A Quote by Carson Grant

When I was eight years old, I played a story game with my younger brother and sister to help them fall asleep. The 'word-story game' was where they would choose a word and I would create a story. Acting and directing are similar to this game, where I am given the words then I fill in the life of the characters.
Professional football in America is a special game, a unique game ... It is a rare game. The men who play it make it so. All of them are fearless. All of them are strong, quick. And all of them are part of a story that began long ago. A story written by men who found, in the sport, a demanding measure for their own courage and ability.
I would say I'm a storyteller first, but game making is very wrapped up in how I think of story. If I were to have a story idea, and I decided to write a novel with it instead, I'd have to very consciously de-couple it from gamedom - for example, deliberately add in things that could not be represented in a game scene.
You have to decide what kind of story you're going to tell. For instance I would argue a movie like 'Toy Story 3,' which isn't realistic at all, is really emotional and involving. It just depends. I played this game called 'Superbrothers: Sword & Sworcery EP' for iPad that is totally old school 8-bit, which I found very moving.
The way games are designed is you create a story, and then you create an obstacle course inside that story, and the player has to endure it to see more. So it's artificial. Game designers are so intensely worried about people getting bored that they pile on busy work for players to do.
A story is a way to say something that can't be said any other way, and it takes every word in the story to say what the meaning is. You tell a story because a statement would be inadequate. When anybody asks what a story is about, the only proper thing is to tell them to read the story. The meaning of fiction is not abstract meaning but experienced meaning.
I start with the story, almost in the old campfire sense, and the story leads to both the characters, which actors should best be cast in this story, and the language. The choice of words, more than anything else, creates the feeling that the story gives off.
When I was eight years old, I wrote a paragraph-long short story about a goat on my mother's hundred-pound, black-and-white-screen laptop. The story came about largely because I liked the way the word 'goat' looked on the page, but I decided then and there that I wanted to be a writer. That desire never changed.
And because performing for a game involves real acting. The way they create a game is very similar now to how they create a film. I've always wanted to stretch my acting skills, and the timing being what it is, I couldn't say no.
An adventure game is nothing more than a good story set with engaging puzzles that fit seamlessly in with the story and the characters, and looks and sounds beautiful.
It's only a story, you say. So it is, and the rest of life with it - creation story, love story, horror, crime, the strange story of you and I. The alphabet of my DNA shapes certain words, but the story is not told. I have to tell it myself. What is it that I have to tell myself again and again? That there is always a new beginning, a different end. I can change the story. I am the story. Begin.
So if you want to have a great video game-based movie you have to keep the mood of the game, use the normal character setup - but you have to flesh out the story and provide more background for the characters.
He did not know that the new life would not be given him for nothing, that he would have to pay dearly for it, that it would cost him great striving, great suffering. But that is the beginning of a new story -- the story of the gradual renewal of a man, the story of his gradual regeneration, of his passing from one world into another, of his initiation into a new unknown life. That might be the subject of a new story, but our present story is ended.
Xbox is playing a different game. I think the Game Pass stuff is a really compelling story for them.
I don't use recurring characters. I do get very interested my characters while I'm working with them, and I find the process of fitting them into a story, and allowing them to create the story around themselves, fascinating. But no, I don't imagine they have a life outside of what I make for them.
I write - and read - for the sake of the story... My basic test for any story is: 'Would I want to meet these characters and observe these events in real life? Is this story an experience worth living through for its own sake? Is the pleasure of contemplating these characters an end itself?
Grandma played a taste test game with my sister and me when I was 3 years old. She would blindfold us and have us guess what was on the spoon: the first flavors I got were strawberry - then coffee!
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