd so much just because of our Kickstarter campaign. We never approached our audience this way. Usually we make a game and it’s like we gift it to the players. But this time the players gifted us with the ability to make the game. And like all of my successes, PencilTest and the Kickstarter backers lifted the ceiling off of me. I hope I’ve done everyone right. I really want to honor the investment people have made in this game. It’s important that it succeed and it’s important that this model work for other games and developers too."
"Work hard. That’s the thing that most people who love games and animation may not realize about what they’re seeing. It requires an ugly amount of work. You have to dedicate your life to it, but I believe almost anyone can learn how to make games and animate at a competent level. I don’t believe in following your dreams and going into too much fairy dust about the arts. Sure, it’s fun, but there are many times it’s not fun and you still have to do it."
"I have very strong opinions on that, and it's kind of my area of expertise. The reason why I got out of video games, or am at least leaning away from video games (I just contract for them,) is really that a video game is a terrible place to tell a story. It's really because the reason we go to a game is different from the reason why we go to a more passive form of entertainment. And really a great story can be there, but it's optional. What must be there is good gameplay. And that's why at its core, I think it's inaccurate to call it some kind of sequential storytelling medium when, at its core, it's not necessary. If you get a guy who just good at drawing wacky cartoons, you've probably got in the wrong guy if your next game is going to see some Gothic horror. Yeah, I think in a way video games have gotten a really bad start with how expensive it became to develop in such a short amount of time. You know if you look at the budgets of what it cost to make a film in the first year that film was invented versus the fifth year or the 10th year the budgets didn’t go up astronomically. But if you look at video games, they went nuts and the original developers were working with this primitive technology and most games were done with under eight people in under a year for three quarters of a million dollars if you were lucky."
"By the ’80s, the early pioneering work done by female programmers had mostly been forgotten. In contrast, Hollywood was putting out precisely the opposite image: Computers were a male domain. In hit movies like “Revenge of the Nerds,” “Weird Science,” “Tron,” “WarGames” and others, the computer nerds were nearly always young white men. Video games, a significant gateway activity that led to an interest in computers, were pitched far more often at boys, as research in 1985 by Sara Kiesler, a professor at Carnegie Mellon, found. “In the culture, it became something that guys do and are good at,” says Kiesler, who is also a program manager at the National Science Foundation. “There were all kinds of things signaling that if you don’t have the right genes, you’re not welcome.”"
"The gaming industry has come under increased scrutiny following the December 2012 shootings in Newtown, Connecticut — a tragedy that has reignited the debate surrounding gun control and violent media. Vice President Joe Biden discussed the issue with game industry leaders earlier this year, while the National Rifle Association has taken a more pointed approach, singling out video games as a driver of violent culture. After the Newtown shooting, NRA chief executive Wayne LaPierre described the gaming industry as "a callous, corrupt and corrupting shadow industry that sells, and sows, violence against its own people.""
"The game company claims it has the legal right to depict branded weapons in its products, likening its games to novels and other narrative-based media. "We're telling a story and we have a point of view," Frank Gibeau, EA president of labels, said in an interview with Reuters. "A book doesn't pay for saying the word 'Colt,' for example.""
"Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth."
"In the present study, we examined the association between daily violent video game playing over the past year and depression in a large, ethnically diverse preadolescent sample. We found that playing high-violence video games for ≥2 hours per day is significantly associated with having a higher number of depressive symptoms. This association was consistent across all racial/ethnic subgroups and among boys, and more important, it was observed after controlling for aggression and several violence-related variables. The magnitude of these associations was small (Cohen's d values ranged from 0.12 to 0.25). However, these effect sizes are similar to those reported for the association between playing violent video games and aggression. Overall, our findings indicate that playing violent video games for a substantial amount of time each day over an extended period is significantly associated with depression in preadolescent youth. They also suggest that this association is unique, given that the number of depressive symptoms was not associated either with playing low-violence video games or with time spent playing video games in general."
"In conclusion, we found that, compared with playing low-violence video games for <2 hours per day, playing high-violence video games for ≥2 hours per day was significantly associated with a higher number of depressive symptoms among preadolescent youth. However, the magnitude of the association was small and a causal relationship cannot be inferred. Nevertheless, it should be noted that even these small effect sizes can be of practical importance considering the large number of preadolescent and adolescent youth who regularly play violent video games. More studies are needed to examine the association between playing violent video games and depression in general and among boys in particular. If this association were confirmed, longitudinal studies would then be needed to investigate its causality, persistence over time, underlying mechanisms, and clinical implications."
"Games are still considered to be in the sub-culture category, coming under movies, coming under manga or comics or animation, especially in Japan. So, hopefully we'll be able to establish our own position that can be established as a culture."
"Even in Japan, I don't think that the game culture is established. So, probably the users are kids in school, even adults, I'm not sure up to which age they are. For example, my father will watch movies but games don't appear in his life at all, I think that that's sad. Even though we can create something really good, our parents wouldn't be able to understand what we do."
"Video games are taking over the world, and they're doing it in style. We're winning because we offer something better than art. We offer Experience."
"When I write a game, I try to make you feel like you have power. Then I try to make you feel the awesome, terrifying responsibility of having power. When I force you to make a tough decision, for a brief moment, I can reprogram your brain and take your thoughts somewhere they've never been before. This is amazing. That is, at heart, what the games we make are. They are tools we creators use to compel and rewrite your brains. We haven't begun to come to terms with the power we've unleashed with these toys, these addiction machines."
"Video games should not interest or impress you. We should scare you. Video games are taking over the world. You haven't even seen a fraction of what we can do."
"Videogames? In the sixties, that meant To Tell the Truth and What's My Line? Today, a lot of the apparatus we had in Batman - dressed, of course, in less imposing names - is fact. And we're lucky this is so. My present-day fascination with videogames does not derive from personal affection. I prefer working our and skiing to playing videogames. But that's a personal preference, not a value judgement. I happen to think that videogames are an ideal means to help broaden the imaginations of young people."
"Needless to say, adventure characters should be just one facet of videogaming. In the same way a painting allows us to gaze upon the faces and souls of people from another age, or a book permits us to linger on the thoughts of great figures from history and fiction, videogames can expand our awareness of the world as it is, was, or might be. The medium is still in its infancy, but read this again in a few years and see if this prediction hasn't come true: as videogaming grows, we will grow."
