Flavor Quotes - page 7
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
Decadence, instability, disintegration, corruption, reversal of attitude, all that arises through the simple fact of one's going on existing without self-criticism, self-renewal, constant self-adaptation, without letting anything in one die, through the simple fact of gradually settling down in the vantage point one occupies, the good conscience one enjoys. Such is the permanent danger of all spiritual life. It is an inevitable deterioration which can only be overcome-and painfully at that-by a watchful mustering of strength-unless it be effortlessly vanquished by a wonderful gift of grace....Whence the necessity of paradox: or rather the perpetual flavor of paradox that truth has, when it is freshly expressed, for the man who clings to a truth when it is in the process of turning into a lie.
Henri de Lubac