VIDEO GAMES QUOTES III

quotations about video games

Video Games quote

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If game playing leads to isolation or to integration into gaming communities with antisocial norms, one might expect less civic engagement or connection. On the other hand, to the extent that games are played with others or integrate youth into vibrant communities where healthy group norms are practiced and where teenagers' social networks can develop, games might well develop social capital.

JOSEPH KAHNE
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The Civic Potential of Video Games


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Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon ...

TERRY PRATCHETT

alt.fan.pratchett, May 30, 1998


Communication is one of the biggest challenges of video game design. How much information do players need before they go where you want them to go? Looking back, the games we think of as "retro" were often vague in telegraphing what players should do. In the modern era, the pendulum has swung the other way, and now many developers seem to err on the side of caution, guiding players through even large, open-ended experiences. But it doesn't have to be that way. While it is important to make sure gamers can find out what to do and where to go at any given moment, those mechanics increasingly come at the expense of discovery, diluting some of the greatest joys to be found in exploring virtual worlds.

JON MARTINDALE

"Ignorance Really Is Bliss: Video Games Are Better When They Tell Us Less", Digital Trends, April 8, 2017


The old adage that "the journey is more important than the destination" is as true in gaming as it is in the real world. Pushing players to make their own way, without giving them tools that explain exactly where to go and how to get there, makes room for organic, emergent gameplay moments. These moments; The feeling of satisfaction when you point to a mountain in Breath of the Wild, then find and climb it; That adrenaline-fueled dash to safety in the Baker house; these are the kinds of experiences that so many players look for from video games, but so few games actually provide: The experience of escaping to somewhere new.

JON MARTINDALE

"Ignorance Really Is Bliss: Video Games Are Better When They Tell Us Less", Digital Trends, April 8, 2017


Video games are nonlinear. In almost all cases, you don't simply start at the beginning and proceed along a predefined path to a conclusion. Like chess or Monopoly, different players have different experiences.

LAWRENCE KUTNER & CHERYL OLSON

Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do


Psychos will always be psychos; they don't need video games to help them.

SCOTT RAMSOOMAIR

interview, GameCore, March 7, 2005

Tags: Scott Ramsoomair


In a way, trying to impress people with design or personality or whatever works to promote movies doesn't work with games because it takes the focus off the player who is supposed to be the star. The more the player is the star, the better a game you have.

SID MEIER

The Sid Meier Legacy


In retrospect, it's easy easy to blame old games like Doom and Duke Nukem for stimulating the fantasy of male adolescent power. But that choice was made less deliberately at the time. Real-time 3-D worlds are harder to create than it seems, especially on the relatively low-powered computers that first ran games like Doom in the early 1990s. It helped to empty them out as much as possible, with surfaces detailed by simple textures and objects kept to a minimum. In other words, the first 3-D games were designed to be empty so that they would run. An empty space is most easily interpreted as one in which something went terribly wrong. Add a few monsters that a powerful player-dude can vanquish, and the first-person shooter is born. The lone, soldier-hero against the Nazis, or the hell spawn, or the aliens.

IAN BOGOST

"Video Games Are Better Without Stories", The Atlantic, April 25, 2017


Over the last 20 years, as the medium exploded in popularity, there have been regular scare stories about zombie-like teenagers slumped in front of their PCs, eschewing school work and social interaction. In South Korea, where online gaming is effectively a national sport and its pro players are treated like rock stars, the government has funded treatment centres for games addiction and passed laws to limit access to games for children. But the parameters and definitions of addiction put forward in articles on the subject are often hazy and inexact, and contributing factors are ignored. The science around compulsive play is still in its infancy. Right now, the thinking works like this: do you spend a lot of time thinking about online games? Have they replaced previous hobbies? Do you ever play them to improve a bad mood? If so, you might one day qualify for a diagnosis of internet gaming disorder.

