A Quote by Klaus Teuber

I have been an avid reader since my youth. Because I also liked to play tabletop games, I soon felt the desire to make the story narrated in a book or an aspect of that story come alive in a game.
When I was in my late twenties, a friend suggested that, since I was an avid SF reader and had been since I was barely a teenager, that since it didn't look like the poetry was going where I wanted, I might try writing a science fiction story. I did, and the first story I ever wrote was 'The Great American Economy.'
To the best of my knowledge, a lot of people who play video games also play tabletop games and vice versa.
I have been an avid reader of 'Golf Digest' ever since I started playing this great game.
Sometimes a book is better than it ever had a right to be because of the history the reader brings to the reading and because of the methods educators use to bring a particular story alive.
Literature is an aspect of story and story is all that exists to make sense of reality. War is a story. Now you begin to see how powerful story is because it informs our worldview and our every action, our every justification is a story. So how can story not be truly transformative? I've seen it happen in real ways, not in sentimental ways or in the jargon of New Age liberal ideology.
I knew what I wanted to do when I set out. I knew that I wanted to write a book that told the story, obviously. I wanted it be comedy first, because I felt like there already had been childhood druggy stories that were very serious, and I felt that the unique thing here was that I was a comic and I could tell the story with some levity, and I have been laughing at these stories my whole life.
We're not keen on the idea of the story sharing its valence with the reader. But the reader's own life "outside" the story changes the story.
We're not keen on the idea of the story sharing its valence with the reader. But the reader's own life 'outside' the story changes the story.
A good story is alive, ever changing and growing as it meets each listener or reader in a spirited and unique encounter, while the moralistic tale is not only dead on arrival, it's already been embalmed. It's safer that way. When a lively story goes dancing out to meet the imagination of a child, the teller loses control over meaning. The child gets to decide what the story means.
'Push' had a story, 'The Paperboy' story you could just throw up in the air and shoot holes through the book because the story wasn't as strong. But I felt the characters were stronger in 'The Paperboy'; they were vivid.
It's like creating an artificial loop saying, 'You didn't play the game the way I wanted you to play, so now you're punished and you're going to come back and play it again until you do what I want you to do.' In an action game, I can get that – why not? It's all about skills. But in a story-driven experience it doesn't make any sense.
And she never could remember; and ever since that day what Lucy means by a good story is a story which reminds her of the forgotten story in the Magician's Book.
In order for a narrative to work, the primary character should have a concrete desire - a need that drives her story - and the story's writer should make this goal known to the reader pretty early in the narrative.
Looking back, I do think one of the reasons 'Thirteen Reasons Why' has been so successful is not because it deals with serious issues but because I had a unique and interesting way to tell that story. I knew the issues were going to be dealt with in the book, but I felt my job was to write the story as entertainingly as possible.
It was like a dream come true for me. When you write the book, it's still intimate. It might have been a best-seller but it's still my story, as I wrote it. The moment we or they make a movie, it's not my story anymore. There's a lot of letting go involved in the process.
I want studios that make story-based games to start taking their stories more seriously. And that doesn't mean hiring a big shot writer from Hollywood; it means that story becomes integral to making your game. I don't see how you can achieve that without having an in-house writer that sits next to the designer, helping them make their levels, talking with the engineers about where we can tell the story more dynamically, pushing at technology.
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