Quotessence
Home / Topics / Gaming Quotes

Gaming Quotes

Browse 196 quotes about Gaming.

Related topics

Gaming Quotes

“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.”

“Or, rather, there is a duel between them: death toys with life, life toys with death. Which of the two succumbs? Stanislaw Lec reverses the terms here: it is not we who defend ourselves against death, it is death that defends itself against us: 'Death resists us, but it gives in in the end.' Nothing else so stunning as this has ever been said about death. Needless to say, this dual relationship has nothing to do with interactivity, which is a parody of it. There is nothing interactive in the antagonistic process of reversibility and becoming. The feminine and the masculine are not 'interactive': that is ridiculous. Life and the world are not interactive -life isn't a question-and-answer session or a video game. There is nothing interactive in words when they are articulated in language. Interactivity is a gigantic mythology, a mythology of integrated systems or of systems craving integration, a mythology in which otherness is lost in feedback, interlocution and interface - a kind of generalized echography.”

“Ash bumped her shoulder. “Hey, Vale. I got a joke for you.” She smiled. “Okay.” “What do you do when the world champion of Scrolls of the Illuminati knocks on your door?” “I…” Vale giggled. “I have no idea.” “You say ‘well done, sir!’ then pay the man for the pizza!” Ash cracked up at his own joke and a moment later, Vale began to laugh too. For a few seconds, it felt like everything was normal again.”

“Revolutionary theory also enshrined the living utopian hope that the State would wither away, and that the political sphere would negate itself as such, in the apotheosis of a finally transparent social realm. None of this has come to pass. The political sphere has disappeared, sure enough - but so far from doing so by means of a self-transcendence into the strictly social realm, it has carried that realm into oblivion with it. We are now in the transpolitical sphere; in other words, we have reached the zero point of politics, a stage which also implies the reproduction of politics, its endless simulation. For everything that has not successfully transcended itself can only fall prey to revivals without end. So politics will never finish disappearing - nor will it allow anything else to emerge in its place. A kind of hysteresis of the political reigns. Art has likewise failed to realize the utopian aesthetic of modern times, to transcend itself and become an ideal form of life. (In earlier times, of course, art had no need of self-transcendence, no need to become a totality, for such a totality already existed - in the shape of religion.) Instead of being subsumed in a transcendent ideality, art has been dissolved within a general aestheticization of everyday life, giving way to a pure circulation of images, a transaesthetics of banality. Indeed, art took this route even before capital, for if the decisive political event was the strategic crisis of 1929, whereby capital debouched into the era of mass trans politics, the crucial moment for art was undoubtedly that of Dada and Duchamp, that moment when art, by renouncing its own aesthetic rules of the game, debouched into the transaesthetic era of the banality of the image. Nor has the promised sexual utopia materialized. This was to have consisted in the self-negation of sex as a separate activity and its self-realization as total life. The partisans of sexual liberation continue to dream this dream of desire as a totality fulfilled within each of us, masculine and feminine at once, this dream of sexuality as an assumption of desire beyond the difference between the sexes. In point of fact sexual liberation has succeeded only in helping sexuality achieve autonomy as an undifferentiated circulation of the signs of sex. Although we are certainly in transition towards a transsexual state of affairs, this has nothing to do with a revolution of life through sex - and everything to do with a confusion and promiscuity that open the door to virtual indifference (in all senses of the word) in the sexual realm.”

“I played a few games myself, back in the days before consoles were ousted by the PC Master Race, and I’ve thought more than once about how these virtual worlds are made of numbers. Ones and zeroes, unless I’m mistaken. But think about this for a moment: what about the unseen particles that make up the human body? The atoms that make up everything we see and feel? Is it not true that the closer we look, the less we see? It’s not the collection of atoms that matter, but the man, yet the atoms are the matter that make the man. Can the same logic not be applied to the world we’re in now? Shanawan is made of numbers, but it’s not the numbers that matter: it’s Shanawan. If my cells malfunction I get sick and die. If the numbers falter we get glitches and lag. When we look at a landscape we see a landscape, not atoms. When we look at Shanawan we see Shanawan, not numbers. The two aren’t on the same level, yet they aren’t entirely dissimilar. The game is both fantasy and reality. Not too different from man.”

“Sam felt a peacefulness come over him when he was playing Donkey Kong in his grandparents' pizza parlor. When he could time the little Japanese Italian plumber's jumps and ascend the staircases at the right pace, it felt as if the universe was capable of being ordered. It felt as if it were possible to achieve a perfect timing. It felt like synchronicity.”

“[M]isbelief is enormously engaging and even fun for those who become deeply involved in its cleverly constructed alternate worlds. People who work in the gaming industry have drawn striking parallels between the structure of a conspiracy theory such as QAnon and the structure of popular alternate-reality multiplayer games.”

