A Quote by Max Beckmann

It is, of course, a luxury to create art and, on top of this, to insist on expressing one's own artistic opinion. Nothing is more luxurious than this. It is a game and a good game, at least for me; one of the few games which make life, difficult and depressing as it is sometimes, a little more interesting.
The more I learned about games, the more frustrated I became because the games weren't very good. I could tell a good game from a bad game. My conclusion was: let's make our own games.
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.
Chess is more than a game or a mental training. It is a distinct attainment. I have always regarded the playing of chess and the accomplishment of a good game as an art, and something to be admired no less than an artist's canvas or the product of a sculptor's chisel. Chess is a mental diversion rather than a game. It is both artistic and scientific.
All experiments that are related to the games when you have humans versus machines in the games - whether it's chess or "Go" or any other game - machines will prevail not because they can solve the game. Chess is mathematically unsolvable. But at the end of the day, the machine doesn't have to solve the game. The machine has to win the game. And to win the game, it just has to make fewer mistakes than humans. Which is not that difficult since humans are humans and vulnerable, and we don't have the same steady hand as the computer.
Throughout the history of game development, the game control mechanism has become more and more sophisticated, ... Perhaps those who have quit gaming or who have never played games look at the game controller and think it's too difficult to play, even before they dare to touch it.
I believe that both art and the human striving for cognitive comprehension are manifest forms of the grand game in which nothing more is stipulated than the game's rules; both art and actively solicited perceptions are but special cases of the recurring creative act to which we owe our existence.
Of course I gamble, to make the games interesting. But five hundred dollars a game, tops. Or sometimes a thousand. No heart attack bets.
The more real I got on 'The Bourne Identity,' the more interesting it got. So 'Fair Game' was the chance to go a few more steps in that direction. In fact, I discovered this whole other world that I had ignored in the 'Bourne' franchise, which is the domestic life of a spy, and how you make the two halves of your life coexist.
Baseball is caring. Player and fan alike must care, or there is no game. If there's no game, there's no pennant race and no World Series. And for all any of us know there might soon be no nation at all. It is good to care - in any dimension. More Americans put their caring into baseball than into anything else I can think of - and most put at least a little of it there. Baseball can be trusted, as great art can, and bad art can't.
I do think some games are works of art, although their medium is visual rather than verbal. Both games and novels allow the reader/player to become a protagonist in the theater of the imagination. Both build worlds. In my opinion, the big difference between game and novel is in narrative structure. Communal role-playing games are open-plan without an end. A novel - at least the kind I write - has a closed structure with a beginning, a middle, and an end. I like that closed structure, and I feel I can say more with it.
It occurred to me that nothing is more interesting than opinion when opinion is interesting, so I devised a method of cleaning off the page opposite the editorial, which became the most important in America and thereon I decided to print opinions, ignoring facts.
We’re in the business of luxury and there’s nothing more luxurious than being good to people, being respectful of them.
Washington once advised his adopted grandson that where there is no occasion for expressing an opinion, it is best to be silent. For there is nothing more certain than that it is at all times more easy to make enemies than friends.
The last 10% of game design is really what separates the good games from the great games. It's what I call the clean-up phase of game design. Here's where you make sure all the elements look great. The game should look good, feel good, sound good, play good.
Look at the genres women like: a romantic comedy game doesn't exist. Few examples of a documentary game exist. What is the equivalent of a real drama game? They don't exist. Emotion with that complexity for a more mature, older audience are necessary to make medium-like video games healthy so it can be highly respected like the film industry.
You see, painting has now become, or all art has now become completely a game, by which man distracts himself. What is fascinating actually is, that it's going to become much more difficult for the artist, because he must really deepen the game to become any good at all.
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