A Quote by Tom Bissell

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.
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.
The thing about games is, players often say they don't care about story, but then if you took the story out, what would their reaction be? If no one cared about story, we'd all still be playing Pac-Man. There's nothing wrong with Pac-Man, but the point is, there's a genre of games in which you want to become part of that world.
One thing that's really pulled me in to helping artists create their album is that I get to help them tell a story. It's about the way you frame that story and finding the best way to tell that story.
My belief is that if there are already games that other developers are putting out that are satisfying to the player, with great action or an excellent story, then I desire to create something different - a different type of experience.
What I often do in my work is to take a great story, such as the Odyssey, the search for the Grail, the story of Jesus, or the story of the great peacemaker who helped create the Iroquois Confederacy in the 15th century. I then use these tales as templates upon which to weave psychological and spiritual exercises which allow us to open ourselves up to the larger venue of a story.
I may have a story idea but everything starts moving when I am able to see my characters clearly. They then organically lead or respond to the story or the universe I want to create.
Yes, of course [this age] is materialistic, but the only way to counteract it is to create spiritual things. Don't worry yourself about the materialism too much. Create and stir other people to create!
Games aren't created by writers rocking up to developers saying 'I have this great game story.' It's about establishing relationships and working hand in hand to create something wonderful.
You see, when I go on stage I perform with just a guitar and you have to have very strong material to hold an audience from getting bored or restless. One strong way of doing that is the story because everybody will listen to a story.
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.
I wanted to see if I could create something that is emotional between people. Existing games are about killing each other or killing something together. The idea of social emotion means people need to share feelings. At that moment, the players are in sync. The problem [with many games] is there's no chance to share emotion. Most of them are busy, [there are] explosions everywhere. So we got rid of all the background noise and we had to get rid of the guns.
The "I've tried everything" story ensures failure. You must create an empowering story that recognizes that everyone has failed a lot but successful people have found a way to rebound until they succeed.
As a young player, the more games you play and the more you work every day with good players, of course you will improve.
If you want an MMO, there are plenty out there. The difference with a single player game is that in the same way you lose yourself in a good novel, you can lose yourself in a single player story. You see it in all these games, where you can fill your house with turnips or decorate your armour with a dragon skull.
In art, something comes of nothing. Out of the thin air and the ether, you create a story. And that is intensely satisfying.
I believe that even today we can only tell a simple story without really interfering with gameplay. But in the future, I think it will almost be a requirement of all storytellers when they create games, how they can tell a more complex story without conflicting with the gameplay.
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