A Quote by Bent Larsen

Lack of patience is probably the most common reason for losing a game, or drawing games that should have been won. — © Bent Larsen
Lack of patience is probably the most common reason for losing a game, or drawing games that should have been won.
With my company, Giant Spacekat, I was very angry about the lack of games that portrayed women positively in the video game industry, so I launched my own studio, gave a lot of very talented women jobs, and we made some of the most awesome, empowering games in the business.
For me, my lack of patience in real life - I have always had very little patience. It's been very much my downfall in life. But having a child puts it in perspective. Very quickly you're like, "Oh, I need to learn what patience is."
The reason I'm fiendishly drawing end-of-game plays when I'm taking notes is what if I screwed up something down the stretch of a game?
It is the lack of knowledge of, or the unwillingness to recognise, or the deliberate denial of the existence of the serial bully which is the most common reason for an unsatisfactory outcome for both employee and employer.
Story may not be a great addition to some games - games where action is the whole reason for the game to exist.
Patience! Patience! Patience is the invention of dullards and sluggards. In a well-regulated world there should be no need of such a thing as patience.
As a professional, you're taught from a young age to despise losing. But I began to accept that, in football, you will win some games, and you will lose some games, with draws here and there, too. That's just the nature of the game.
I'm sure it's very obvious . . . how upset I am with incompetence and the lack of common sense in life. If I can sum up the reason . . . it's that these characteristics are not benign. They are responsible for much, if not most, of the great problems, misery, and injustice in the world.
I am trying to represent design through drawing. I have always drawn things to a high degree of detail. That is not an ideological position I hold on drawing but is rather an expression of my desire to design and by extension to build. This has often been mistaken as a fetish I have for drawing: of drawing for drawing’s sake, for the love of drawing. Never. Never. Yes, I love making a beautiful, well-crafted drawing, but I love it only because of the amount of information a precise drawing provides
Boxing is a glorious sport to watch and boxers are incredible, heroic athletes, but it's also, to be honest, a stupid game to play. Even the winners can end up with crippling brain damage. In a lot of ways, hustling is the same. But you learn something special from playing the most difficult games, the games where winning is close to impossible and losing is catastrophic: You learn how to compete as if your life depended on it. That's the lesson I brought with me to the so-called "legitimate" world.
The simple reason that most people fail financially is not because of the lack of a plan, it’s not because of good advice, it’s not even because of a lack of capital. It is for one reason—they attach more pain to the idea of having money, than NOT having it.
It has oft been said that physicians make the worst patients, but it is the opinion of This Author that any man makes a terrible patient. One might say it takes patience to be a patient, and heaven knows, the males of our species lack an abundance of patience.
The biggest surprise has been making the adjustment after losing a game. In the NBA you could lose tonight and you have to put that game behind you because you have another game the next night.
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.
Today I got so annoyed with myself that I lost my patience and walked away from a game that, with hindsight, I should have continued [on quitting a game early on against Hendry]
We had a lot of close games; we were losing games. Failing in those opportunities - when the game was close? And we needed a bucket or a stop? I wasn't able to come through. It's just... something that you get comfortable with as time goes on. You're OK with failing, as long as you're trying as hard as you can.
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