Sorrow Quotes - page 31
Storytelling is very difficult. But adding the flavor helps to relay the storytelling, meaning in a cut scene, with a set camera and effects, you can make the users feel sorrow, or make them happy or laugh. This is an easy approach, which we have been doing. That is one point, the second point is that if I make multiple storylines and allow the users to select which story, this might really sacrifice the deep emotion the user might feel; when there's a concrete storyline, and you kind of go along that rail, you feel the destiny of the story, which at the end, makes you feel more moved. But when you make it interactive - if you want multiple stories where you go one way or another - will that make the player more moved when he or she finishes the game? These two points are really the key which I am thinking about, and if this works, I think I could probably introduce a more interactive storytelling method.
Hideo Kojima
Lord, with what care hast Thou begirt us round Parents first season us then schoolmasters deliver us to laws they send us bound to rules of reason, holy messengers, pulpits and Sundays, sorrow dogging sin, afflictions sorted, anguish of all sizes, fine nets and stratagems to catch us in, bibles laid open, millions of surprises, blessings beforehand, ties of gratefulness, the sound of glory ringing in our ears without, our shame within, our consciences'' angels and grace, eternal hopes and fears. Yet all these fences and their whole array one cunning bosom-sin blows quite away.
George Herbert