First Quote Added
April 10, 2026
Latest Quote Added
"The Cold War was all about who could build the biggest refrigerator, wasn’t it?"
"“But then—you’re telling me they brought unrestricted communications with them?” he asked. “Yup.” Rachel looked up from her console. “We’ve been trying for years to tell your leaders, in the nicest possible way: information wants to be free. But they wouldn’t listen. For forty years we tried. Then along comes the Festival, which treats censorship as a malfunction and routes communications around it. The Festival won’t take no for an answer because it doesn’t have an opinion on anything; it just is.” “But information isn’t free. It can’t be. I mean, some things — if anyone could read anything they wanted, they might read things that would tend to deprave and corrupt them, wouldn’t they? People might give exactly the same consideration to blasphemous pornography that they pay to the Bible! They could plot against the state, or each other, without the police being able to listen in and stop them!” Martin sighed. “You’re still hooked on the state thing, aren’t you?” he said. “Can you take it from me, there are other ways of organizing your civilization?” “Well—” Vassily blinked at him in mild confusion. “Are you telling me you let information circulate freely where you come from?” “It’s not a matter of permitting it,” Rachel pointed out. “We had to admit that we couldn’t prevent it. Trying to prevent it was worse than the disease itself.” “But, but lunatics could brew up biological weapons in their kitchens, destroy cities! Anarchists would acquire the power to overthrow the state, and nobody would be able to tell who they were or where they belonged anymore. The most foul nonsense would be spread, and nobody could stop it—” Vassily paused. “You don’t believe me,” he said plaintively. “Oh, we believe you alright,” Martin said grimly. “It’s just—look, change isn’t always bad. Sometimes freedom of speech provides a release valve for social tensions that would lead to revolution. And at other times, well—what you’re protesting about boils down to a dislike for anything that disturbs the status quo. You see your government as a security blanket, a warm fluffy cover that’ll protect everybody from anything bad all the time. There’s a lot of that kind of thinking in the New Republic; the idea that people who aren’t kept firmly in their place will automatically behave badly. But where I come from, most people have enough common sense to avoid things that’d harm them; and those that don’t, need to be taught. Censorship just drives problems underground.” “But, terrorists!” “Yes,” Rachel interrupted, “terrorists. There are always people who think they’re doing the right thing by inflicting misery on their enemies, kid. And you’re perfectly right about brewing up biological weapons and spreading rumors. But—” She shrugged. “We can live with a low background rate of that sort of thing more easily than we can live with total surveillance and total censorship of everyone, all the time.” She looked grim. “If you think a lunatic planting a nuclear weapon in a city is bad, you’ve never seen what happens when a planet pushed the idea of ubiquitous surveillance and censorship to the limit. There are places where—” She shuddered."
"Ultimately, it was easier to change the subject than think the unthinkable."
"It was a lousy plan, the only thing to commend it being the fact that all the alternatives were worse."
"A curious horror overtook him, then. His skin crawled; the back of his neck turned damp and cold. I can’t go yet, he thought. It’s not fair! He shuddered. The void seemed to speak to him. Fairness has nothing to do with it. This will happen, and your wishes are meaningless."
"“They’re too literal-minded,” he said quietly. “All doing, no innovative thinking. They don’t understand metaphors well; half of them think you’re Baba Yaga returned, you know? We’ve been a, ah, stable culture too long. Patterns of belief, attitudes, get ingrained. When change comes, they are incapable of responding. Try to fit everything into their preconceived dogmas.”"
"True revolutionary doctrine teaches that the only law is rationalism and dynamic optimism."
"Intelligence and infinite knowledge were not, it seemed, compatible with stable human existence."
"Unfortunately, it appeared that she was going to be around when they learned the hard way that interstellar wars of aggression were much easier to lose than to win."
"“I don’t like their system, and they know it. That’s why I’m sitting in this cell instead of in my cabin, or on the engineering deck. But—” He shrugged. “Their social system is one thing, but people are people everywhere you go, just trying to get along in this crazy universe. I don’t like them as individuals, but that’s not the same as wanting them dead. They’re not monsters, and they don’t deserve what’s coming to them, and life isn’t fair, is it?”"
"Time travel destabilizes history. History is a child of contingency; so many events depend on critical misunderstandings or transient encounters that even the apocryphal butterfly’s wing is apt to stir up a storm in short order."
"“We have a problem, sir.” “What do you mean, a problem?” demanded the Admiral. “We’re not supposed to have problems—that’s the enemy’s job!”"
"“Do you believe in angels, Robard?” he asked faintly. “No, sir.” “Well, that’s alright then, she must be a devil. Can deal with those, y’know.”"
"It almost feels like a zombie at this point; it's the walking dead. It's such an abrupt end to what was E3, which had been this huge escalating arms race....Right now we're in this kind of dicey, do we have an event, what event is it, which one do we go to? I think we're in an uncomfortable transition zone when really the real E3 died a couple of years ago.""
"In a movie, one can always pull back and condemn the character or the artist when they cross certain social boundaries. But in playing a game, we choose what happens to the characters. In the right circumstances, we can be encouraged to examine our own values by seeing how we behave within virtual space."
"Somebody asked me what I thought next generation meant and what about the PlayStation 3 was next generation. The only next gen system I've seen is the Wii - the PS3 and the Xbox 360 feel like better versions of the last, but pretty much the same game with incremental improvement."
"Suck it Down."
"Doom 2 is just such a bigger, badder, better version of Doom"
"It has to be well timed. It needs to have the right components that maybe contain emerging technologies or something like, say, when Doom came out -- the Network play -- there weren't many games like that. There was a really great 3D world that a lot of people hadn't seen. It was light-years ahead of Wolfenstein. It was shareware, so it had Internet distribution. We used the Internet to get it all over the place. So it used a lot of stuff that was just becoming popular at that time. id just capitalized on it."
