Top Game Design Quotes

Browse top 39 famous quotes and sayings about Game Design by most favorite authors.

Favorite Game Design Quotes

1. "Even though Raster Blaster was only a video game, I was learning about designing stuff. I got good at drawing."
Author: Bill Budge
2. "I think a game hits a high point when it provokes reactions the designer doesn't expect."
Author: Brenda Brathwaite
3. "At Sir-Tech I went through the ranks, almost like an apprenticeship. I was very fortunate. The industry was smaller then, and I was able to work alongside some amazing game designers."
Author: Brenda Brathwaite
4. "The late 1990s, one of the largest slot machine manufacturers hired a former video game executive to help them design new slots. That executive's insight was to program machines to deliver more near wins. Now, almost every slot contains numerous twists—such as free spins and sounds that erupt when icons almost align—as well as small payouts that make players feel like they are winning when, in truth, they are putting in more money than they are getting back. "No other form of gambling manipulates the human mind as beautifully as these machines," an addictive-disorder researcher at the University of Connecticut School of Medicine told a New York Times reporter in 2004."
Author: Charles Duhigg
5. "Game shows are designed to make us feel better about the random, useless facts that are all we have left of our education."
Author: Chuck Palahniuk
6. "I'm not the expert on the great gameplay. I come in for the character design, monsters, atmosphere. I'm not the technician."
Author: Clive Barker
7. "There's a lot of art and comics and movies being paid homage to by game designers."
Author: Clive Barker
8. "A method of schooling founded by the Italian educator Maria Montessori that emphasizes collaborative, explorative learning, and whose alumni include Google's founders, Sergey Brin and Larry Page; Wikipedia founder Jimmy Wales; video-game designer Will Wright; Amazon's founder, Jeff Bezos; chef Julia Child; and rap impresario Sean Combs."
Author: Daniel Coyle
9. "It's said that sport is the civilised society's substitute for war, and also that the games we play as children are designed to prepare us for the realities of adult life. Certainly it's true that my brother thrived in the capitalist kindergarten of the Monopoly board, developing a set of ruthless strategies whose success is reflected in his bank balance even to this day. I, on the other hand, can still be undone by the kind of ridiculous sentimentality that would see me sacrifice anything, anything, in order to have the three matching red-headed cards of Fleet Street, Trafalgar Square and The Strand sitting tidily together on my side of the board."
Author: Danielle Wood
10. "Looking back, video game design seems a natural fit, although there was no such thing when I was growing up. I built a Tic-Tac-Toe playing machine in my teens which went up in smoke on the night it was scheduled to go to a science fair."
Author: David Crane
11. "Our co-founder and company president, Jim Levy, came from a record industry background and understood the marketing and promotion of artists as well as products. So the video game business went from absolutely zero designer credit to something approaching rock star promotion."
Author: David Crane
12. "We wanted to create an environment where if a game player enjoyed the 'writing style' of a particular game designer, he or she could look for the next game by that same author and not be disappointed."
Author: David Crane
13. "No Scrabble. More and more of his friends were playing it now, in a knowing ironic way, triple-word-score-craving freaks, but it seemed to him like a game designed expressly to make him feel stupid and bored."
Author: David Nicholls
14. "From this, one can make a deduction which is quite certainly the ultimate truth of jigsaw puzzles: despite appearances, puzzling is not a solitary game: every move the puzzler makes, the puzzlemaker has made before; every piece the puzzler picks up, and picks up again, and studies and strokes, every combination he tries, and tries a second time, every blunder and every insight, each hope and each discouragement have all been designed, calculated, and decided by the other."
Author: Georges Perec
15. "Reality is broken. Game designers can fix it."
Author: Jane McGonigal
16. "I want gaming to be something that everybody does, because they understand that games can be a real solution to problems and a real source of happiness. I want games to be something everybody learns how to design and develop, because they understand that games are a real platform for change and getting things done. And I want families, schools, companies, industries, cities, countries, and the whole world to come together to play them, because we're finally making games that tackle real dilemmas and improve real lives."
Author: Jane McGonigal
17. "What if we started to live our real lives like gamers, lead our real businesses and communities like game designers, and think about solving real-world problems like computer and video game theorists?"
Author: Jane McGonigal
18. "It's a truism in the game industry that a well-designed game should be playable immediately, with no instruction whatsoever."