"Everything about the games industry sends the signal: ‘this is a space for men’. When players are repeatedly shown that women are sex symbols and damsels in distress, is it any surprise that players go on to treat women poorly in real life?. Gamergate feels like it owns the culture. Women and minorities are only welcomed if they keep their identity silent and don’t try to change the status quo. If I am a feminist, I am an outsider trying to steal their games – even if I am an avid gamer and a developer. I worry about becoming known to people outside the industry. As I gain experience in speaking, writing articles, publicising my game, I am increasing the risk of abuse. I stopped playing online games years ago. I couldn’t see why I was putting myself through the torrent of abuse, and sexual messages. Today, instead of them directing their abuse at a gamer tag, they will be contacting me directly, by email, Twitter, Facebook, and maybe anyone else that associates with me."
"The occasional awful movie can be chalked up to bad directing/acting/writing/etc., but why have traditional screen adaptations of video games been consistently terrible? I suspect a huge part is simply due to the difficulties of translating across mediums; video games are very different from a show or a movie, and turning a good game into a good show is way more difficult than it seems. Shows and movies do not require any input from the watcher outside of pressing the “Play” button, whereas games are very interactive (and a lot of times the story is also integrated into gameplay). So to turn a video game into a movie or a show requires removing essentially its core element, the “game” part, so everything else needs to be really good to make up for it, especially the writing, as there is no longer gameplay to carry the experience."
"I shrink it down by myself, actually. It's up to the schedule, so... If the artists or programmers say "no", then that's the answer. So it's kind of a mix. I always try to push a can-do attitude with them, you know?"
"Medal of Honors "authentic action" is a selling point for Electronic Arts. (Electronic Arts and the other companies in this story did not agree to be interviewed on tape.) To get a military man's take on the authenticity of these games, NPR spoke with Navy veteran, gun owner and war gamer Nathan Zelk. "Games today are very, very real," Zelk says. "It's the weapons; it's the story lines, you know, that people get caught up in — even the optics that are used on the guns, it says L-3 EOTech. It actually has the name of the brand on the side of it so you know which optic, you know, you could go out and buy." But Zelk says not everything in the games is based in reality. "When you get trained in the military, you're taught about [the] use of lethal force. It's a very big deal in the military — you don't draw your weapon on anybody unless there's [an] imminent threat to you, your crew, your ship that you're on, those type of things.""
"Several theoretical perspectives explain how exposure to computer games, especially violent games, can lead to imitative behavior. It is clear why these theories of TV violence might easily be applied in a gaming environment. Perhaps the most comprehensive theory to date is the general aggression model (GAM), which comprehensively integrates central elements from several earlier aggression theories. Included in the model are elements of social cognitive theory (Bandura, 1994), which focuses on the audience member's attention to the modeled behavior, retention of that behavior, ability to imitate, and motivation to imitate the behavior. Furthermore, social cognitive theory concentrates on the model, noting that admired and rewarded models are more likely to be imitated. As such, the theory focuses on both the contextual cues (e.g., whether violence is rewarded) and the cognitive structures that lead to imitation. Script theory (Huesmann, 1986) is also integrated into the general aggression model. Script theory focuses on learned and activated scripts, arguing that we might learn to respond to situations in particular ways based on situations that have been repeatedly modeled for us. Therefore, in a new situation (e.g., a conflict), we might draw on scripts observed in the media, such as those containing violence. Also included in the general aggression model is cognitive-neoassociative priming theory (Berkowitz, 1993; Berkowitz & Heimer, 1989), which draws largely on network models of memory. Given that memory is organized through a network, ideas can prime or active related thoughts. Berkowitz argued that exposure to media violence, especially over long periods of time, could serve to create a rich, intricate memory network of hostility and violence for heavy viewers. The result, according to priming theory, is that exposure to media violence could then readily activate hostility and aggressive thoughts. In addition to cognitive-neoassociative priming theory, Green's affective aggression model (1990 explains that increased in aggression after exposure to media violence could result in hostility and negative affect. Furthermore, Zillmann's (1983) excitation transfer model focuses on the mechanism of physiological arousal as the cause of increases in aggression after exposure to violence."
"The general aggression model also explains that exposure to videogame violence can increase aggressive behavior both in the short and long term by noting that aggression is largely based on existing knowledge structures or existing mental scripts that are created by the process of social learning (Anderson et al., 2004). That is, individuals can learn new skills and information by watching the behaviors of others, especially if those behaviors are rewarded, performed by attractive actors, or do not cause pain or suffering fort the victim of aggression (i.e., sanitized violence). In the short term, both personological and situational input variables can lead to aggressive behavior. Personological variables include personality variables such as aggressive disposition, current states, beliefs, attitudes, and so on. Situational variables are found in the environment surrounding the person and include factors such as aggressive cues (e.g., playing a violent videogame), being provoked, or feeling pain. Both of these inputs can impact the present internal state of the person. For example, aggression may become more likely if an individual has an aggressive disposition and also plays an aggressive videogame. This may lead to feelings of hostility. Then, given the opportunity to retaliate against someone who has insulted the person, for example, that individual may behave more aggressively than someone without those personological or situational factors in place."
"Cantor (1994) has used Piagetian developmental theory in order to explain and predict what images frighten children at different stages of cognitive developmental progress. Wilson and Weiss (1991) have also used Piagetian developmental theory in order to understand children's responses to news media. Kremar and colleagues (Kremar & Cooke, 2001; Kremar & Valkenburg, 1999) have utilized Kohlberg's theories of moral development in order to understand how children of different ages respond to depictions of interpersonal violence in the media. Because Kohlberg argues that judgments about right and wrong are based on a different decision matrix for children of different ages, it makes sense that how children interpret violence, a potentially immoral act, may differ for younger versus older children. For example, children younger than age 5 tend to use the guidance of an authority figure in order to determine between right and wrong or may simply consider the outcome of an action in making such a judgement. Older children, in contrast, may consider the motive of the actor in order to decide whether an act was wrong (Kohlberg, 1984). In summary, child development, whether studied in the context of cognitive development, moral development, or emotional or social development, has provided a solid framework-one that focused on the child more than on the medium-to understand the responses of a group that is qualitatively different from its adult counterparts."
