A Quote by Chris Avellone

The most important thing in games isn't the designer's narrative, but the story the player creates through his experiences. — © Chris Avellone
The most important thing in games isn't the designer's narrative, but the story the player creates through his experiences.
If I weren't a theatre designer, I wouldn't be any other kind of designer. Design is interesting to me as it relates to narrative: the design has to support the narrative. Storytelling is the most important thing.
It's the most important thing - especially for a young player who wants to improve - to improve his talent and learn, and the best way to do that is to play in the games.
Most people who read the autobiography perceive the narrative as a story that now millions of people know, and it was - it's a story of human transformation, the powerful epiphany, Malcolm's X journey to Mecca, his renunciation of the Nation of Islam's racial separatism, his embrace of universal humanity, of humanism that was articulated through Sunni Islam. Well, that's the story everybody knows.
To make magic credible on screen is always very difficult. The story is the most important thing. That is what should win. If sacrifices or compromises are made, it's usually for story. Story in magic is very, very important to me. That's what I've really championed through my career.
Only one player is not important. The most important thing is the squad, and it's important to be together. You can't just lose it over one player.
Mesut is a player that has been through a lot in his career through loads of ups and downs, but most of all he's a born champion and he's a player who has so many records in the world of football, so he's a player that is an example for everyone.
The most important thing in the Olympic Games is not to win but to take part, just as the most important thing in life is not the triumph but the struggle. The essential thing is not to have conquered but to have fought well.
This is the Ben Crump model: He goes into a city, creates a narrative, cherry picks facts to establish, to prove that narrative, creates chaos in a community, misrepresents the facts, and then he leaves with his money, and then asks the community to pick up the pieces.
Through everything when you have these experiences in life it is important to remember the simple fact that family is always the main thing and most important part of your life.
Ideally, writers and narrative designers should be included much earlier in the process, where they can be of most benefit. However, although the industry is slowly getting used to fitting narrative professionals into games development, we're still going through a bit of a 'square-peg in a round hole' phase.
The important thing is to make something. In reality, it's not important that a designer be known by name - you can remain anonymous. Even the status of a designer will undergo changes, I believe.
The bad player is the one who tries to calculate and play with the odds, as if his game, his life, were one of a large number of games. To do so is at best to succumb to another necessity, the necessity of large numbers. The good player does not fool himself, and accepts that there is exactly one chance, which produces by chance the necessity and even the purpose that he experiences.
Children, I mean, think of your own childhood, how important the bedtime story was. How important these imaginary experiences were for you. They helped shape reality, and I think human beings wouldn't be human without narrative fiction.
If we wish to know about a man, we ask 'what is his story--his real, inmost story?'--for each of us is a biography, a story. Each of us is a singular narrative, which is constructed, continually, unconsciously, by, through, and in us--through our perceptions, our feelings, our thoughts, our actions; and, not least, our discourse, our spoken narrations. Biologically, physiologically, we are not so different from each other; historically, as narratives--we are each of us unique.
The lilac branches are bowed under the weight of the flowers: blooming is hard, and the most important thing is - to bloom. (“A Story About The Most Important Thing”)
The kinds of games I'm most interested in are narrative games.
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