A Quote by Tom Bissell

Only in about 2007 or so did it become clear to me that games could stand proudly beside other storytelling mediums, and that's when I became more, shall we say, evangelistic in my position. Prior to that, I don't know how enthusiastically I would have admitted that I game.
It would be a wonderful experience to stand there in those enchanted surroundings and hear Shakespeare and Milton and Bunyan read from their noble works. And it might be that they would like to hear me read some of my things. No, it could never be; they would not care for me. They would not know me, they would not understand me, and they would say they had an engagement. But if I could only be there, and walk about and look, and listen, I should be satisfied and not make a noise. My life is fading to its close, and someday I shall know.
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.
I think if someone has a gaming obsession, 'Ultima' became mine. I would say no other series ingrained itself in how I want to make games or what I want them to be more than 'Ultima' did.
In my 45-year career as an investment counselor, humility did show me the need for worldwide diversification to reduce risk. That career did help me to become more and more humble because statistics showed that when I advised a client to buy one stock to replace another, about one-third of the time the client would have done better to ignore my advice. In other endeavors, humility about how little I know has encouraged me to listen more carefully and more wisely.
There's nothing I dislike more than being in a photo shoot where they say, 'Be yourself.' That's not why I became an actress. That's what I find so funny: that you become an actor, and all of a sudden, everyone wants to know about you. But I didn't become an actor so I could show you me.
Some media used to talk about video games only to say how violent or addictive they could be. With 'Heavy Rain,' they talked about the story of the game and the emotions they felt while playing.
The art is about opening, it is not about prejudice, it is not about contempt prior to investigation. It's about endlessly trying to keep from having contempt by admitting that you don't know. Even if you know a lot compared to some other people, usually, I think, the honest experience would be: "God, how little I know! And how much I need to have compassion for myself and for other people."
People who think they have no belief quite often say they want to pray but they do not know who or what they could be praying to. Aquinas would not say to such people, 'Ah, but you see, if you became a believer, a Christian, we would change all that. You would come to understand to whom you are praying.' Not at all. He would say to such people, 'If you became a Christian you would stop being surprised or ashamed of your condition. You would be happy with it. For faith would assure you that you could not know what God is until he reveals himself to us openly.'
I shall never rest until I have undone the harm I did to so many well-meaning, innocent Negroes who through my own evangelistic zeal now believe in him even more fanatically and more blindly than I did.
'Do you think that we shall ever be admitted as a State into the Union without denying the principle of polygamy?' If we are not admitted until then, we shall never be admitted.
It was easy to blame other people for treating me in ways I didn't like, but now I was seeing that I was the one at fault. The only way you can be mistreated is by allowing yourself to be mistreated, and that was something I did over and over again. Somehow, I needed to find that glimmer of self-respect, buried deep inside, that would allow me to say: I am never going to let that happen to me again. I needed to learn how to stand up for myself in a different way, but I didn't know how.
A terrible premonition washed over me. This was how the whole world would end.... They would devour the forest and excrete piles of buildings made of stone wrenched from the earth or from dead trees. They would hammer paths of bare stone between their dwellings, and dirty the rivers and subdue the land until it could recall only the will of man. They could not stop themselves from doing what they did. They did not see what they did, and even if they saw, they did not know how to stop. They no longer knew what was enough.
I thought how proud I am to be standing up beside my dad. Never did it occur to me that he would become the gist for cartoonists.
I used to review games on 'The Totally Rad Show,' and the best thing about that was I would finish games. Now, it's become challenging for me to actually sit through an entire game. I tend to get excited about the next shiny thing.
When I started out as an actor, I thought, Here's what I have to say; how shall I say it? I began to understand that what I do in the scene is not as important as what happens between me and the other person. And listening is what lets it happen. It's almost always the other person who causes you to say what you say next. You don't have to figure out how you'll say it. You have to listen so simply, so innocently, that the other person brings about a change in you that makes you say it and informs the way you say it.
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.
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