[..] there's some line that divides games that are beneficial from games that are harmful. It's not really my business to draw that line today, I don't wanna try and convince you exactly what's beneficial and what's harmful, because again, that is up to the opinion of every designer and in fact the opinion of every player. But what I would like is for people to have an opinion about it. When people design a game to think about what that game is doing, and when people play a game to think about what that game is doing. And people don't, right now. They think about how it has cool graphics and a lot of levels and, like, they love the story about killing the bad guy. Which is not a very self-aware place to be standing when you're consuming something that affects your life for so many hours and therefore affects your mind for so many hours. And that bothers me. That makes me feel bad about being a game designer.
The most precious gift we can offer others is our presence. When mindfulness embraces those we love, they will bloom like flowers.
It is not that we have a short space of time, but that we waste much of it. Life is long enough, and it has been given in sufficiently generous measure to allow the accomplishment of the very greatest things if the whole of it is well invested. But when it is squandered in luxury and carelessness, when it is devoted to no good end, forced at last by the ultimate necessity we perceive that it has passed away before we were aware that it was passing.
There is a constant stream of opportunity. Looking back and looking forward can be useful, but not if it stops you looking in the present.