“Good evening,” Evie murmured, taking a place at the table beside Sebastian. She smiled as she glanced up at him. “Are you clever with numbers, my lord?” “I’ve always thought so,” Sebastian replied ruefully, “until now. Rohan… are the other croupiers adept with probability calculations?” “Adept enough, my lord. They are well-trained. They all know how to tempt a player to make wagers to the house’s advantage, how to identify a good player from a bad one…” “Trained by whom?” Evie asked. Cam’s grin was a flash of startling white in his honey-skinned face. “By me, of course. No one understands gaming as well as I.” Smiling, Evie glanced up at her husband. “All he lacks is confidence,” she remarked dryly.”

“We think there is a fundamental misconception about piracy. Piracy is almost always a service problem and not a pricing problem. If a pirate offers a product anywhere in the world, 24 x 7, purchasable from the convenience of your personal computer, and the legal provider says the product is region-locked, will come to your country 3 months after the US release, and can only be purchased at a brick and mortar store, then the pirate’s service is more valuable.”

“Muy a menudo oímos eso de que en una historia de fantasía medieval no sería «realista» tener a personajes no masculinos en posiciones de poder, pero esta afirmación no es más que un reflejo de la idea de sociedad que tiene el emisor. Y si lo no masculino no tiene lugar en la cultura, ¿dónde lo tiene? Eso es lo que provoca la disonancia cognitiva. Ver que existes, pero no eres reconocido. Reconocerte a ti mismo, pero no verte reflejado en el juicio de otros sobre ti.”

“La disonancia cognitiva nos lleva a mentirnos a nosotras mismas. Intentamos fusionar las dos ideas conflictivas de manero que no nos creen malestar. La disonancia cognitiva se basa en una actitud conformista, la toma de decisiones y el esfuerzo. Bien sabemos que tomar decisiones conlleva inconsistencias; decidir una cosa sobre otras hace que necesariamente tengamos que negar una parte en la que podríamos creer. Es por esto que supone un problema ver personajes que representan la feminidad según la entienden los hombres, porque no se adecúa a lo que la feminidad puede ser. Hemos fundamentado nuestro pensamiento en binarios solo para descubrir que esa es una generalización de la realidad.”

“Aside from a few minor quibbles, the Codex Celtarum is simply an amazing book. It’s not just one of the bestCastles & Crusades sourcebooks ever, but it’s something that ANY fantasy game setting can pick up and use/adapt, especially if they are looking for a Celtic flair for their homebrew world and stories. There is so little in the way of mechanics, that you won’t ever have to do that much converting, especially if you already use an OSR system. As usual, the new Celtic content line for Castles & Crusades continues to impress.”

“The enrichment center would like to announce a new employee initiative of forced voluntary participation. If any Aperture Science employee would like to opt out of this new voluntary testing program, please remember; science rhymes with compliance. Do you know what doesn't rhyme with compliance? Neurotoxin. Due to high mortality rates, you may be reluctant to participate in the new initiative. The enrichtment center assures you this is a strictly selfish impulse on your part, and why can't you love science like [insert co-worker's name here]?”

“In a game, there is a main character raised within American culture: he speaks in slang, lives for sex and pleasure, feels "successful" if the opposite sex chases after him, shows off by driving cars and motorcycles, obtains respect if he buys a yacht, worships money and wealth, has numerous tattoos and ornaments, spends his nights in clubs and casinos, feels "powerful" when he holds a gun, makes racist jokes, swears in every sentence, thinks and acts like he is at the center of the universe, and so on. Even if this game is produced in the United States, due to the fact that the whole world has now been made interconnected and interdependent, it easily spreads and influences other unconscious peoples. A child in Jakarta, Stockholm, or Prague begins to use the exact same sayings and do the exact same actions born of Brooklyn streets, Californian frat parties, and Los Angeles gambling centers. The result is that even the culture of a completely different country on the other side of the world ends up becoming American; the narrator in the game becomes the very thing children dream of, teenagers chase after, and adults turn into reality.”

“Whereas an Otaku is a true connoisseur of the culture, showing the same reverence and respectful distance which any true expert shows to their chosen field of expertise, the Weeaboo is like a socially awkward adolescent, ineptly trying to gain the social acceptance of Japanese people — because their unfortunate mental disorder has caused them to believe they are, in fact, Japanese.”

“Impact of the mobile phone While 2G and 3G basic and feature phones were tremendously important for people to open their worlds, be able to communicate whenever and wherever they wanted and made life so much easier, 4G enabled the smartphone to revolutionize our lives in ways that go well beyond how we communicate. Besides calling and texting, almost 4 billion people around the world are connected to the mobile internet and use their devices to send money, navigate, book cab rides, follow the news, learn a new language, watch movies, listen to music, play video games, memorialize vacations, and, not least of all, participate in social media.”

“Ashton Hamid hated hiking. He hated the woods. Hated the whole insistence on “real life experiences” and “survival” and “nature” in general. He took another step, wincing as the blister on his heel throbbed. THIS is why I prefer V.R.! The trees grew close together here, and the trail on which he and Vale hiked wove in and out of them like a ribbon. He squinted into the forest. If Vale wasn’t leading, he’d have no idea where to go. The trail was little more than a muddy path.”