A Quote by David Cage

I don't differentiate game design and script; it is one and only document. I think that one of the biggest problem with storytelling in games is that people tend to separate story and interactivity. Both should be conceived as one entity, each using the other.
If it was up to me, I'd have everybody's jersey different. Each player would have their separate one. I think the game should be a joy, I think the game should be colorful.
The last 10% of game design is really what separates the good games from the great games. It's what I call the clean-up phase of game design. Here's where you make sure all the elements look great. The game should look good, feel good, sound good, play good.
I think the thing we see is that as people are using video games more, they tend to watch passive TV a bit less. And so using the PC for the Internet, playing video games, is starting to cut into the rather unbelievable amount of time people spend watching TV.
I don't think 'Call Of Duty: Black Ops' sells 25 million plus copies and makes of a billion dollars because of their great storytelling. It's the multiplayer aspect of that type of game, where people get together to shoot each other and have fun. And it's very much gameplay; it's like 'Gran Turismo' or one of these racing games.
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.
Humans only really learn from each other by storytelling. We didn't evolve to memorize things. We evolved to hear each other's stories and feel them in our heart. Your life is the most powerful story you can tell.
Each of us is born with a series of built-in confusions that are probably somehow Darwinian. These are: (1) we're central to the universe (that is, our personal story is the main and most interesting story, the only story, really); (2) we're separate from the universe (there's US and then, out there, all that other junk - dogs and swing-sets, and the State of Nebraska and low-hanging clouds and, you know, other people), and (3) we're permanent (death is real, o.k., sure - for you, but not for me).
The problem facing humanity today is not a political problem; it's not a financial problem; it's not a military problem. It's obviously a spiritual problem. That is, it has to do with what we believe to be true about who we are, where we are, why we are where we are, and what are we doing on the Earth. What is the purpose of life itself? What we need right now are leaders or models, people who will stand up and not only help to write a cultural story, but help to model it in the way that they interact with each other.
Health care is a design problem. Dependence on foreign oil is a design problem. To some extent, poverty is a design problem. We need design thinkers to solve those problems, and most people who are in positions of political power are not design thinkers, to put it mildly.
Short forms are returning online. Interactivity is coming back; it was always there in oral storytelling. Each form has its pluses and its minuses.
A brief short story may require only a few paragraphs after the climax. On the other hand, in his massive novel 'The World According to Garp,' John Irving's denouement consisted of 10 separate sections, each devoted to an individual character's fate and each almost a story in itself.
No matter who the character is and how big their role, that each person in the story is a human being and deserves respect. Even if they're in the story for ten seconds, I didn't want you to just see them as this entity passing through that's serving all of the other people.
If you're gonna tell a story from beginning to end, I always think you have to have a great structure in a script. If it gets you excited and it's something you've never read before that's another plus. I think also with improv and that whole world of stand-up, that's a whole other organism of comedy that still needs a story, but it's more free-form. On the set, it is the combination of both those worlds coming together: a great script and an allowance to play with it.
'Funny Games' was conceived as a provocation. My other films are different. If people feel my other films are, or respond to them as provocation, then that's quite different. 'Funny Games' is the only one of mine where my intention was to provoke the audience.
Lettering should be invisible. You shouldn't notice it, unless it is a determined piece of storytelling in graphic design. Whether handmade or digital, the lettering should be easy on the eye and well placed. It should help tell the story and do nothing to get in the way of it.
My biggest problem in live games is that I love the game so much and I don't think I ever met a poker player I didn't fundamentally like - even if they're screaming and they're acting like real jerks.
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