A Quote by Tim Sweeney

As soon as a critical mass of people in the world gained access to devices with high-end graphics and Internet connectivity, the rise of games like 'Fortnite' became inevitable.
There is critical mass with high-speed Internet connections, so video is a good user experience. And that means there can be critical mass for advertisers.
The rise of broadband and growing ubiquity of Internet access excites me the most. The world changes a lot when, no matter where you are - in the middle of a deserted highway or in a bustling city - you can get high speed broadband access.
In the Internet world, both ends essentially pay for access to the Internet system, and so the providers of access get compensated by the users at each end. My big concern is that suddenly access providers want to step in the middle and create a toll road to limit customers' ability to get access to services of their choice even though they have paid for access to the network in the first place.
'Infinity Blade' has proven that iPhone owners are hungry for high-end games with cutting-edge graphics.
When I was 14, I spent a huge amount of time on the Internet, but not the Internet we know today. It was 1994, so while the World Wide Web existed, it wasn't generally accessible. Prodigy and CompuServe were popular, and AOL was on the rise, but I didn't have access to the web, and no one I knew had access to the web.
We must treat access to the Internet similar to the way we treat access to all of our utilities because in the modern world lack of Internet access means people are held back from advancing economically, and it can even put their own health at risk.
Infrastructure investment is critical to closing the digital divide in our country and bringing high-speed Internet access to more rural Americans.
I think that you're smarter than we were, but we had two things: one is, in our naïveté we believed we could change the world. And number two, we believed that another world was possible. And once that belief took hold of some critical mass, a tiny minority nonetheless, but a critical mass of people, then the world did change.
The first stage in a technology's advance is that it'll fall below a critical price. After it falls below a critical price, it will tend, if it's successful, to rise above a critical mass, a penetration.
In many ways 'Fortnite' is like a social network. People are just in the game with strangers; they're playing with friends and using 'Fortnite' as a foundation to communicate.
Apple has always leveraged technologies that the PC industry has driven to critical mass - the bus structures, the graphics cards, the peripherals, the connection networks, things like that - so they're kind of in the PC ecosystem and kind of not.
In the Internet age, it is inevitable that corporations and government agencies will have access to detailed information about people's lives.
In today's world, access to the Internet is inarguably critical to function in informal and formal spaces - and the costs to digital segregation are rising.
Google and Facebook extend internet access across the world, but the access is generally speaking to an internet that is focused on the advertisers to those sites.
'Fortnite' is the same game on all platforms, including high-end consoles and PCs.
Games like 'Fortnite' are way more fun to play with your real-world friends, and they're so accessible that anybody can play.
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