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Tom Bissell

Tom Bissell (born 1974) is a journalist, critic, and fiction writer.


“[M]y first published book had just appeared in stores. The last year of my life--the year of finishing it, editing it, and seeing it through its various page-proof passes--ranks among the most unnerving of my young life. It has not felt good, or freeing. It has felt nerve-shreddingly disquieting. Publication simply allows one that much more to worry about. This cannot be said to aspiring writers often or sternly enough. Whatever they carry within themselves they believe publication cures will not, I can all but guarantee, be cured. You just wind up with new diseases.”
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“This is one of the most suspect things about the game form: A game with an involving story and poor gameplay cannot be considered a successful game, whereas a game with superb gameplay and a laughable story can see its spine bend from the weight of many accolades—and those who praise the latter game will not be wrong.”
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“Final Fantasy VII awoke American gaming to the possibilities of narrative dynamism and the importance of relatively developed characters—no small inspiration to take from a series whose beautifully androgynous male characters often appear to be some kind of heterosexual stress test.”
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“The impulse to explain is the Achilles’ heel of all genre work, and the most sophisticated artists within every genre know better than to expose their worlds to the sharp knife of intellection.”
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“There are not many mediums whose Dantes and Homers one can ring up and talk to. With games, one can.”
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“You have agency, yes, but what of it? It is just a game. But when a game does this well, you lose track of your manipulation of it, and its manipulation of you, and instead feel inserted so deeply inside the game that your mind, and your feelings, become as seemingly crucial to its operation as its many millions of lines of code. It is the sensation that the game itself is as suddenly, unknowably alive as you are.”
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“Games such as Mass Effect allow the gamer a freedom of decision that can be evilly enlivening or nobly self-congratulating, but these games become uniquely compelling when they force you to the edge of some drawn, real-life line of intellectual or moral obligation that, to your mild astonishment, you find you cannot step across even in what is, essentially, a digital dollhouse for adults. Other mediums may depict the necessary (or foolhardy) breaches of such lines, or their foolhardy (or necessary) protection, but only games actually push you to the line's edge and make you live with the fictional consequences of your choice.”
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“I have had moderately meaningful relationships in which I invested less time than what I have spent on some BioWare games.”
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“...the video-game form is incompatible with traditional concepts of narrative progression. Stories are about time passing and narrative progression. Games are about challenge, which frustrates the passing of time and impedes narrative progression. The story force wants to go forward and the "friction force" of challenge tries to hold story back. This is the conflict at the heart of the narrative game, one that game designers have thus far imperfectly addressed by making story the reward of a successfully met challenge.”
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“Had Dr. Seuss been a slightly insane pornographer, he might have written a book like this.--reviewing Nicholson Baker's House of Holes”
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“To create anything… is to believe, if only momentarily, you are capable of magic.”
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“Hocking was slender in the way that writers and musicians are sometimes slender: not out of any desire or design but rather because his days were spent being consumed rather than consuming.”
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“And so, my beloved Kermit, my dear little Hussein, at the moment America changed forever, your father was wandering an ICBM-denuded watseland, nervously monitoring his radiation level, armed only with a baseball bat, a 10mm pistol, and six rounds of ammunition, in search of a vicious gang of mohawked marauders who were 100 percent bad news and totally had to be dealth with. Trust Daddy on this one.”
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“More than any other form of entertainment, video games tend to divide rooms into Us and Them. We are, in effect, admitting that we like to spend our time shooting monsters, and They are, not unreasonably, failing to find the value in that.”
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“In the emergency of growing up, we all need heroes. But the father I grew up with was no hero to me, not then. He was too wounded in the head, too endlessly and terribly sad. Too funny, too explosive, too confusing. Heroes are uncomplicated. *This* makes them do *that*… But the war does not make sense. War senselessly wounds everyone right down the line. A body bag fits more than just its intended corpse. Take the 58,000 American soldiers lost in Vietnam and multiply by four, five, six—and only then does one begin to realize the damage this war has done… War when necessary, is unspeakable. When unnecessary, it is unforgivable. It is not an occasion for heroism. It is an occasion only for survival and death. To regard war in any other way only guarantees its inevitable reappearance.”
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“It is the devious writer indeed who writes in such a way that the critic who finds himself unresponsive to the writer's vision feels like a philistine.”
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“Most non-readers are nothing but an agglomeration of third-hand opinion and blindly received wisdom. ”
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“Reading gives one something to think about other than one's self.”
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“Fun is not the same thing as fulfillment. ”
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“When I play too many video games I begin to feel chubby-minded, caffeinated, bad.”
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“We are no longer worried that children are missing school because of video games, though. We are worried that they are murdering their classmates because of video games.”
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“Girlfriends, indeed: the anti-video game.”
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“The world, finally, is no longer large, and to ignore it likely requires more effort than to simply take notice.”
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“A great writer reveals the truth even when he or she does not wish to.”
Tom Bissell
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