“Reading gives one something to think about other than one's self.”

Tom Bissell

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


“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.”


“...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.”


“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.”


“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.”


“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.”