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Audience boredom is usually a content failure, not a decoration failure.
— E. Tufte, PowerPoint Is Evil
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Canadian cities look the way American cities do on television.
— William Gibson, Spook Country. 249.
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There’s a level of realism you can only achieve through the imaginary.
— Fumito Ueda, The Last Guardian [TGS 09: Trailer and Developer Diary HD]
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Kurzweil[’s] definition of innovation: if people like it or understand it, you didn’t do anything new.
— LBJeffries, 9:27 AM Sep 16th
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I think it’s a significant reason why people get less out of reading for the web: there’s always more… the beautiful thing about [magazine] issues is that they begin and end.
— David Cole, Metagames and Containers
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[There is] a very general psychological theme, namely, that there will always be more things in a closed, than in an open, box. To verify images kills them, and it is always more enriching to imagine than to experience
— Gaston Bachelard, The Poetics of Space
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In all the bad dystopian future scifi movies I’ve ever seen, they never mention that the mysterious private corporation that will be performing the biometric scans would be so upscale I’d felt underdressed for my retina scan because I wasn’t wearing a tie.
— Anil Dash, Unsolicited Testimonial: Clear Card
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It didn’t seem to him, though, on this morning in the Faraways, such an unfortunate thing, that kind of small-town determinism. True, he had himself clambered out of it as fast as he could and into the Great World seeking growing-room and air to breathe; but he had in fact languished in the city, not growing but shrinking over time into a strange form of invisibility.
Almost no one that he’d known there knew anyone else he had known, and so to each new acquaintance Pierce was able to present a separate and partial character, an ad hoc personality specially adapted to the circumstances (bar, bookstore, Brooklyn) but too flimsy to support more than a single other person at close range…
— John Crowley, The Solitudes
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She has the idea on Wednesday and gets the script working next Monday, and one quarter later, either gives up on the idea or is incredibly rich. Both are good outcomes.
— Tim Bray, Message From the Web (ongoing)
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Like cinema, games will need to embrace the dynamics of failure, tragedy, comedy and romance. They will need to stop pandering to the player’s desire for mastery in favor of enhancing the player’s emotional and intellectual life.
— Daniel Radosh, The Play's the Thing - New York Times
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