Quotes of All Topics . Occasions . Authors
Evidence shows that having even weak social connections in a stressful situation is really good for your health and your ability to handle that situation.
See, when you're a little kid, nobody ever warns you that you've got an expiration date. One day you're hot stuff and the next day you're a dirt sandwich.
If there's one thing I learned from Rodrick, it's to set people's expectations real low so you end up surprising them by practically doing nothing at all.
I see a future in which games once again are explicitly designed to improve quality of life, to prevent suffering, and to create real, widespread happiness.
The difference between tragedy and comedy: Tragedy is something awful happening to somebody else, while comedy is something awful happening to somebody else.
When we play a game, we tackle tough challenges with more creativity, more determination, more optimism, and we're more likely to reach out to others for help.
Rogue Squadron doesn’t run. Unless we really, really have to." "No, this will be Wraith Squadron’s mission." "We don’t mind running. Even when we don’t have to.
You're just being cryptic again. It's like soap opera sex. Lots of boring dialogue and when they finally do go to bed, everything's dark and covered by blankets.
Holly is the fourth-prettiest girl in the class, but the top 3 all have boyfriends. So a lot of guys like me are doing everything they can to get in good with her.
I'm not really sure what makes a book a 'classic' to begin with, but I think it has to be at least fifty years old and some person or animal has to die at the end.
I didn't really know what to expect from detention but when I waked into the room, the first thought I had was, I don't belong in here with these future criminals.
I write in reverse: Rather than come up with a narrative and write jokes for that narrative, I write jokes independently of the narrative, then I try to fit them in.
Game designers are obsessed with emotion. How do we create the emotions that we want gamers to feel, and how can we really make it this intense, emotional experience?
I really wanted to be a newspaper cartoonist, but nobody liked my work. I didn't have the control or flair that was necessary to create something that didn't look childish.
I labored for eight years thinking I was writing a book for adults that was a nostalgic look back on childhood. Then my publisher informed me I'd written a children's book.
The idea of the 'lone gamer' is really not true anymore. Up to 65 percent of gaming now is social, played either online or in the same room with people we know in real life.
Fun from games arises out of mastery. It arises out of comprehension. It is the act of solving puzzles that makes games fun. In other words, with games, learning is the drug.
I labored for eight years thinking that I was writing a book for adults that was a nostalgic look back on childhood. Then my publisher informed me I'd written a children's book.
When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation.
That was interesting." "He deliberately countermanded one of my orders." "He was furtive." "Sneaky, even." "We'll make a Rebellion-style pilot of him yet." Tycho & Wedge (about Jag)
Any time I consider a new project, I ask myself, is this pushing the state of gaming toward Nobel Prizes? If it's not, then it's not doing anything important enough to spend my time.
Kids can sniff out when they are being preached to, and they don't like it. So while my books aren't amoral, they are not infused with morals or a message, either, and kids like that.
It's about who owns the servers. The servers that store your metrics. The servers that shout the ads. The servers that transmit your chat. The servers that geofence your every movement.
There is no problem that doesn't have some underlying need for more optimism, stamina, resilience and collaboration. And games are, I believe, the best platform we have for providing that.
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.
Tycho, we're about to achieve a tremendous victory we don't want." "We'll put that in your biography. General Antilles was so good he couldn't fail when he tried to." "Thanks." Wedge & Tycho
If you can manage to experience three positive emotions for every one negative emotion … you dramatically improve your health and your ability to successfully tackle any problem you're facing.
I read the 'Harry Potter' books as I was writing my own books, and I love them, but I don't think Harry was very much like I was as a kid. He's always brave, and he's perfect in a lot of ways.
You know that a plan was dreamed up by politicians and pollsters - and not by, oh, anyone who knows what they are talking about - when the numbers are nice and round with a catchy ring to them.
Working with Dav Pilkey was a dream come true. Dav is incredibly funny, and he's been a hero of mine for a long time. It was great bringing the 'Wimpy Kid' and 'Captain Underpants' worlds together!
It's time to wake up to the fact that you're just another avatar in someone else's MMO. Worse: From where they stand, all-powerful Big Data analysts that they are, you look an awful lot like a bot.
When my life is stressful, my favorite game is called 'Pop It,' where you pop balloons and prizes fall out. It's a five-minute game that focuses my mind and gives me extra attention when I'm stressed.
There are times when the end justifies the means. But when you build an argument based on a whole series of such times, you may find that you've constructed an entire philosophy of evil." --Luke Skywalker
A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.
My life is pretty ordinary in so many ways. I live in a town called Plainville. I have the life of an average dad. It feels like I have this secret identity as an author, and it's still very surreal to me.
We've been playing games since humanity had civilization - there is something primal about our desire and our ability to play games. It's so deep-seated that it can bypass latter-day cultural norms and biases.
First of all, let me get this straight: This is a JOURNAL, not a diary. I know what it says on the cover, but when Mom went out to buy this thing I SPECIFICALLY told her to get one that didn't say 'diary' on it.
When I was growing up, my house was filled with books. My mother was an educator, and my father was a history buff, so our home was a virtual library, covering every author from Beverly Cleary to James Michener.
We're incredibly excited to welcome the 500 millionth Poptropican into our virtual world. When we started in 2007, we never could have imagined that we'd see a day when half a billion avatars inhabited Poptropica.
With the recent addition of a full soundtrack and the players map, millions of Poptropicans around the globe are now fully immersed in a multimedia gaming experience when they embark on our high quality adventures.
When I was on the swim team as a kid, I used to hide out from my coach by going into the bathroom and hiding out in one of the stalls. And I would literally wrap myself in toilet paper so as not to get hypothermia.
I've seen a lot of movies where a kid my age finds out he's got magical powers and then gets invited to go away to some special school. Well, if I've got an invitation coming, now would be the perfect time to get it
It's false. There is absolutely no evidence that extreme weather events are on the increase. None. The argument that more and more dollar damages accrue is a reflection of the greater amount of wealth we've created.
When kids get stuck on one of our quests, we now have an app for that. It is so cool to know that now kids can use mobile technology to learn more about Poptropica's great adventures and solve its challenging quests.
I'm very excited to see the wonderful 2-D characters in Poptropica come to life in the form of 3-D toys. When I first held the characters in my hands, it felt like magic. I'm excited for kids to have the same feeling!
Every TV show I've ever made, every game I've ever built, and every book I've ever published has had the common thread of building the biggest, brightest spotlight imaginable and then flipping it around to shine on you.
I remember the first year at the Game Developers Conference I wore these big red giant knee-high boots. Nobody cared. You can wear anything you love, because that's what you do in games. You make yourself who you want to be.
In middle school, I started to draw, and my pencil sketches were huge. They were these 4ft by 3ft drawings, and I got a lot of attention for that, so that was very validating. But I didn't start cartooning until I was in college.
I'm not a fan of simulations. Where, 'Oh, we'll go play a simulation of world peace and figure out how to make peace' and then somehow magically that will get translated into the real world. No, that's not the kind of games that I make.
When we're in game worlds, I believe that many of us become the best version of ourselves: the most likely to help at a moment's notice. The most likely to stick with a problem as long as it takes. To get up after failure and try again.