1030568 quotes found
"Six months to start don't mean shit, Larry. I'm not a Rockefeller, you know. Not yet anyway. So you owe me a quarter."
"He loved the American Dream. With a Vengeance."
"In the spring of 1980 the port at Mariel Harbor was opened, and thousands set sail for the United States. They came in search of the American Dream. One of them found it on the sun washed avenues of Miami... wealth, power, and passion beyond his wildest dreams. He was Tony Montana but the world will remember him by another name... Scarface."
"He wanted to live the American dream until the end."
"The World Is Yours."
"Al Pacino – Tony Montana"
"Steven Bauer – Manolo "Manny" Ribera"
"Michelle Pfeiffer – Elvira Hancock"
"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."
"You were a treasonous pussy if you had second thoughts about killing and dying for plain and simple reasons."
"Intellect had run up against emotion. My conscience told me to run, yet some irrational and powerful force was resisting, like a weight pushing me toward the war. What it came to, stupidly, was a sense of shame. Hot, stupid shame. I did not want people to think badly of me."
"Right then, with the shore so close, I understood that I would not do what I should do. I would not swim away from my hometown and my country and my life. I would not be brave."
"I would go to the war — I would kill and maybe die — because I was embarrassed not to. That was the sad thing. And so I sat in the bow of the boat and cried."
"I survived, but it's not a happy ending. I was a coward. I went to the war."
"To generalize about war is like generalizing about peace. Almost everything is true. Almost nothing is true."
"Any soldier will tell you, if he tells the truth, that proximity to death brings with it a corresponding proximity to life. After a firefight, there is always the immense pleasure of aliveness. The trees are alive. the grass, the soil — everything. All around you things are purely living, and you among them, and the aliveness makes you tremble."
"For example, we've all heard this one. Four guys go down a trail. A grenade sails out. One guy jumps on it and takes the blast and saves his three buddies. Is it true? The answer matters. You'd feel cheated if it never happened. Without the grounding of reality, it's just a trite bit of puffery, pure Hollywood, untrue in the way all such stories are untrue"
"A thing may happen and be a total lie; another thing may not happen and be truer than the truth. For example: Four guys go down a trail. A grenade sails out. One guy jumps on it and takes the blast, but it's a killer grenade and everybody dies anyway. Before they die, though, one of the dead guys says, "The fuck you do that for?" and the jumper says, "Story of my life, man" and other guys start to smile but he's dead. That's a true story that never happened."
"There were times in my life when I couldn't feel much, not sadness or pity or passion, and somehow I blamed this place for what I had become, and I blamed it for taking away the person I had once been."
"'Well, I still don't get it,' she said. 'The way you talk, it sounds calculating or something. Too cold. Planning every tiny detail.' 'And that's bad?' 'No. Not exactly.' 'What then?' She made a shifting motion with her shoulders. 'I don't know, it just seem strange, sort of. How you've figured everything out, all the angles, except what it's for.' 'For us,' he said. 'I love you, Kath.' 'But it feels — I shouldn't say this — it feels manipulating.'... He talked about leading a good life, doing good things for the world. Yet even as he spoke, John realized he was not telling the full truth. Politics was manipulation. (p. 35)"
"Fuck it. Kill Jesus."
"Did I choose this life of illusion? Don't be mad. My bed was made, I just lied in it. (p. 87)"
"The way I see it, he came back pretty shattered, pretty fucked up, then he got married to Kathy and they had this really great love thing going. Never saw two people so feelie-grabbie. So he gets his life back together. Doesn't say anything about the Vietnam shit — not to his wife or me or anybody. And then after a while he can't say anything. Sort of trapped, you know? That's my theory. I don't think it started out as an intentional lie, he just kept mum about it — who the hell wouldn't? — and pretty soon he probably talked himself into believing it never happened at all. The guy was a magic man... I guess it basically boils down to a case of colossal self-deception."
"It was the spirit world. Vietnam. Ghosts and graveyards. I arrived in-country a year after John Wade, in 1969, and walked exactly the ground he walked, in and around Pinkville, through the villages of Thuan yen and My Khe and Co Luy. I know what happened that day. I know how it happened. I know why. It was the sunlight. It was the wickedness that soaks into your blood and slowly heats up and begins to boil. Frustration, partly. Rage, partly. The enemy was invisible. They were ghosts. (p. 199)"
"A fat little kid doing magic in front of a stand-up mirror. 'Hey, kiddo, that's a good one,' his father could've said, but for reasons unknown, reasons mysterious, the words never got spoken. He had wanted to be loved. And to be loved he had practiced deception. He had hidden the bad things. He had tricked up his own life. Only for love. Only to be loved. (pp. 242-243)"
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.