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To create a new standard, it takes something that's not just a little bit different; it takes something that's really new and really captures people's imagination — and the Macintosh, of all the machines I've ever seen, is the only one that meets that standard.

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Jobs: Part of what made the Macintosh great was that the people working on it were musicians, poets, and artists, and zoologists, and historians. They also happened to be the best computer scientists in the world. But if it hadn’t been computer science, these people would have been doing amazing things in other fields. We all brought to this a sort of "liberal arts" air, an attitude that we wanted to pull the best that we saw into this field. You don’t get that if you are very narrow.

You know, ultimately it comes down to taste. It comes down to taste. It comes down to trying to expose yourself to the best things that humans have done and then try to bring those things into what you're doing. I mean, Picasso had a saying. He said, 'Good artists copy, great artists steal.' We've always been shameless about stealing great ideas. And I think part of what made the Macintosh great was that the people working on it were musicians and poets and artists and zoologists and historians who also happened to be the best computer scientists in the world. But if it hadn't been for computer science, these people would have all been, you know, doing amazing things in life in other fields. And they brought with them—we all brought—a very liberal arts sort of air, a very liberal arts attitude that we wanted to pull in the best that we saw in these other fields into this field. And I don't think you get that if you're very narrow.

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Part of what made the Macintosh great was that the people working on it were musicians and poets and artists and zoologists and historians who also happened to be the best computer scientists in the world. But if it hadn't been for computer science, these people would have all been doing amazing things in life in other fields.

The nature of the personal computer is simply not fully understood by companies like Apple (or anyone else for that matter). Apple makes the arrogant assumption of thinking that it knows what you want and need. It, unfortunately, leaves the “why” out of the equation — as in “why would I want this?” The Macintosh uses an experimental pointing device called a “mouse”. There is no evidence that people want to use these things.

Every once in a while a revolutionary product comes along that changes everything. It's very fortunate if you can work on just one of these in your career. … Apple's been very fortunate in that it's introduced a few of these.

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We think the Mac will sell zillions, but we didn’t build the Mac for anybody else. We built it for ourselves. We were the group of people who were going to judge whether it was great or not. We weren’t going to go out and do market research. We just wanted to build the best thing we could build

Now he was about to launch the Macintosh, a machine that violated many of the principles of the hacker’s code: It was overpriced; it would have no slots, which meant that hobbyists could not plug in their own expansion cards or jack into the motherboard to add their own new functions; and it took special tools just to open the plastic case. It was a closed and controlled system, like something designed by Big Brother rather than by a hacker.

I think it spoke to me so strongly when I first saw it because it set itself a very precise challenge: presenting a totally new world, which nonetheless has the capacity to make the viewer relate and respond to its characters' interactions. That sounds very simple, but as a storyteller I can reliably report that it's unutterably sophisticated.

We don't really feel our games have created a standard. I have no concern over others making similar games, it just shows that players wanted games that were like this, that are difficult, and wanted other studios to make challenging games that achieve the same level of satisfaction. We enjoy those games and their approach to creating them are never the same, anyway. We enjoy seeing the differences. We're totally fine with seeing more games come out that borrow aspects. Our main focus is keeping game creation fresh for ourselves.

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