Best 60 quotes in «video games quotes» category

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    Be aware of the present moment

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    Be persistent and have faith and you can achieve anything.

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

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    Being the Cool Girl means I am a hot, brilliant, funny woman who adores football, poker, dirty jokes, and burping, who plays video games, drinks cheap beer, loves threesomes and anal sex, and jams hot dogs and hamburgers into her mouth like she’s hosting the world’s biggest culinary gang bang while somehow maintaining a size 2, because Cool Girls are above all hot. Hot and understanding. Cool Girls never get angry; they only smile in a chagrined, loving manner and let their men do whatever they want. Go ahead, shit on me, I don’t mind, I’m the Cool Girl.

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    For all the talk about the merging of film and video game, and for all its inevitability, perhaps the secret of true convergence lies not in an external reality , but in an internal truth: What kids seek from video games is what we all seek from our own distractions--be they movies, radio, comic books, literature, or art: an escape from the mundane to the sublime, where our imaginations make of us heroes, lovers, warriors, and gods.

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    Hard fun is, of course, the idea that we take pleasure in accomplishing something difficult: the joy in meeting and mastering a challenge. As a result, when someone is doing something that is hard fun, moment by moment it looks more like "work" than "fun," but the net effect is pleasurable overall.

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    Few endeavors, if any at all, I find to be inherently mature or inherently immature. Maturity is neither defined by one's particular preferences nor by one's particular activities; rather, it is defined by the strength of one's character.

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    Heros never die

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    Everything not saved will be lost. –Nintendo “Quit Screen” message

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    Have you ever tried to get an elderly relative to play a video game? Highlander is a way to experience the confusion and bewilderment they feel, even if you're well versed with the medium yourself. What's going on? Why isn't the little man moving? Why does he keep falling over? Why can't I ever win? Can I stop playing and watch Columbo now?

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

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    ...he didn’t know when he was going to get the chance to play WoW again. And it was damn important to do his bit to save all life on Azeroth while he could.

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

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    If only I could handle my problems like a video-game style battle against a boss. But there are no power-ups in real life. No FTW moment when I can declare total pwnage. I don’t even know who the bad guys are.

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    Humor. Two unconnected things are suddenly united by a paradigm shift. It is hard to describe, but we all know it when it happens. Weirdly, it causes us to make a barking noise.

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    Hocking was slender in the way that writers and musicians are sometimes slender: not out of any desire or design but rather because his days were spent being consumed rather than consuming.

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    Negotiation exposes something at once simple and intricate about intimacy: that it is far better to actually know your partner’s body by becoming one with their interior selves, and you can only do this by talking to them. Far from being the stereotypical “mood killer,” sexual knowing requires discussion, requires asking questions, a lesson that I and so many others have had to learn quite painfully; the worst sexual experiences of my own life occurred, as I often say, because I did not know how to ask and did not know how to tell. For too long I thought sex had to occur in a kind of monastic, knowing silence. To do anything else would be to risk giving offence, putting myself in harm’s way, or simply ruining the atmosphere; how wrong I was.

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    In real life, you don't get a reset, and you don't get extra lives, and I got the crap pounded out of me.

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    If you're too young to remember the Time Before Pong, then you probably can't appreciate the momentousness of its arrival. Bear in mind the game emerged in a very different world. It was a time before home computers, cable television, cell phones, game consoles, the Internet--everything we take for granted today. For many of my formative years, we still watched TV in black and white, and had to get up to change the channel. This was the technological Dark Ages. Had we been less culturally enlightened, we would have denounced Pong as witchcraft and burned its inventors at the stake. For those of us who were there--who had never played, let alone seen, a video game--we knew we were witnessing something extraordinary, a groundbreaking achievement in home entertainment. However, none of us knew that we were participating in the birth of a revolution.

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    I hate guns," replied the Doctor. "Which isn't to say that a bit of fantasy violence can't be therapeutic.

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    I think it's fair to say most video games let players experience only eight emotions: anger, panic, dread, surprise, wonder, satisfaction, joy and disappointment. And some games only disappoint.

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    It is that kind of thinking that is the problem; that movies, video games and the Internet, devices that simply amuse the imagination are more interesting than what a library stocks.

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    In video games you sometimes run into what they call a side quest, and if you don't manage to figure it out you can usually just go back into the normal world of the game and continue on toward your objective. I felt like I couldn't find my way back to the world now: like I was somebody locked in a meaningless side quest, in a stuck screen.

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    In video games, one of the most helpless against injustice can even mighty.

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    It seems like the best escape games come from Japan for some reason. It makes me proud.