JORDAN ERICA WEBBER

"As addictive as gardening: how dangerous is video gaming?", The Guardian, April 25, 2017


In the modern era, the capacity of mainstream games to tell more complex, emotional stories has grown enormously. The arrival of high-definition visuals, the development of intensely accurate facial motion capture, and the recruitment of Triple A acting and writing talent has led to the creation of characters who are recognisable, relatable and intrinsically human. And when you have characters and environments that the player can understand and recognise as authentic, the need for vast heroic narratives is lessened.... Games aren't going to drop violence for romance or reasoning. But maybe we'll get more games in which the motivations are intricate and human, where the motivating factor isn't an evil sorcerer or the imminent heat death of the universe.

KEITH STUART

"Dawn of a new era: why the best video games are not about saving the world", The Guardian, April 19, 2017


I used to think that games were a great storytelling medium, potentially, and that idiot writers were fucking it up. I don't believe that any more. I now believe that whatever the purpose of this medium is, it's not quite to tell stories. What were the first games? Space Invaders, Pac-Man. These were goal-oriented activities that had a vague overlay of story. So now we fast-forward thirty years, and games are primarily story-like experiences organized around the successful achievement of goals. And so the balance has flipped. The storytelling game and the purer, more traditional type of video game are, I think, on a path of divergence right now: whatever is happening in video games is going to split these two kinds of games off from each other, and so storytelling games are, eventually, going to become their own thing.

TOM BISSELL

"On Video Games and Storytelling: An Interview with Tom Bissell", New Yorker, March 19, 2013


Many games, such as Minecraft, are better described as electronic places to visit than traditional video games, but in the process of interacting with them, we create experiences, which in turn become our narratives and stories.

ROBERT B. MARKS

"Video Games Aren't Just Better With Stories, They Are Stories", CGMagazine, May 1, 2017


For a very long time, a huge percentage of action-adventure games were about saving the planet -- sometimes even the entire universe -- from some monstrous invading evil. The stakes were almost always that high. There were many intermingled reasons for this. Partly, there's the huge influence that fantasy and science-fiction masterworks have had on game developers -- the overbearing presence of Lord of the Rings and Star Wars in the collective imaginative canon. But also, a lot of early video games drew their story-telling approach directly from mythic sources -- the great legends, folk and fairy tales -- because with limited visual and narrative story-telling tools available, these primal tales were the easiest to communicate.

KEITH STUART

"Dawn of a new era: why the best video games are not about saving the world", The Guardian, April 19, 2017


A lot of young, non-college educated men are living in their parents' basement playing video games all day. But why? For starters, the study points to video games getting more and more sophisticated as time goes on. Gaming is now a multi-billion dollar industry filled with beautiful, engaging games that can take upwards of 100 hours to complete. It's much easier to get lost in an immersive, virtual world than it used to be.

PATRICK ALLAN

"Are Video Games Keeping You Unemployed?", Lifehacker, April 12, 2017


There is some question about the degree to which a player really has important choices in games. Video games are designed so that there are elements of choice in them but that is not the same thing as free choice or absolute choice, in which characters can do anything they want to do. There is a set of choices that are open to players at every moment, but these choices, and all choices in video games, are predetermined by the game designers. It is the parser and the design of the video game that determines what we are capable of doing when we play these games! This is an important matter to keep in mind because it qualifies the notion that video games are interactive or limits our notion of what interactivity is all about.

ARTHUR ASA BERGER

Video Games: A Popular Culture Phenomenon


Video games are well positioned to be a spectator sport.

ROB PARDO

"Video games should be in Olympics, says Warcraft maker", BBC News, December 24, 2014


Boys who never play video games are extremely unusual. Since game play is often a social activity for boys, this could be a marker of social problems that bear looking into.

LAWRENCE KUTNER & CHERYL OLSON

Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do


Video games are always half real.

JESPER JUUL

attributed, The Meaning of Video Games: Gaming and Textual Strategies


You just watch. There is going to be a Columbine-times-10 incident, and everyone will finally get it. Either that, or some video gamer is going to go Columbine at some video game exec's expense or at E3, and then the industry will begin to realize that there is no place to hide, that it has trained a nation of Manchurian Children.

JACK THOMPSON

interview, GameCore, February 25, 2005

Tags: Jack Thompson


The only readily quantifiable benefit to video games seems to be that they're fun.

JORDAN ERICA WEBBER

"As addictive as gardening: how dangerous is video gaming?", The Guardian, April 25, 2017