A Quote by Ashly Burch

For narrative games, and also for the sake of the medium, we have to treat performance that way, as actors. You have to have a sense of ownership over it and believe that you're bringing something meaningful to it - because that's what all of the developers are doing, and that's what the story demands.
Even on my films, I always collaborate with the actors. That's a given. I think you need that. You need the actors to feel as much ownership of the performance and the direction of the story as you do, to get the most out of everyone's potential.
That is many poets don't know how to tell a story and they don't have a sense of how to put things in order to tell a story and we thought the poets could learn from fiction writers something about developing a character over time who wasn't just you and also creating a narrative structure.
We believe that we can use interactivity to create meaningful games. Games with emotions and virtual actors telling you something. Resonating with you as a human being, giving you food for thought. We don't need to deliver messages or whatever, just need to create a moment in time that will leave an imprint in your mind.
I have a company in the U.K., a performance-capture studio. We're looking to push the boundaries of performance-capture technology in film and video games, but also in live theater, using real-time performance capture with actors onstage, and combining that with holographic imagery.
We have a process that continually looks back to him for guidance, but it also combines that with a tremendous amount of discovery and invention, as well, because of the demands of the medium and the opportunities of the medium.
You need the actors to feel as much ownership of the performance and the direction of the story as you do to get the most out of everyone's potential. Part of it is just making sure we all have the same vision.
I believe passionately that games are an art form, and that the power of our medium flows from our audience, who are deeply involved in how the story unfolds, and who have the uncontested right to provide constructive criticism. At the same time, I also believe in and support the artistic choices made by the development team.
In a sense, I may not consciously know what I'm doing. I feel that I'm telling a story. I'm a kind of medium by which something is transmitted.
I used to think about video games, "This is clearly an amazing, new narrative medium, and it's going to be mind-blowing when people get to grips with what's possible within this medium." It took us a century to get really good at film. Video games are at a much earlier stage.
We cherish the conventional story of Dr. King and nonviolence, in fact, precisely because that narrative demands so little of us…This conventional narrative is soothing, moving, and politically acceptable, and has only the disadvantage of bearing no resemblance to what actually happened.
I'm going to take the kids away over Christmas but I don't, I've written 14 musicals now, I don't want to rush into doing something just for the sake of doing it. I want to do it when I find a story.
For a hate group originally focused on video games, anger over a comedy movie for starring women might seem ridiculous. But at its core, Gamergate is about a toxic male sense of ownership over geek culture.
I do think the challenge, in a way for me, is to write a narrative film and when you finish watching it you feel like it's a collage. You tell the narrative, you tell the story, but you feel like you've created this tapestry. But it also has a shape, a story.
The gods have fled, I know. My sense is the gods have always been essentially absent. I do not believe human beings have played games or sports from the beginning merely to summon or to please or to appease the gods. If anthropologists and historians believe that, it is because they believe whatever they have been able to recover about what humankind told the gods humankind was doing. I believe we have played games, and watched games, to imitate the gods, to become godlike in our worship of eachother and, through those moments of transmutation, to know for an instant what the gods know.
Performance matters because games are built on great performance, but form factor and energy efficiency matter incredibly because they want to build something that's portable and transformable.
I love actors. Part of that is my theater background and being a writer who cares about performance. Actors have usually chosen their profession because they have a dream of doing it and they want to express something about the world. That's the same thing that I have with writing. Most of the good actors get into it for those reason, rather than for reasons of fame or fortune, or anything like that, and that's where I'm coming from, as a storyteller.
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