“[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.”
“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.”
“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.”
“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.”
“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.”
“There are not many mediums whose Dantes and Homers one can ring up and talk to. With games, one can.”
“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.”