A Quote by Roberta Williams

My definition of an adventure game is an interactive story set with puzzles and obstacles to solve and worlds to explore. — © Roberta Williams
My definition of an adventure game is an interactive story set with puzzles and obstacles to solve and worlds to explore.
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.
Puzzles are always a difficult thing, I don't think I've played any games where the puzzles are perfectly contextualised, unless the entire game is a puzzle game built upon that concept.
My background is in math and science, and I thrive on complexity, and I think lots of people do. People love puzzles; it's human nature to want to solve puzzles.
I'm terrible at jigsaw puzzles. Other people solve the puzzle but I just keep trying to make the pieces that don't fit fit. I guess that's what makes me special, I try to assemble jigsaw puzzles incorrectly.
Once you call something a story, it's set in stone. It has a beginning, a middle, and an end that can't be transformed, because by definition, if you do that, it's not the same story anymore
A romance is a courtship story. In the 19th century, the definition of the romance genre was an escape from daily life that included adventure and love and battle. But in the 20th century, that term changed, and now it's deemed only a love story, specifically a courtship story.
I don't really set out to explore grand themes. I set out to tell a story. And one I have to be able to imagine right through.
What writers of fantasy, science fiction, and much historical fiction do for a living is different from what writers of so-called literary or other kinds of fiction do. The name of the game in F/SF/HF is creating fictional worlds and then telling particular stories set in those worlds. If you're doing it right, then the reader, coming to the end of the story, will say, "Hey, wait a minute, there are so many other stories that could be told in this universe!" And that's how we get the sprawling, coherent fictional universes that fandom is all about.
Saying that government is not the way to solve problems is not saying that humanity cannot solve its problems. What I've finally learned is this: Despite the obstacles created by governments, voluntary networks of private individuals - through voluntary exchange - solve all sorts of challenges.
Good innovators like to solve business crossword puzzles.
Are wars... anything but the means whereby a nation's problems are set, where creation is stimulated - there you have adventure. But there is no adventure in heads-or-tails, in betting that the toss will come out of life or death. War is not an adventure. It is a disease. It is like typhus.
If you are curious, you'll find the puzzles around you. If you are determined, you will solve them.
When I asked God for Brains and Brawn, He gave me Puzzles in life to Solve.
The next horizon will be deep integration of the physical and interactive worlds. The future of online is offline.
I really wanted to write an adventure story, a murder-mystery that was set during the gold-rush years in New Zealand.
To work magic is to weave the unseen forces into form; to soar beyond sight; to explore the uncharted dream realm of the hidden reality; to infuse life with color, motion and strange scents that intoxicate; to leap beyond imagination into that space between the worlds where fantasy becomes real; to be at once animal and god. Magic is...the ultimate adventure.
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