"The research on computer and videogames and children has received considerable research attention in recent years. The earliest work examined the simple relationship between computer game play and aggression, whereas more recent research has utilized an experimental approach in order to test issues of causality between the two. For example, early research found a correlation between overall videogame exposure and real-world aggressive behavior in children from 4th to 12th grade (Dominick, 1984; Fling et al., 1992; Lin & Lepper, 1987). Early experimental work (Cooper & Mackie, 1986; Irwin & Gross, 1995; Schutte, Malouff, Post-Gorden, & Rodasta, 1988; Silvern & Williamson, 1987) also found some support for the notion that violent videogame content can increase aggression; however, technological advances in the field of electronic gaming have rendered much of the very early research in this area all but obsolete. What does more recent research tell us? Violent videogames can influence aggressive cognitions (Anderson et al., 2004; Anderson & Dill, 2000; Kirsh, 1998; Tamborini et al., 2001), as well as aggressive affect, leading to feelings of hostility (Anderson & Dill, 2000; Tamborini et al., 2001), and have been found in survey research to be associated with aggressive delinquent behavior, even after controlling for aggressive behavior (Anderson & Dill, 2000; Anderson & Murphy, 2003; Anderson et al., 2004)."
"In their narrative review of the empirical literature, Dill and Dill (1998) concluded that short-term exposure to violent videogames increases aggression. Similarly, Bensley and Van Eenwyk (2001) conclude there is evidence that playing violent videogames can increase short-term aggression in young children. Meta-analyses conducted on the research on violent videogames have also supported an effect of game play on aggression. The first such comprehensive study was conducted by Anderson and Bushman (2001). Across all studies included in their meta-analysis, the authors found that exposure to violent videogames was positively associated with increased levels of aggression. Anderson (2004) recently updated with original meta-analysis and concluded that when only those studies with the soundest methodological approaches were used, results showed even stronger effect sizes, suggesting that methodologically weaker studies actually underestimate the true effects of exposure to volent videogames. Another meta-analysis by Sherry (2001) using 25 studies found evidence for a small effect of videogame play on aggression. However, Sherry also found that effect sizes have increased over time, with more current studies producing stronger effects, presumably due to the greater realism of today's games. Game type was also important, as games classified as human violence or fantasy violence were found to be more strongly related to aggression than sports games."
"Computers also appear to have an effect on visual intelligence. For example, playing Marble Madness, a game requiring children to visualize and manipulate objects in their minds, was found to enhance spatial skill (Subrahmanyam & Greenfield, 1994), although playing a game that requires the visual tracking of an object on a screen also improved this type of spatial skill outside of the computer environment (Greenfield, De Winstanley, & Kilpatrick, 1994); playing the computer game Concentration-a learning game-improved iconic representation skills (Greenfield et al., 1996). Therefore, there is some evidence that computers, even computer game play, can improve visual skills outside of the computer environment. However, for long-term positive effects to occur in the classroom, computers must be integrated into the classroom and not simply placed in it. Similarly, much research is needed on the use of computers in the home in terms of their influence on cognitive and academic growth in children."
"Tatta hito-ban to uchihajimeta wa sakujitsu nari."
"Go is an ancient board game that takes simple elements — line and circle, Black and White, stone and wood — combines them with simple rules and generates subtleties that have enthralled players for millennia. Go's appeal resides not only in its oriental elegance, but also in practical and stimulating features in the design of the game. Go's few rules can be demonstrated quickly, and grasped easily. It is enjoyably played over a wide range of skills. Each level of play has its charms, rewards and discoveries. A unique and reliable handicapping system leads to equal contests between players of widely disparate strengths. Go is uniquely flexible and rewards patience and balance over aggression and greed. An early mistake can be made up, used to advantage or reversed as the game proceeds. There is no simple procedure to turn a clear lead into a victory. Go thinking seems to be more lateral than linear, less dependent on logical deduction, and more reliant on a "feel" for the game, a "sense" of form, a gestalt perception of significant patterns. Beyond being merely a game, Go can take on other meanings to enthusiasts: an analogy with life, an intense meditation, a mirror of one's personality, an exercise in abstract reasoning, or, when played well, a beautiful art in which Black and White dance across the board in delicate balance. But most importantly for those who play, Go is challenging and fun."
"The Ancient Japanese considered the Go board to be a microcosm of the universe. Although when it is empty it appears to be simple and ordered, in fact, the possibilities of gameplay are endless. They say that no two Go games have ever been alike. Just like snowflakes. So, the Go board actually represents an extremely complex and chaotic universe."
"I've always loved games. When I was in high school I read a book about Go and realized it's the best game. I was an exchange student in Japan mostly because I wanted to play a lot of Go, and in the year I was there, there wasn't much else to do. There was a chess master that said, "If aliens exist they might play chess, but they certainly play Go." ... There's something beautiful that happens when simple rules lead to a complex system. It also teaches me patience and composure and handling ambiguity. ... I think it's helped a lot with my business, or at least it's shaped my style of management. ... Go is all about handling ambiguity. For example, do I want a region of the board to be well defined or undefined? Beginners stress out too much about leaving territory unclaimed or stones half-captured. But you learn often that's advantageous. I think a big part of running an early stage start-up is not freaking out about things being left undefined."
"Hoy, 9 de septiembre de 1978, tuve en la palma de la mano un pequeño disco de los trescientos sesenta y uno que se requieren para el juego astrológico del go, ese otro ajedrez del Oriente. Es más antiguo que la más antigua escritura y el tablero es un mapa del universo. Sus variaciones negras y blancas agotarán el tiempo. En él pueden perderse los hombres como en el amor y en el día. 9 de septiembre de 1978, yo, que soy ignorante de tantas cosas, sé que ignoro una más, y agradezco a mis númenes esta revelación de un laberinto que nunca será mío."
"It is a game of patience and influence. I think as a strategy game it is the best. Its strategy helps a player that is weaker take out a much stronger opponent, which Atari had to do with a big manufacturer in Chicago in the early coin-op arcade business."
"寶鼎茶閒煙尚綠,幽窗棋罷指猶涼。"
"Life for Bao-yu after his removal into the garden became utterly and completely satisfying. Every day was spent in the company of his maids and cousins in the most amiable and delightful occupations, such as reading, practising calligraphy, strumming on the qin, playing Go, painting, composing verses, embroidering in coloured silks, competitive flower-collecting, making flower-sprays, singing, word games and guess-fingers. In a word, he was blissfully happy."
"Go is hard."
"It is difficult for a man who always has a full stomach to put his mind to some use. Are there not players of Liubo and Weiqi? Even playing these games is better than being idle."
"When I was young I wanted to be the world's best chess player and, of course, I didn't succeed. I wanted to be the world's best Go player, too."
"The board must be square and represents the laws of the earth. The lines must be straight like the divine virtues. There are black and white stones, divided like yin and yang. Their arrangement on the board is like a model of the heavens."
