1030568 quotes found
"We avenge intellect when we dupe a fool, and it is a victory not to be despised[.]"
"Whether happy or unhappy, life is the only treasure man possesses[.]"
"Many people are under the illusion that before the meddling of humans, the populations of different types of plants and animals tended to be pretty much constant. This isn’t really the way things work, however, in a finite world. Instead, the populations of many species cycle up and down, depending on particular conditions such as the population of animals that prey on them, the availability of food, the prevalence of disease, and the weather conditions. Even forests exhibit surprising variability. Many undergo regular cycles of burning. In fact, some species of trees, such as the giant sequoias in Yosemite, require fire in order to reproduce. These cycles are simply part of the natural order of self-organizing ecosystems in a finite world."
"The biological world is constantly faced with the problem of too many animals (for example, wolves and deer) wanting to occupy a given space with specific resources, such as water, sunlight, and smaller plants and animals to eat."
"To halt the decline of an ecosystem, it is necessary to think like an ecosystem."
"In recent years it has become impossible to talk about man's relation to nature without referring to "ecology"...such leading scientists in this area as Rachel Carson, Barry Commoner, Eugene Odum, Paul Ehrlich and others, have become our new delphic voices...so influential has their branch of science become that our time might well be called the "Age of Ecology"."
"For some years now the activity of the artist in our society has been trending more toward the function of the ecologist: one who deals with environmental relationships. Ecology is defined as the totality or pattern of relations between organisms and their environment. Thus the act of creation for the new artist is not so much the invention of new objects as the revelation of previously unrecognized relation- ships between existing phenomena, both physical and metaphysical. So we find that ecology is art in the most fundamental and pragmatic sense, expanding our apprehension of reality."
"Does it really matter what these affectionate people do — so long as they don’t do it in the streets and frighten the horses!"
"Oh dear me — it's too late to do anything but accept you and love you — but when you were quite a little boy, somebody ought to have said "hush" just once!"
"The deep, deep peace of the double-bed after the hurly-burly of the chaise-longue."
"She has such pretty little eyes — And they're so close together!"
"That's because Tallulah's always skating on thin ice, and they want to be there when it breaks."
"There ain’t nothin’ that walks can lick us, any more than it could lick him, not Yankees nor Carpetbaggers nor hard times nor high taxes nor even downright starvation. But that weakness that’s in our hearts can lick us in the time it takes to bat your eye."
"Hardships make or break people."
"These women, so swift to kindness, so tender to the sorrowing, so untiring in times of stress, could be as implacable as furies to any renegade who broke one small law of their unwritten code. This code was simple. Reverence for the Confederacy, honor to the veterans, loyalty to old forms, pride in poverty, open hands to friends and undying hatred to Yankees."
"Drink and dissipation had done their work on the coin-clean profile and now it was no longer the head of a young pagan prince on new-minted gold but a decadent, tired Caesar on copper debased by long usage."
"She was seeing through Rhett's eyes the passing, not of a woman but of a legend — the gentle, self-effacing but steel-spined women on whom the South had builded its house in war and to whose proud and loving arms it had returned in defeat."
"In this day and age it is impossible to conquer the state through a bloody uprising. But we can do something else, something which we are doing, which is to simply change things by our presence". He jabs at the air with his fingers: "We're saying: I'm here; I was never part of Gone With the Wind, I was never an intended slave, I was never a happy darkie, I have a right to live on my terms, now get out of my way!"
"During the summer of 1939 Gone with the Wind, Margaret Mitchell's novel of the old American South, enjoyed a surge of popularity in Poland. 'Somehow, I considered it prophetic,' wrote one of its Polish readers, Rula Langer. Few of her compatriots doubted that a conflict with Germany was imminent, because Hitler had made plain his commitment to conquest. Poland's fiercely nationalistic people responded to the Nazi threat with the same spirit as the doomed young men of the Confederacy in 1861. 'Like most of us, I believed in happy endings,' a young fighter pilot recalled, 'We wanted to fight, it excited us, and we wanted it to happen fast. We didn't believe that something bad could really happen.' When artillery lieutenant Jan Karski received his mobilisation order on 25 August, his sister waned against burdening himself with too many clothes. 'You aren't going to Siberia,' she said, 'We'll have you on our hands again within a month.'"
"there was a time when a new novel came out — let's take Saul Bellow — and it was a public event. And really, it wasn't just an elitist hobby. I remember — this goes way, way back into my early childhood — when Gone with the Wind was published, the world was whirling around this novel. I remember walking to school and seeing shopkeepers sitting outside their shops reading Gone with the Wind. This was an event. It changed people's minds. Maybe I have a yearning for that, though I don't see it would ever happen again. On the other hand, didn't we see that with Downton Abbey? So maybe it isn't all lost."
"The book that made me want to be a writer in the first place was Gone with the Wind—I read it and wanted to create a whole world out of words, too."
"Alfred Seguine Kinsey: John Lithgow"
"Thurman Rice: Tim Curry"
"Sex is a risky game, because if you're not careful, it will cut you wide open."
"[to Alfred Kinsey] You just told me your entire history, but there hasn't been a single mention of love."
"Love is the answer, isn't it? But sex raises a lot of very interesting questions."
"Everybody's sin is nobody's sin, and everybody's crime is no crime at all."
"Dr. Alfred Kinsey: Liam Neeson"
"Clara McMillen: Laura Linney"
"Wardell Pomeroy: Chris O'Donnell"
"Clyde Martin: Peter Sarsgaard"
"Paul Gebhard: Timothy Hutton"
"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."
"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!?'"
"Back in the day, Sega said we couldn't show our real names, thus everyone went under nicknames in the game credits."
"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."
"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."
"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."
"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."
Young though he was, his radiant energy produced such an impression of absolute reliability that Hedgewar made him the first sarkaryavah, or general secretary, of the RSS.
- Gopal Mukund Huddar
Largely because of the influence of communists in London, Huddar's conversion into an enthusiastic supporter of the fight against fascism was quick and smooth. The ease with which he crossed from one worldview to another betrays the fact that he had not properly understood the world he had grown in.
Huddar would have been 101 now had he been alive. But then centenaries are not celebrated only to register how old so and so would have been and when. They are usually celebrated to explore how much poorer our lives are without them. Maharashtrian public life is poorer without him. It is poorer for not having made the effort to recall an extraordinary life.
I regret I was not there to listen to Balaji Huddar's speech [...] No matter how many times you listen to him, his speeches are so delightful that you feel like listening to them again and again.
By the time he came out of Franco's prison, Huddar had relinquished many of his old ideas. He displayed a worldview completely different from that of the RSS, even though he continued to remain deferential to Hedgewar and maintained a personal relationship with him.