A Quote by Zoe Quinn

We need to discuss what our own standards are for games writing that falls outside of journalism, and support experimental formats and routes of production that may be more tailored to them than the status quo, because the public at large seems to still think that the only games writing that exists are reviews and news.
I have a computational quality to my mind, I suppose. When I was a kid, I was obsessed with video games. I reprogrammed games, and this eventually landed me a column in a magazine. That's how I got into print journalism: writing about video games.
Journalism is very much public writing, writing with an audience in mind, writing for publication, and frequently writing quickly. And I know that when I worked daily journalism it really affected my patience with literature, which I think requires reflection, and a different kind of engagement.
The majority of my work in games, outside of 'Depression Quest,' has been experimental pushes into comedy games. I think there are a lot of intersections there.
I did my degree in journalism, and I then went on to being a games journalist, reviewing and previewing games and writing about the industry, visiting and interviewing developers.
It may have once been true that computer games encouraged us to interact more with machines than with each other. But if you still think of gamers as loners, then you’re not playing games.
As a black woman, I have no particular interest in maintaining the status quo. Why would I? The status quo is harmful; the status quo is significantly racist and sexist and a whole bunch of other things that I think need to change.
In a sense, journalism can be both helpful and detrimental to a writer of fiction because the kind of writing you need to do as a journalist is so different. It has to be clear, unambiguous, concise, and as a writer often you are trying to do things that are more ambiguous. I find that writing fiction is often an antidote to reading and writing too much journalism.
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.
If you look at the success of snowboarding in the Winter Games and how that's brought a more youthful edge to the Olympics in general, they don't have that with the Summer Games. They don't have anything that's drawing in a younger viewership. To be honest, I think they need skateboarding more than we need them. Skateboarding's popularity is solidified for the most part in a lot of countries.
I don't have anything to prove at all. I've pitched in a lot of games. I've had far more good games than bad games in the postseason. I know that some people may not remember that, for whatever reason.
I see creative-writing classes as some sort of AA meeting. It is more of a support group for people who write than an actual course in which you learn writing skills. This support group is extremely important because there is something very lonely about writing.
A lot of young girls don't realise how diverse the career opportunities are in games development. Many think that you need elite math skills and a vast knowledge of all things tech to work in games, and haven't thought about avenues like design, producing, art, writing or composing.
I really think it would be cowardly to pull back and not challenge the status quo, when the status quo may not be the right way for the field to go.
All the writing elements are the same. You need to tell a good story... You've got good characters... People think there's some dramatic difference between writing 'Little Bear' and the 'Hunger Games,' and as a writer, for me, there isn't.
All of a sudden, when you're exposed to a large audience, they think you just started writing that day, but I started years before. I look back at things I wrote then and I'm so embarrassed - the writing seems so blocky and choppy to me and I wouldn't have wanted success any sooner because the writing was even worse.
Vast volumes of mixed media surround us, from music to games and videos. Yet almost all of our online actions still begin and end with writing: text messages, status updates, typed search queries, comments and responses, screens packed with verbal exchanges and, underpinning it all, countless billions of words.
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