"Ai taught me a Terran game played on squares with little stones, called go, an excellent difficult game. As he remarked, there are plenty of stones here to play go with."
"I have heard that Otaké of the Seventh Rank and Wu of the sixth rank once went to a clairvoyant and asked for advice on how to win. The proper method, said the man, was to lose all awareness of self while awaiting an adversary's play. [...] While waiting for a play he [Onoda of the Sixth Rank] would sit quietly with his eyes closed. He explained that he was ridding himself of the desire to win."
"From the way of Go, the beauty of Japan and the Orient had fled. Everything had become science and regulation. [...] One conducted the battle only to win, and there was no margin for remembering the dignity and the fragrance of Go as an art."
"That play of black upon white, white upon black, has the intent and takes the form of creative art. It has in it a flow of the spirit and a harmony of music. Everything is lost when suddenly a false note is struck, or one party in a duet suddenly launches forth on an eccentric flight of his own. A masterpiece of a game can be ruined by insensitivity to the feelings of an adversary."
"Rather than being the image of a single struggle as in chess, Go is much more like the panorama of an entire campaign, or complex theatre of war. And so it is more like modern warfare where strategic mass movements are the ultimate determinants of victory. … As in modern warfare, direct combat, without supporting tactics, rarely occurs. In fact, to engage too soon in direct combat frequently spells defeat."
"Go is destined to take the place of Chess as the leading intellectual game of the Occident, just as it has reigned supreme in the Orient for some four thousand years."
"While the Baroque rules of Chess could only have been created by humans, the rules of Go are so elegant, organic, and rigorously logical that if intelligent life forms exist elsewhere in the universe, they almost certainly play Go."
"I easily believe that the magnitude of the Board and the quantity of pieces render this game quite ingenious and quite difficult."
"No art or learning is to be pursued halfheartedly," His Highness replied, "but each has its professional teachers, and any art worth learning will certainly reward more or less generously the effort made to study it. It is the art of the brush and the game of Go that most startlingly reveal natural talent, because there are otherwise quite tedious people who paint or play very well, almost without training."
"I had the first move, I should have won..."
"I learned to play go in college ... It's a very complicated game ... non-linear."
"Becoming one stone stronger is the supreme enjoyment."
"When starting, the best strategy is to spread the pieces far apart and stretch them out, to encircle and attack the opponent, and thus win by having the most points vacant. The next best strategy emphasises cutting off the enemy to seek advantage. In that case the outcome is uncertain and calculation is necessary to decide the issue. The worst strategy is to defend the borders and corners, hastily building eyes so as to protect oneself in a small area."
"Go is to Western chess what philosophy is to double-entry accounting."
"The number of all things in Nature begins with one. The points on the go board number three hundred and sixty plus one. One is the first of all living numbers. It occupies the polar point of the board around which the four quarters revolve. The other 360 points represent the number of days in a [lunar] year. They are divided into four quarters which represent the four seasons..."
"A game of go is like a spring whose waters go only where they can go and stop where they have to stop."
"1. The greedy do not get success; 2. Be unhurried to enter opponent´s territory; 3. Take care of oneself when attacking the other; 4. Discard a stone to gain sente; 5. Abandon small to save big; 6. When in danger, sacrifice; 7. Make thick shape, avoid hasty moves; 8. A move must respond to the opponent's; 9. Against strong positions, play safely; 10. Look for peace, avoid fighting in an isolated or weak situation."
"All you are is the Go you play."
"This is the universe! And I'm placing stones one by one on that. Like I'm increasing the number of stars one by one... I'm making the universe. It's like I'm a God. I'm going to become a God! On this Go Board."
"Why I play go? The answer inside me is clear... To link the far past with the far future."
"In a changing world, some things do not change. It may be fashionable to decry the simple Virtues, but we still like to find them in our friends. Loyalty, honesty, frankness, gratitude, chivalry, magnanimity - these are the hallmarks of the good friend, the good husband and father, the nice guy we all hope our daughters will marry."
"In the amoral world of Diplomacy, however, they are the hallmarks of the born loser. If a fallen enemy reaches out a hand for assistance, the wise man lops it off. If a friend does you a good turn when you’re down, wait until he’s down, then beat him to death. If an ally asks for your help in planning the next season’s moves, give it freely and copiously, then do the reverse of what you agreed and let him take the counter-attack. Try to surround yourself with people who trust you, then let them down; find an ally who will gladly die for you and see that he does just that."
"While you have a single unit at large, you are still in the game."
"There it lies on your doormat, its elegant oblong shape contrasting sharply with the harsh squarishness of phone bill and tax demand, its staple glinting in the grey morning light. It has no envelope; it’s just folded over, and your name and address are scrawled in a blank space on the outside sheet, amid incomprehensible catch-phrases and exhortations to the postman. It is your first copy of your first Diplomacy zine, telling you which country you have drawn in your first postal game; it is likely to make little sense to you on first reading, but it may be the first strand of a net that will ensnare you for years to come in the strange, exclusive, yet world-wide hobby of postal Diplomacy."
"In order to get to end game in good shape, you have to have an overall plan and, when I say overall, I mean board-wide. In every action you take, be it military or diplomatic, you MUST consider how it will affect every country on the board, not only now, but later. Don't forget that, in building up one country, be it yours or your ally's, it will have effects all the way across the board."
"Now you can only go where the provinces are named.(Points to Ireland)Now we all know this is Ireland but these clever Irish figured out that if you don't name it no-one can invade them."
"The Players"
"Okay, you plan to lie to one or more of your opponents and need some help. The first question you must ask yourself is why. Why do you need to use a lie? Some players use lies all to often, sometimes without reason, and the result is a player that finds that no one wishes to ally with him and no one trusts him. Even when such a player speaks the truth, other players do not believe him. This is bad. Use lies only when it benefits you and not as a routine diplomacy trick. A good lie depends on the fact that the player who utters the lie has some reputation of telling the truth. If you have a good reason for lying to your opponent, then go ahead to read step 2, but if you do not you might be better off not lying. Believe it or not, honesty usually actually is the best policy."
"Similar relationships exist between England/Austria (Russia should be weak), France/Austria (Italy & Germany will be in trouble), Germany/Turkey (probably a weak Russia), Russia/Italy (bye bye Austria & Turkey). Keep in mind, of course, the fact that none of these pairings represent hard and fast laws, but, rather, handy rules of thumb."