Author: Jane McGonigal
19. "Today, I look forward and 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."
Author: Jane McGonigal
20. "Every game designer should make one explicitly world-changing game. Lawyers do pro bono work, why can't we?"
Author: Jane McGonigal
21. "I want to see a game designer nominated for a Nobel Prize."
Author: Jane McGonigal
22. "Football is a game designed to keep coal miners off the streets."
Author: Jimmy Breslin
23. "Developing games for the PC and consoles is all about everything and the kitchen sink. In many ways, you don't have design decisions to make. You do it all. So I enjoy going back to making decisions about what's important as I'm working on a game."
Author: John Carmack
24. "Videogames are indeed design: They're sophisticated virtual machines that echo the mechanical systems inside cars."
Author: John Maeda
25. "As a genre, videogames take our minds on journeys, and we can control and experience them much more interactively than passively - especially when they are well-designed."
Author: John Maeda
26. "I'm a hardcore gamer and would never let you down by designing a crappy title."
Author: John Romero
27. "We are at the point where game designers have become celebrities due to the size of the market they serve."
Author: John Romero
28. "I think of life as very much like a game. The one who created it gave us the rules by which it is to be played, rules designed to help us win, rules to help us be happy. The problem is many times we choose to play by our own rules, and then we're at a loss to understand why we never win."
Author: Julie Lessman
29. "We have the illusion of choice because no matter what we choose, the game never changes. The wheels always keep moving in the direction that suits the ones who are designing the wheels. If they don't want that wheel to travel somewhere, they make damn sure it's designed to that it doesn't roll there."
Author: Laurel Dewey
30. "Game design is a funny thing. There are people out there who are really good at it, but it's not clear that they can teach it. It's a very intuitive process. It's an art."
Author: Luis Von Ahn
31. "If the game designer produces more content than he can consume per month, some fraction of the people will say more quests, more tests, more challenges, more whatever, and they will be compelled by it."
Author: Max Levchin
32. "The stakes in this game are not low. Our enterprise is no less than the introduction of an alternative language, and with the language an altered perspective, for a group of phenomena that tradition tended to refer to with such words as 'spirituality', 'piety', 'morality', 'ethics' and 'asceticism'. If the manoeuvre succeeds, the conventional concept of religion, that ill-fated bugbear from the prop studios of modern Europe, will emerge from these investigations as the great loser. Certainly intellectual history has always resembled a refuge for malformed concepts - and after the following journey through the various stations, one will not only see through the concept of 'religion' in its failed design, a concept whose crookedness is second only to the hyper-bugbear that is 'culture'."
Author: Peter Sloterdijk
33. "Now with the Internet, a celebrity is fair game, and it's all designed to sell advertising space."
Author: Randy Quaid
34. "Three times a year, there's Strategicon convention, and I go for the board games. It happens Presidents Day, Labor Day, and Memorial Day weekends. You go and take a look at the new board games and meet a couple of board game designers, and you can check out games you don't own from the library and then return them."
Author: Rich Sommer
35. "The London Games will be designed for the athletes and we will provide them with the very best venues and the very best conditions to pursue their sporting dreams in London."
Author: Sebastian Coe
36. "This is the entertainment industry, so game designers have to have a creative mind and also have to be able to stand up against the marketing people at their company - otherwise they cannot be creative. There are not that many people who fit that description."
Author: Shigeru Miyamoto
37. "The hardware manufacturers, game designers, cable companies and computer companies and, in fact, film studios are going to ensure that this thing marches on. They know that they are going to make an enormous amount of money from it."
Author: Thomas Dolby
38. "...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."
Author: Tom Bissell
39. "When the Knicks won the championship in 1970, our fans rallied behind us and became our sixth man because they saw a group of five distinct personalities come together and play as one seamless unit. Winning takes a game plan and that's where a great coach comes in. He has to have the vision. He has to be the architect and design a particular style of play that his players can work together and excel at. The great Celtics teams that won 11 championships in the span of 13 seasons ( 1957-69) never changed their system. They played the same game regardless of who their cast was."
Author: Walt Frazier

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I have given up trying to be happy. It is no use an leads to nothing."
Author: Anna Held

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