A Quote by Christian Scott

At Mardi Gras, the different tribes will basically play war games, and so my brother is what you call a Flag Boy, which is more of less like a tribe's diplomat. He carries the game's standard and is really the line of where the game starts.
I think a punt can be a big play in a game. If it's anything like a real game, then you realize that a Pat McAfee punt that downs someone inside the 2-yard line can really swing a game. I'm all for punting in video games.
Mainstream media tends to showcase a very specific kind of Mardi Gras, but my experience of Mardi Gras is very different; it's very cultural.
Normally when you go to a queer space the people often look like you, they are the same age as you and so on, but at Mardi Gras and at queer events in general, everybody is different, everybody comes together. And that is what I love about Pride and Mardi Gras and those sort of events.
We've never done a coordinated music effort. Everything else we've done has been around a holiday - Halloween, Mardi Gras, half way to Mardi Gras, St. Patrick's Day.
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.
We played in a number of these neutral site games, I would call them, whether it's a playoff game, a bowl game, or one of these kickoff classic type things, which I think is helpful to, you know, our players in terms of playing some place that's not really a home game for them.
I absolutely am a big Call of Duty fan. Every time a new Call of Duty comes out – I never play the games online, but I play the solo version super fast. My family knows not to interrupt me the day they come out, they know it's a sacred date for me. I think my favorite visually, of all of the Call of Duty games -- even if it's not as sassy and high tech -- is World at War because. That game has some really incredible episodes in Berlin and the Japanese fields. It's really quite arresting for me, visually, and it was very immersive. But I love Modern Warfare, too.
Most people are playing the game of compounding interest, which is self interest - how do they take care of themselves and produce more for themselves, storing value for their own benefit. I play a different game. A game I call 'compounding impact.' How do you make a positive impact in the world?
We all bring some different elements at the Games. Everything is a stepping stone for us after playing these two games. These Games are preparing us to play a 60-minutes game and preparing us for the gold-medal game.
I had one little brother and I would use him as a scapegoat to get us games. Obviously, I would get the more girly toys like dolls and Barbies, yadda, yadda, yadda. But I really wanted video games or action figures or something so I would send him to ask mom, 'Hey, I want this video game' when it was really we wanted this video game.
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.
When you play Futures and Challengers for three, four years, you're playing in obscurity. You play the game for other reasons. You don't play the game for money or attention. You play the game because you like to play. You play the game because you enjoy the journey.
For Germany, the war was like an end game in chess in which she possessed one castle less than her adversary. The loss of the war was as certain as the loss of an end game under these conditions.
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.
This is the nature of war, whose stake is at once the game and the authority and the justification. Seen so, war is the truest form of divination. It is the testing of one's will and the will of another within that larger will which because it binds them is therefore forced to select. War is the ultimate game because war is at last a forcing of the unity of existence.War is god.
When I go into games as a forward, my job is really clear, and I just have to execute. But as a midfielder, you get to sort of enjoy the game more, and you get to feel the game and dictate the play.
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