"# Always stay on good terms with everyone for as long as possible, or longer."
"# Try to arrange accidents for neighbours, rather than attacking them."
"# Concentrate on home centres. By this I mean that you should play to get your neighbours so entangled with one another that their building potential is zero."
"# Use the deadline"
"# Always tell the truth"
"# Stab in the Spring."
"Believe me, as one who has tried it, if the initial attack on France fails at the first move, forget it."
"Napoleon almost won his own personal game of Diplomacy, yet despite dominating much of Europe he eventually came a cropper because he did not rule the waves. This article will suggest that the same is true of Diplomacy, that the French player who takes control of the seas and neutralises England can win the game, while those who head eastwards without first tackling London will merely be repeating Napoleon’s mistake."
"England (astonished by a German set of orders) Will someone please tell me what the hell is going down around here?"
"Playing Germany is not easy: it requires skill and subtlety. But the time will come when you savour the marvellous sensation of being allied to everyone, dominating the play, knowing in almost every detail what each season’s moves will be before they happen. This is the way to play Germany, and there’s nothing else quite like it."
"It sits there, almost in the geographical centre of the board. It is totally landlocked and borders on two other supply centres, five provinces, and impassable Switzerland. It is in the middle of the most regularly occurring stalemate line that runs diagonally over the board from north-east to south-west. It is Munich, often the key to victory."
"Second in the popularity stakes, inexplicably, is the Austrian Attack: moves as above but with F(Sev)—Rum. The favour shown to this opening convinces me that 16.9 per cent of Diplomacy players are insane... Playing this opening is like playing Russian roulette with all six chambers loaded and hoping the one that comes up will be a dud shell. Not recommended."
"Next, with a frequency of about one game in twelve, is the Turkish Attack: This opening does, however, have two distinct disadvantages : it is unequivocally anti-Turkish, making subsequent negotiations more difficult; and it is very weak if Turkey attacks you, as he usually will. So reserve this one for the occasions when you are at least ninety per cent sure Turkey is an idiot."
"Apart perhaps from Germany-Austria, there is no more certain natural alliance on the board than Russia—Italy. Italy is your great hope, who alone has every reason to wish you well. Buy him drinks, listen to his marital problems, sympathize with him over the evil fate that deals such a fine player such a useless country."
"It was not always thus. The Russo-Turkish alliance used to be frequently seen, and well deserved its names, ‘Juggernaut’ or ‘Steamroller’. Once established, it was simply unstoppable. The reason is easily seen: freed of the threat of attack from Turkey, Russia at once becomes as powerful as any two other countries; freed of the need to attack the mighty northern neighbour, Turkey has only one direction to go in, and can throw everything into the westward drive with single-minded violence. But the overwhelming strength of the Juggernaut is also its critical weakness: Austria’s bleats for assistance are sympathetically heard from Marseilles to Edinburgh, and whatever Austria asks will be done (or should be). If the Juggernaut is met vigorously from the outset, it can be held."
"All these can be loosely grouped together as versions of the Lepanto Opening, which overall is probably the most popular system for Italy. I prefer to call it a system rather than an opening, as the same result can be achieved in a variety of ways."
"Introduction"
"Diplomatic Framework"
"I remember a friend telling me of a nightmare he had had, in which he was shut up alone with an unreliable ball-point pen, a pad of absorbent paper and a supply of weak instant coffee, and asked to write 5,000 words on Turkish opening theory. In planning this section, I have understood how he dreamt he felt."
"The phone rings."
"Before considering individual openings, let’s get one thing clear: anything that doesn’t put a high premium on defence is useless. Austria’s record is entirely horrific."
"I have never played in a face-to-face game that Italy won, not counting one that was conceded at an absurdly early stage. (It was opening-time, of course.)"
"Italy can reasonably negotiate with any country on the board from the start; the trouble is that they will all have troubles of their own, and what you have to say may not be of much interest to some of them."
"An effective piece of Chainsaw press should leave the recipient 100% certain that the letter writer is going to do exactly as he says. It's fundamental purpose is to deliver a message which cannot be ignored, even by the most suspicious, and usually with all of the subtlety of a black rose valentine."
"That's when I broke out the chainsaw."
"That's when I decided to reach for the chainsaw."
"Sometimes chainsaw press can backfire. I was Russia in a game where a Western Triple formed and I was being quickly hacked to pieces. Conventional methods of breaking up the Triple weren't working, so I broke out the chainsaw and went to work on the German. It looked like it was working, too, until . . ."
"Never fire up that chainsaw unless you're prepared to face the consequences."
"I have read many articles on strategy and listened to many "old-hands" talking about the Lepanto or the Hedgehog, Juggernauts, Steamrollers and such like. However, when it comes down to brass tacks, the only really effective way to win is to have at least one good alliance. In a seriously competitive game it is the opponent who knows the one RIGHT way to persuade players to ally with him who will win through every time. The answer? THREATEN YOUR OPPONENTS WITH PHYSICAL VIOLENCE."
"What they say / What they mean"
"Paciencia y barajar."
"It is explained in this essay that the whole of the Tarot is based upon the Tree of Life, and that the Tree of Life is always cognate with Tetragrammaton."
"With spots quadrangular of diamond form, Ensanguined hearts, clubs typical of strife, And spades, the emblems of untimely graves."
"He's a sure card."
"The pictures placed for ornament and use, The twelve good rules, the royal game of goose."
"You tell me of the French playing at whist; why, I found it established when I was last here. I told them they were very good to imitate us in anything, but that they had adopted the two dullest things we have, Whist and Richardson's Novels."
"Cards were at first for benefits designed, Sent to amuse, not to enslave the mind."
"A clear fire, a clean hearth, and the rigour of the game."
"Vous ne jouez donc pas le whist, monsieur? Hélas! quelle triste vieilesse vous vous préparez!"
"The gambling known as business looks with austere disfavor upon the business known as gambling."
"I worry much more about the things I do than the things I don't do ... I missed all kinds of opportunities in my life. ... You just want to make sure that you're on the side of the house when you bet rather than betting against the house."
"Well the Devil went down to Georgia He was lookin' for a soul to steal He was in a bind 'cause he was way behind And he was willin' to make a deal. When he came across this young man Sawin' on a fiddle and playin' it hot And the Devil jumped up on a hickory stump And said, "Boy, let me tell you what" "You probably didn't know it But I'm a fiddle player too And if you care to take a dare I'll just make a bet with you" "Now you play a pretty good fiddle, boy But give the Devil his due I'll bet a fiddle of gold against your soul I think I'm better than you."