"Design is Law"
"John Romero's About to Make You His Bitch."
"Games are a trigger for adults to again become primitive, primal, as a way of thinking and remembering. An adult is a child who has more ethics and morals, that's all. When I am a child, creating, I am not creating a game. I am in the game. The game is not for children, it is for me. It is for an adult who still has a character of a child."
"I would say the games that we're working on now, like the new Zelda: Twilight Princess, have hardcore content. And if you look at the Revolution's controllers, there's a nunchaku-style controller expansion that's really well suited to first-person shooters."
"Controller is so intuitive, even your mom can play."
"I think the first is that a game needs a sense of accomplishment. And you have to have a sense that you have done something, so that you get a sense of satisfaction of completing something. When I approach the design of my games, what I have to think about is how I'm showing a situation to a player, conveying to them what they're supposed to do. In Mario you keep going to the right to reach your end goal. In Donkey Kong you keep climbing up to rescue the captured princess. The last is the immersive quality of the game being able to feel it's a world you're immersed in, that you've become a hero. That you've become brave. Even if you're actually crying."
"If you release a game in a bad state, you will always regret it."
"When we’re doing an action game, we make the second level first. We begin making level 1 once everything else is completed."
"It isn't about "games", for me, personally, and it never really was. It was about creating something- anything- far bigger than yourself."
"So you know cats are interesting. They are kind of like girls. If they come and talk to you it's great. But if you try to talk to them it doesn't always go so well."
"Necessity is the mother of invention. I love solving things like that. Because there wasn't enough memory, thinking of an economical way to make the movements look right was like solving a puzzle, and I had a lot of fun."
"What if everything that you see, is more than what you see? The person next to you is a warrior and the space that appears empty is a door to another world? What if something appears that shouldn't? You either dismiss it or accept that there is more to the world than you think. Perhaps it is really a doorway, and if you choose to go inside, you'll find many unexpected things."
"The PSP will not be able to display anything that you cannot do on a current system."
"I don't like all the attention. I think it's better to let my work do the talking."
"I don't know what Mario will look like next; maybe he will wear metallic clothing with a red hat."
"Challenge for the player is the most important thing. In the Mario games for example, the player can go back and try to finish the game without collecting a single coin. I think great video games are like favorite playgrounds, places you become attached to and go back to again and again. Wouldn't it be great to have a whole drawer full of "playgrounds" right at your fingertips?"
"A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once."
"I could make Halo. It's not that I couldn't design that game. It's just that I choose not to. One thing about my game design is that I never try to look for what people want and then try to make that game design. I always try to create new experiences that are fun to play."
"A game that keeps a smile on the player's face is a wonderful thing. Nintendo's theme for 2006 will be "Create new fun". Spread the fun of games to everyone. To do this, we must return to the beginning, to recapture the essence that made people who enjoy games even now enjoy them in the first place."
"Any new media or industry that grows rapidly is going to be criticized. That's just because the older, more established media have been around, and a lot of adults can be very conservative. They may not have an open mind to new things that weren't around when they were growing up, and are replacing the things they grew up with... over the years I've seen this standard image of a child playing a video game in which the child is alone in a darkened room, with his face very close to the TV, with the light of the TV reflecting off his face, holding the controller and just staring at the TV. I'd really like to be able to change that image of video games into something that's a little more positive."
"Originally, I wanted a machine that would cost $100. My idea was to spend nothing on the console technology so all the money could be spent on improving the interface and software. If we hadn't used NAND flash memory [to store data such as games and photos] and other pricey parts, we might have succeeded."
"While it is possible to play a single game, unrelated to any other game events past or future, it is the campaign for which these rules are designed. It is relatively simple to set up a fantasy campaign, and better still, it will cost almost nothing. In fact you will not even need miniature figures, although their occasional employment is recommended for real spectacle when battles are fought. A quick glance at the Equipment section of this booklet will reveal just how little is required. The most extensive requirement is time. The campaign referee will have to have sufficient time to meet the demands of his players, he will have to devote a number of hours to laying out the maps of his "dungeons" and upper terrain before the affair begins."
"One of the things stressed in the original game of D&D was the importance of recording game time with respect to each and every player character in a campaign. In AD&D it is emphasized even more: YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT."
"Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game."
"Hello Fry, it's a ... *[stops mid-sentence, throws a D20 and a D6]* pleasure to meet you."
"I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else."
"The essence of a role-playing game is that it is a group, cooperative experience. There is no winning or losing, but rather the value is in the experience of imagining yourself as a character in whatever genre you’re involved in, whether it’s a fantasy game, the Wild West, secret agents or whatever else. You get to sort of vicariously experience those things."
"There is no intimacy; it’s not live. [he said of online games] It’s being translated through a computer, and your imagination is not there the same way it is when you’re actually together with a group of people. It reminds me of one time where I saw some children talking about whether they liked radio or television, and I asked one little boy why he preferred radio, and he said, "Because the pictures are so much better.""
"I think a lot of what I was taught, gathered, and learned is worth keeping. Heritage and "wisdom" and simply personal family and local history enrich the one able to tap such information. As it is I wish I had garnered more from my grandparents and parents."
"It really meant a lot to him to hear from people from over the years about how he helped them become a doctor, a lawyer, a policeman, what he gave them ... He really enjoyed that."
"The idea that a game is anything more than a game… You know, there are people who are basically unbalanced who are going to misuse a game and have bad results. If a golfer who insists on playing during a lightning storm gets hit by a stroke of lightning and is killed nobody says, 'There's golfers dying by the droves being hit by lightning!' You can overdo what you really like, and if you're unbalanced you go overboard."