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    I told mom that she was confusing happiness with pleasure. That's common today. A trip to the video arcade may be a source of pleasure, but it will not give lasting and enduring happiness. This mother's son derives pleasure from playing video games, but playing video games in an online world is unlikely to be a source of real fulfillment. The pleasure derived from a video game may last for weeks or even months. But it will not last many years, in my firsthand observation Of many young men over the past two decades. The boy either moves on to something else, or the happiness undergoes a silent and malignant transformation into addiction. The hallmark of addiction is decreasing pleasure over time. Tolerance develops. Playing the game becomes compulsive, almost involuntary. It no longer gives the thrill and pleasure it once did. But the addict can no longer find pleasure in anything else. Pleasure is not the same thing as happiness. The gratification Of desire yields pleasure, not lasting happiness. Happiness comes from fulfillment, from living up to your potential, which means more than playing online video games.

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    It suddenly occurred to me just how absurd this scene was: a guy wearing a suit of armor, standing next to an undead king, both hunched over the controls of a classic arcade game. It was the sort of surreal image you'd expect to see on the cover of an old issue of Heavy Metal or Dragon magazine.

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    – I understand the world can be cruel place and there are people out there counting on naive kids like you to take advantage of. Don't just think because it's video games people can't get hurt.

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    I told you, I’m awesome at everything,” he teased, putting the PS3 controller on the floor between us. “That includes video games.” I watched as the character Wesley had been operating moved across the screen, doing some sort of odd victory dance. “Not fair,” I muttered. “Your sword was bigger than mine.” “My sword is bigger than everyone’s.

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    I went in there only once, as a sane man, and I came out...well, I came out like this. But you, once you come out of there, you'll be a king!

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    Little Red Riding Hood was a good story, but it wasn't interactive. Sooner or later I wanted to say 'no, I may be Red Riding Hood but I don't care about my grandmother; what I want is heroin and only heroin,' whereas the game had only 'over the river and through the woods' to offer me. Which was a good story, it just might not me mine.

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    Never judge a book by its cover; a movie by its book; or a video game by its movie.

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    Maybe I could use a little metal on the inside, I thought. If I'd kept my heart better armored, where would I be now? Easy—I’d be at home, medicating myself into a monotone. Drowning my sorrows in video games. Working shifts at Smart Aid. Dying inside, day by day, from regret.

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    Rashid did not give in. "Look how his hands move on the contols," he told her. "In those worlds left-handedness does not impede him. Amazingly, he is almost ambidextrous." Soraya snorted with annoyance. "Have you seen his handwriting?" she said. "Will his hedgehogs and plumbers help with that? Will his 'pisps' and 'wees' get him through school? Such names! They sound like going to the bathroom or what." Rashid began to smile placatingly. "The term is consoles," he began but Soraya turned on her heel and walked away, waving one hand high above her head. "Do not speak to me of such things," she said over her shoulder, speaking in her grandest voice. "I am in-console-able.

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    None of the questions was what I expected. Most of them were esoteric thought experiments, 'How would you turn Pride and Prejudice into a video game?' and 'If you added a button to Pac-Man, what would you want it to do?' Conundrums like 'How come when Mario jumps he can change direction in midair?

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    Only the framing material," Lucas demurely, "obvious influences, Neo-Tokyo from Akira, Ghost in the Shell, Metal Gear Solid by Hideo Kojima, or as he's known in my crib, God.

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

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    Red wine is different from white. Removing the grape skin does all the difference.

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    Solitary walks are great for getting new ideas. It's like you're in a video game and you pick up idea coins on the way.

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    Some days I spent up to three hours in the arcade after school, dimly aware that we were the first people, ever, to be doing these things. We were feeling something they never had - a physical link into the world of the fictional - through the skeletal muscles of the arm to the joystick to the tiny person on the screen, a person in an imagined world. It was crude but real. We'd fashioned an outpost in the hostile, inaccessible world of the imagination, like dangling a bathysphere into the crushing dark of the deep ocean, a realm hitherto inaccessible to humankind. This is what games had become. Computers had their origin in military cryptography - in a sense, every computer game represents the commandeering of a military code-breaking apparatus for purposes of human expression. We'd done that, taken that idea and turned it into a thing its creators never imagined, our own incandescent mythology.

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    Reality is broken. Game designers can fix it.

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    She looked like a character from a video game. One of those improbably busty, impossibly well-armed superchicks who could do acrobatics and hit the kill zone even while firing guns from both hands during a cartwheel. "You look fucking ridiculous," she told herself.

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

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    So basically, you get to play Super Mario all you want, any time you want, for FREE!" "That is the single most amazing thing I've ever heard.