"I enjoy gambling, I find ample opportunity in gambling to engage my mind and study."
"“Gambling houses stay in business by making it pleasant, even exciting, to lose,” said Aaron. “They treat the loser like a king, providing him with food and drink in a luxurious setting, allowing women of easy virtue to rub up against him. They will ply the loser with every pleasure known to men so he may give up his money and come back when he has more. Most gamblers lose. Not one in twenty has a bank account. Some play poker like assassins, and throw their winnings away on the ponies. Winning takes hard work and strict accounting. Losing is open to all. That is the secret of losing.”"
"Gambling is risk-taking. It might be said the owner of a casino gambles, takes risks, but he has the odds in his favour, so that's intelligent gambling. If I wanted to gamble, I'd buy the casino."
"Gaming in all its forts is too big an evil for the regulation of positive law. Subject it to that, and the event is, you restrain it not at all; but the honest party suffers doubly; and the knave escapes and triumphs. The former loses, he pays; it is a debt of honour: The latter happens to lose, then the condition is changed: I would have taken, if I had won; but now, I'll pay you in law. This is gaming very high indeed; tends to a monopoly; enhances the price of one of the necessaries of life; and therefore merits all the discouragement we can give it."
"Gambling is not a vice, if you can afford to do it."
"Take a breath, take it deep "Calm yourself, " he says to me If you play, you play for keeps Take the gun, and count to three I'm sweating now, moving slow No time to think, my turn to go."
"He who flatters his vanity so far as to believe that Fortune favours him can seek her favour in more exciting ways; and her favours are just as clearly shown when the stakes are low as when they are high. The taste for play, the result of greed and dullness, only lays hold of empty hearts and heads; and I think I should have enough feeling and knowledge to dispense with its help. Thinkers are seldom gamblers; gambling interrupts the habit of thought and turns it towards barren combinations; thus one good result, perhaps the only good result of the taste for science, is that it deadens to some extent this vulgar passion; people will prefer to try to discover the uses of play rather than to devote themselves to it. I should argue with the gamblers against gambling, and I should find more delight in scoffing at their losses than in winning their money."
"You've got to know when to hold 'em / Know when to fold 'em / Know when to walk away / And know when to run; You never count your money / When you're sittin' at the table / There'll be time enough for countin' / When the dealin's done."
"Never put money down unless you're sure in advance you will win."
"That the chance of gain is naturally over-valued, we may learn from the universal success of lotteries."
"When you're betting and you win, naturally you have that satisfaction, and the profit."
"People think I'm a gambler. I've never gambled in my life. To me, a gambler is someone who plays slot machines. I prefer to own slot machines. It's a very good business being the house."
"Gambling, in the ultimate study, stems from the passive, the submissive, the irresponsible in human nature; the gambler is one of an inferior lickspittle breed who turns himself belly-upward to the capricious deeds of Luck. Examine now the man of strength and action: he is never led by destiny. He drives on a decided course, manipulates the variables, and instead of submitting to the ordained shape of his life, creates a pattern to his own design."
"Whose game was empires, and whose stakes were thrones; Whose table earth, whose dice were human bones."
"The gamester, if he die a martyr to his profession, is doubly ruined. He adds his soul to every other loss, and by the act of suicide, renounces earth to forfeit Heaven."
"Our Quixote bard sets out a monster taming, Arm'd at all points to fight that hydra, gaming."
"Shake off the shackles of this tyrant vice; Hear other calls than those of cards and dice: Be learn'd in nobler arts than arts of play; And other debts than those of honour pay."
"Look round, the wrecks of play behold; Estates dismember'd, mortgaged, sold! Their owners now to jails confin'd, Show equal poverty of mind."
"Oh, this pernicious vice of gaming!"
"I'll tell thee what it says; it calls me villain, a treacherous husband, a cruel father, a false brother; one lost to nature and her charities; or to say all in one short word, it calls me—gamester."
"Ay, rail at gaming—'tis a rich topic, and affords noble declamation. Go, preach against it in the city—you'll find a congregation in every tavern."
"How, sir! not damn the sharper, but the dice?"
"It is the child of avarice, the brother of iniquity, and the father of mischief."
"It has been very successful to launch a Linux port. Both Mac and Linux clients have done well for us. It was beneficial for us to make them for HoN. We want everyone to be able to enjoy this awesome game. I am not sure of exact numbers but I know that they are good."
"Releasing Linux versions has always been a matter of higher code quality, good software architecture, and technical interest for the platform."
"There is no way that a linux box will hit the shelf at the same time and have the same price as a windows box, assuming the publisher is making a maximum effort for the windows box. If this is truly a gating factor, linux boxed games just won't succeed. Loki wants to get away from making games "convertable" between platforms, to force linux players to buy the linux boxes. I have issues with this. Not making executable binaries available online sucks. I hate binary patches, and requiring either patches from different versions, or the installation of all previous patches. Just releasing a new executable is so much easier. Our options from here are to move towards a hybrid CD and pay Loki for official support (which makes linux support look like an expense, rather than a benefit), make a hybrid CD but leave the linux version in an "unsupported" directory, or just make unsupported linux executables available online like we used to."
"It's pretty high on my priority list to have the Mac and Linux support [for Quake Live]. [Quake Live compatibility] is going to be a much bigger factor in [the Mac and Linux markets] for people wanting to play the game than it is on the Win32 market where you have so many more options."
"It's problematic. After three years I know it can be done. The market is there. But it's also very challenging. We did it out of conviction, which is why we lasted as long as we did."
"The arrival of TransGaming to me is the clearest indication that Loki failed to jump-start a Linux gaming industry as we'd hoped, because TransGaming has nothing to do with Linux games. Their message to game developers is: "Use DirectX and develop for Windows. We'll help you sell your Windows products to Linux users." TransGaming's strategy is the same one Corel used in its Linux applications business. In the end I don't think they'll be any more successful than Corel was."
"The idea with Loki was never to create a thriving Linux porting business. We wanted to create a Linux gaming industry. If you want a perfect example of the difference, just look at Mac gaming. There are many games available for the Mac put out by several great Mac porting companies. But no one develops new games for the Mac. As a result Mac gaming is always a second cousin to Windows gaming. Games come out after the Windows versions do. They look and feel like Windows games, not Mac games. And there's nothing you can play on a Mac that you can't also play on Windows. We saw porting as a transitional stage. By porting games we were able to develop the software infrastructure needed for gaming on Linux. We were also able to prove that a market for Linux games exists. The next step would have been to use what we had created to start making original games for Linux. That has always been our ultimate goal -- we wanted Linux to have its own unique, compelling games. Think how many people would be running Linux on their desktop if Diablo had come out for Linux six months before Windows!"
