Language, history and curiosities in games.
Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game.
If Tetris has taught me anything it's that errors pile up and accomplishments disappear.
One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games.
You have not seen desperation and helplessness till you have seen a man hopeless in love. Of course, unless you have seen a gamer.
It is difficult for a game to be thematic when you do not know anything about the historical theme.
There are actually a lot of good reasons to employ randomness in game designs, including smoothing skill gaps, variability, and creating drama. But as with most tools, you get the best results if you know what you're doing and why you're doing it.
Deep Blue is the end. AlphaGo is the beginning.
But he does not view his games as a collection of rare games and collectibles. Instead, he views them as a collection of experiences and fun.
I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else.
A game that becomes successful will rarely, if ever, do so due to intense advertising campaigns or carefully considered corporate marketing techniques.