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    That guy over there in the corner is totally looking the other way,” Jace observed, pointing at the TV screen. “A spinning wheel kick would put him out of commission.” “I can’t kick people in this game. I can only shoot them. See?” Kyle mashed some buttons. “That’s stupid.” Jace looked over and seemed to see Simon for the first time. “Back from your breakfast meeting, I see,” he said without much welcome in his tone. “I bet you thought you were very clever, sneaking off like that.

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    The Guildhall was in the middle of Plano, Texas. Plano Texas, is brown and not much else. They have a Frito-Lay factory, parking lots, and a videogame school. At the time, I kept a strict vegan diet and didn’t drive. There was nothing to eat and nowhere to go. But the latter didn’t matter; when you were at the Guildhall you had no life outside the Guildhall. I remember the first day of orientation, sitting in a lecture hall with my future classmates and the spouses they’d brought with them to this wasted brown land. One of the other level design students had his wife and their year-old child with him. “Give her a kiss and say good-bye,” the director of the school told him in front of the assembly. “You’re not going to see her for two years.” I was in Plano, Texas, for six months. You’re at school from nine to five. You stay after and do your work with the teams they’ve assigned you to. Late at night you drag yourself home and do your actual homework. Maybe you get a few hours of sleep. The idea behind the school is that you’re always in what the Big Games Industry calls “crunch time”: unpaid overtime. Your masters want the game done by Christmas, so you don’t leave the office until it’s done. This is why people in the industry aren’t healthy; this is why they burn out and quit games within a few years. This is why you miss the second year of your daughter’s life. This is their scheme: you put up with crunch time all the time while you’re in school, so when you work for a big publisher—or, rather, a studio contracted by a big publisher—you won’t complain about being told you can’t see your daughter until the game’s done. The Guildhall boasts an over 90 percent employment rate, and it’s true: they will get you a job in the games industry. That’s because they will make you into exactly the kind of worker the games industry wants. It’s that kind of school. And it works; that’s the horrifying thing. My classmates were all self-identified gamers and game fans and were willing to put up with anything in order to live their dream of making videogames. That’s the carrot the industry dangles, and it’s what we take away from the industry when we create a form to which anyone can contribute. As long as the industry is allowed to continue acting as the gatekeeper to game creation, people will continue to accept the ways in which the industry tramples the lives and well-being of the creative people who make games, rather than challenging the insane level of control that publishers ask over developers’ lives.

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    The one plentiful herds of magazine writers would continue to be culled - by the Internet, by the recession, by the American public, who would rather watch TV or play video games or electronically inform friends that, like, 'rain sucks!' But there's no app for a bourbon buzz on a warm day in a cool, dark bar. The world will always want a drink.

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    Strange and ironic, it will end the same way.

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    The destructive effects of video games are not on boys' cognitive abilities or their reaction times, but on their motivation and their connectedness with the real world.

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    The Government set the stage economically by informing everyone that we were in a depression period, with very pointed allusions to the 1930s. The period just prior to our last 'good' war. ... Boiled down, our objective was to make killing and military life seem like adventurous fun, so for our inspiration we went back to the Thirties as well. It was pure serendipity. Inside one of the Scripter offices there was an old copy of Doc Smith's first LENSMAN space opera. It turned out that audiences in the 1970s were more receptive to the sort of things they scoffed at as juvenilia in the 1930s. Our drugs conditioned them to repeat viewings, simultaneously serving the ends of profit and positive reinforcement. The movie we came up with stroked all the correct psychological triggers. The fact that it grossed more money than any film in history at the time proved how on target our approach was.' 'Oh my God... said Jonathan, his mouth stalling the open position. 'Six months afterward we ripped ourselves off and got secondary reinforcement onto television. We pulled a 40 share. The year after that we phased in the video games, experimenting with non-narcotic hypnosis, using electrical pulses, body capacitance, and keying the pleasure centers of the brain with low voltage shocks. Jesus, Jonathan, can you *see* what we've accomplished? In something under half a decade we've programmed an entire generation of warm bodies to go to war for us and love it. They buy what we tell them to buy. Music, movies, whole lifestyles. And they hate who we tell them to. ... It's simple to make our audiences slaver for blood; that past hasn't changed since the days of the Colosseum. We've conditioned a whole population to live on the rim of Apocalypse and love it. They want to kill the enemy, tear his heart out, go to war so their gas bills will go down! They're all primed for just that sort of denouemment, ti satisfy their need for linear storytelling in the fictions that have become their lives! The system perpetuates itself. Our own guinea pigs pay us money to keep the mechanisms grinding away. If you don't believe that, just check out last year's big hit movies... then try to tell me the target demographic audience isn't waiting for marching orders. ("Incident On A Rainy Night In Beverly Hills")