"The Linux game market is larger than the IDC figures would lead you to believe. The market segment in question is largely under served and people will most definitely buy worthy titles to play on it. It is not as difficult to support the so-called myriad of Linux versions out there as you think- there's ways to do it and I can show you some of them."
"When you buy a Windows title, you did just that- bought for Windows. The studio and publisher just got your money and don't care one whit that you're running under WINE. You may well be one game patch away from not being able to run it as most of the studios and publishers have no qualms whatsoever in breaking you. EVE Online is an exception in that they've chosen to officially support us via that route. Many will remember the "fun" World of Warcraft players running under WINE had a while back. Once there was a bunch of flak, Blizzard changed their position on the whole affair- but until they got that pushback, they didn't care one whit. To them, you're supposed to be another Windows user, not a Linux user. Why would you want to enter into a relationship like that? Don't get me wrong on WINE. I use it. I think it's an amazing piece of software and I'm constantly impressed at what they DO manage to make work with it. It's just more than a bit less than optimal for getting things to start happening for us in gaming when you use it as an answer for Linux gaming, in my not so humble opinion on the subject. Until the accountants and upper management of the publishers like Eidos, 2K Games, and EA see that we're going to BUY a Linux version, we're not going to see it from companies like theirs for a while yet to come."
"Video games are sexy. People need to be aware that GNU/Linux is more than just something to drive your webservers... A lot of people (myself included) feel that video games are a major factor in getting GNU/Linux to the masses. I can't count the number of people that have said, "Thanks for porting [GAME X]! It was the only reason I kept a Windows partition around!""
"I think [Wine] will be, at a minimum, incredibly useful to archeology, like DosBox has been for playing Wing Commander. Certainly it has been known to save the day with modern titles, too. But to have it as the agreed-upon way to how you play video games on Linux is completely unacceptable for several reasons, both technical and moral."
"I do think the bundles are incredibly good marketing for Linux as a desktop system. I've had several companies reference it in conversation, the same way they might use the Unity Web Player stats when thinking about what Mac OS X versions to target, or Steam's hardware survey when deciding if they can rely on users having a powerful machine. The Bundle shows--consistently--that Linux gamers exist and they will pay money. It's a hugely important measurement."
"Strong Linux sales will send a message to developers that there is money to be made on the Linux platform. It will also send a signal to the computer industry that there is a Linux desktop/game market that should not be ignored. I think this will also bring even more attention to the Linux desktop and make it more apparent as a viable replacement for Mac or Windows. One of the common complaints you hear from people is they think there is a lack of games available for Linux, or at least no good games, when clearly that is not the case. It should show more users that they clearly are not stuck with their only choices for gaming being Mac or Windows, and perhaps entice even more people to make that switch to Linux."
"The pros and cons are the same as many people have said over the years. The cons being that it could make developers think that just because a game runs in WINE that there is no need to port it to Linux, even though it would run better if it were native to Linux. No matter how much we might wish and want, some games will never be ported to Linux for a whole host of different reasons. WINE at least allows Linux users the chance to play some of those games that will never be native to Linux."
"We had planned for a re-release of the Mac & Linux versions of Penumbra as a Collection. We sent out a PR and made some noise during the week to make sure it was known the Collection would sell for USD 5 during the weekend. We also came in contact with Helios - the Linux blogger with a big heart for many things. He wanted to do a write-up on the Linux version and got all excited about making it fit with the weekend deal and, oh my, did he make it fit! Due to the blog, the Slashdot article about the blog, Linux and Mac sites posting of the PR we ended up with an excellent weekend of chaos. Because of this we are now as good as set to focus completely on making the next game, which is great compared to spending most of the day working on survival solutions."
"I have a strongly held opinion about Transgaming and WineX. I feel that Transgaming is a company made up of good people with good intentions, but I believe that they are wrong. I feel that emulation will do far more harm than good in the long term for Linux. In the short-term it is a win; in the long term, I believe emulation is sacrificing the future for the present. Linux can stand on its own two feet. It is solid and strong, and does not need to cling to the leftovers of Windows."
"If they come to us, we do all of the work and take all of the risk. They have no financial exposure. Making the client themselves is always risky. However you cannot look at it in terms of money only. When a game is ported to a second platform, it almost always exposes bugs and problems that would otherwise have been missed, as the developers have to re-work portions of the game. This will mean that creating a Linux version will increase the stability of the Windows version, and increase the quality of their core product, a fact that in itself may justify the cost of a Linux port."
"Having a Linux build meant coverage on Slashdot. This of course generated huge interest in not just the Linux version of Lugaru, but the Windows and Mac versions too. Lugaru also made an appearance in a few Linux magazines. A lot of people heard about and supported Lugaru simply because we had a Linux build."
"Contributions from Mac and Linux users doubled our revenue for the Humble Indie Bundle, Mac and Linux gamers are historically underserved by game developers, so they really appreciate the extra effort, and help you back disproportionately... It is sad that being Windows-exclusive is the norm and it's actually newsworthy when a developer supports another platform."
"Things like a spreadsheet and graphics package mean that people can use their computer for working. Games mean that people can ENJOY their computer. If all you have is productivity apps, then Linux will be a fine OS for work, but who is going to really want it around in the home if all they can do on it is work."
"I did this 'cause Linux gives me a woody. It doesn't generate revenue. Please don't call or write us with bug reports. They cost us money, and I get sorta ragged on for wasting my time on UNIX ports anyway."
"Or he might say: "Whereas some honorable recluses and brahmins, while living on food offered by the faithful, indulge in the following games that are a basis for negligence:[1] aṭṭhapada (a game played on an eight-row chess-board); dasapada (a game played on a ten-row chess-board); ākāsa (a game of the same type played by imagining a board in the air); parihārapatha ("hopscotch," a diagram is drawn on the ground and one has to jump in the allowable spaces avoiding the lines); santika ("spellicans," assembling the pieces in a pile, removing and returning them without disturbing the pile); khalika (dice games); ghaṭika (hitting a short stick with a long stick); salākahattha (a game played by dipping the hand in paint or dye, striking the ground or a wall, and requiring the participants to show the figure of an elephant, a horse etc.); akkha (ball games); paṅgacīra (blowing through toy pipes made of leaves); vaṅkaka (ploughing with miniature ploughs); mokkhacika (turning somersaults); ciṅgulika (playing with paper windmills); pattāḷaka (playing with toy measures); rathaka (playing with toy chariots); dhanuka (playing with toy bows); akkharika (guessing at letters written in the air or on one's back); manesika (guessing others' thoughts); yathāvajja (games involving mimicry of deformities) — the recluse Gotama abstains from such games and recreations.'"
"It's only game. Why you have to be mad?"
"If you are the dealer, I'm out of the game"
"Games lubricate the body and the mind."
"All my games were political games; I was, like Joan of Arc, perpetually being burned at the stake."
"Strange game. The only winning move is not to play."
"Talent wins games, but teamwork and intelligence wins championships."
"I've missed more than nine thousand shots in my career. Twenty-six times I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed."
"Do not imagine that there is any bird more easily caught by decoy, nor any fish sooner fixed on the hook by wormy bait, than are all these poor fools neatly tricked into servitude by the slightest feather passed, so to speak, before their mouths. Truly it is a marvelous thing that they let themselves be caught so quickly at the slightest tickling of their fancy. Plays, farces, spectacles, gladiators, strange beasts, medals, pictures, and other such opiates, these were for ancient peoples the bait toward slavery, the price of their liberty, the instruments of tyranny. By these practices and enticements the ancient dictators so successfully lulled their subjects under the yoke, that the stupefied peoples, fascinated by the pastimes and vain pleasures flashed before their eyes, learned subservience as naïvely, but not so creditably, as little children learn to read by looking at bright picture books."
"The practices that led to the formation of the spontaneous order have much in common with rules observed in playing a game. To attempt to trace the origin of competition in play would lead us too far astray, but we can learn much from the masterly and revealing analysis of the role of play in the evolution of culture by the historian Johan Huizinga, whose work has been insufficiently appreciated by students of human order."
"Consider Wittgenstein's paradigmatic question about defining "game." The problem is that there is no property common to all games, so that the most usual kinds of definition fail. Not every game has a ball, nor two competing teams; even, sometimes, there is no notion of "winning." In my view, the explanation is that a word like "game" points to a somewhat diffuse "system" of prototype frames, among which some frame-shifts are easy, but others involve more strain."
"It should be noted that children at play are not playing about; their games should be seen as their most serious-minded activity."
"When I was about 10, I remember I campaigned for months to convince my parents that the 'Game Boy' was not in fact just for boys. Eventually I won the debate and got my first portable gaming device the following Christmas. So even though I’ve always been enthusiastic about games, I’ve also always been bothered and disappointed with the way women were represented much of the time."
"Baseball, it is said, is only a game. True. And the Grand Canyon is only a hole in Arizona. Not all holes, or games, are created equal."
"In the grim darkness of the far future, there is nothing but war."
"The Emperor Protects"
"The martyr's grave is the keystone of the Imperium."
"[The Adeptus Custodes] are my bodyguards, their lives forfeit to the guarantee of my physical safety. Of their loyalty to me there shall be no question nor doubt. I, and I alone, shall have the authority to stand in judgement over them. No other commander shall they have in battle nor in service. None shall bar them from me and none shall hamper or stall their mission. So it is decreed!"
"They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them and in the furnace of war I shall forge them. They shall be of iron will and steely sinew. In great armour I shall clad them and with the mightiest weapons shall they be armed. They will be untouched by plague or disease; no sickness shall blight them. They shall have such tactics, strategies and machines that no foe will best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines...and they shall know no fear.""
"[The Space Marine Primarchs] shall be my sons, and in them will live the hopes of a unified Humanity. Theirs will be the strength to prevail, not only when victory lies within easy reach, but even when it seems unattainable, when doom settles like a shroud all about. In those times of darkness, my noble sons will shine the brightest of all."
"Why do I still live? What more do you want from me? I gave everything I had to you, to them. Look what they've made of our dream. This bloated, rotting carcass of an empire is driven not by reason and hope but by fear, hate and ignorance. Better that we had all burned in the fires of Horus' ambition than live to see this."
"It was treachery at first. To turn against brothers, to kill for personal advancement and power. But we have seen them, how their minds and bodies have been corrupted. Their very belief systems have been warped. This is no longer Horus's treachery. It is his heresy."
"The greatest resource our Holy Imperium possesses is the fathomless multitudes of humanity itself. No power is mightier and no force more dreadful when turned to a single purpose. By human hands alone we have remade stars in our image. By this token the wise know that true power lies in the mastery of blood and bone, in the very meat of mankind."
"There is no such thing as a plea of innocence in my court, a plea of innocence is guilty of wasting my time. Guilty."
"On its own, even utopian VR can't transcend the limits of our genetically constrained "set-point" of well-being or ill-being. Ironically, a mass migration into virtual worlds may come to represent Peripheralism's final fling. Only total control of one's notional surroundings via immersive VR may be enough to convince the sceptic of the futility of purely environmental manipulation to secure lasting happiness. By contrast, the symbiosis of gradients of genetically preprogrammed euphoria and the application of mature virtual reality software engineering is an awesomely exciting prospect[.]"
"If you think you're plugged straight into the Real World, then the prospect of plugging in to silicon VR will seem like a retreat into fantasy-world escapism. On the other hand, if you've long ceased to believe that The World was yours to lose in the first place, then you may decide that nasty old organic VR is a world well lost."
"A virtual world is the content of a given medium. It may exist solely in the mind of its originator or be broadcast in such a way that it can be shared with others. A virtual world can exist without being displayed in a virtual reality system (i.e., an integrated collection of hardware, software, and content assembled for producing virtual reality experiences)–much like play or film scripts exist independently of specific instances of their performance. Such scripts do in fact describe virtual worlds. Let’s carry the analogy further. We can refer to the script of a play as merely the description of a play. When that description is brought to life via actors, stage sets, and music, we are experiencing the play’s virtual world. Similarly, a computer-based virtual world is the description of objects within a simulation. When we view that world via a system that brings those objects and interactions to us in a physically immersive, interactive presentation, we are experiencing it via virtual reality."
"“If human beings are the universe’s way of looking at itself,” Dr. Marx said, “then virtual reality is the universe’s way of pretending to look at itself.”"
"It turns out that the killer application for virtual reality is other human beings. Build a world that people want to inhabit, and the inhabitants will come."
"A game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books."