Home

Interactive Storytelling Quotes

There are 112 quotes

"We've only started just scraping the surface of the choose-your-own-adventure games, videos... That's a game, it's a video but it's a game."
"With 'As Dusk Falls', we're trying to make a brilliant interactive experience for anyone who loves brilliant storytelling."
"This is a fantastic piece of interactive storytelling. And it was swirling around my head for days and days after I finished it, as I tried to figure out how the designers pulled it all off."
"Everyone's experiencing the story for the same time. It makes the world feel like it's evolving to players."
"We wanted to explore the marriage of a cinematic experience and narrative choice-driven storytelling."
"You make the decision and actions and based on that individual characters have their own reactions."
"Bigfoot is not a myth, it's a full-on Easter egg complete with a side mission."
"Every character backstory I get, it's another cool facet and opportunity for you guys to pass a ball to me, and then to me, eventually in the story, pass it back to you."
"Events will diverge based on your decisions."
"Your choices have a genuine effect on the world."
"Video games are interactive. You are the character. The story, if there is one, may be guided by a structured plot and may have multiple endings or maybe not, but it still feels like your story."
"It pushes the player to figure out for themselves how they can interact with the world, how they might solve puzzles, and what might have changed after interacting with a door or lever without being explicitly told."
"You have your own likes, your own dislikes, your own needs, your own wants, your own desires."
"There are stories and elements of incredible artistic value that not only can games achieve but only games can achieve."
"Choose your own adventure set themselves apart from regular books by giving you an active role in determining the outcome of the narrative."
"The choices you make and the things you say can open or close off opportunities later down the line."
"You can really guide your character and the story along."
"When players make the story happen, we can create something really cool."
"It's an awesome amalgamation of what's basically a choose-your-own-adventure alongside a really solid tactics engine and great storytelling."
"Suddenly You Are Not Alone a phantom Voice issues from the wood itself oh stranger do you know the spell which controls the gate uh no I do not."
"Each decision made in the game will also change the course of the story and the world around you."
"The quests you take on, the decisions you make in the story, are all going to actually affect the world around you."
"The story of World of Warcraft was what you, the player, made it."
"Mass Effect 2 mined the personal depths of its characters to incredible success, bringing the sort of introspective character focused storytelling we expect from prestige TV series but that gives the player autonomy in a way no show or movie could."
"Each world takes about two hours to complete and so it's like playing a Disney movie."
"The game's structure is more like a Choose Your Own Adventure book than a traditional visual novel."
"Baldur's Gate 3 is a love letter to Dungeons & Dragons, a game that tells an epic story, responds to your creative thinking, and loves the drama hidden in the roll of a die."
"One bad roll and we could have killed shadow heart for good."
"Video games are uniquely placed to make the most out of their villains."
"Tonight, the suspect list is in your hands. Can you figure out who killed Bugsy Siegel?"
"Getting to write a Telltale game was great because when players get to opt in and shape their own characters and stories, they feel so much ownership."
"This, I feel, is like that kind of an innovation - maybe even more so - for a kind of choose your own adventure-interactive narrative."
"Detroit become human is an experience that is not just geared towards people who play a lot of video game settings it's an experience that's meant to attract and appeal to people who simply find interactive storytelling fascinating and interesting."
"A cutscene in which you are punished or rewarded."
"Games enable the narrative to directly rely on the audience's decisions, creating an overlap between protagonist and player that no other medium offers."
"The book rewrites itself after people make decisions."
"No RPGs have really worked like this since like [__] point-and-click adventure stories back in the day."
"Features a variety of different endings, all depending on your actions."
"Experience the events leading up to Final Fantasy."
"New cutscenes and storylines will unlock throughout the season according to your decisions and performance."
"Pokemon built its story not around the product itself, but around kids interacting with that product."
"This is the most impressive choose-your-own-adventure I've ever seen."
"The Last of Us is still the best example of interactive storytelling we've ever experienced."
"The main difference in writing for a video game is variables."
"What's the best way to include the audience in the process? What could the audience model the crew of the Rosso Cielo? See, a look at our join in the fight, that sounds like it."
"Maybe at certain pinnacle points of the game, they actually have like one of those choice options where you go choice A and the story is gonna play out this way or you go choice B and it plays out this way."
"It's hard to recommend 'What Remains of Edith Finch' to everyone, even though it is one of the most beautiful stories I've ever encountered in the interactive medium."
"I'm in this so far, actually like the butterfly effects and I like all the relationship stuff that's going on."
"It's like a choose-your-own-adventure book where you're like, 'That looks normal, I'll read that.'"
"Bloody love choose your adventures, like when I was a kid I inhaled huge renovation on that."
"A good mystery is kind of like a puzzle set by the author to be solved by the audience."
"Your choices kind of shape what the princess may or may not be and the way the narrator relates to you."
"From the origins of a mysterious pop song to the murder victim who is disguised as an ancient mummy, hit those lights, sit back and enjoy five mysteries that we can all try and solve together."
"Scott doesn't tell us the players what actually happens but instead leaves little Clues everywhere for us to make our own theories about it."
"The quickest way to make a character who you've already sketched out a little more in-depth is... to have any kind of interaction with another person."
"Your actions will shape how the story unfolds."
"A zombie story done Sonic style, not just in terms of narrative but making the reader desperate to live out this story with a controller in hand."
"There's a fire at the end of Security Breach if you beat the Burn Trap ending."
"Some quests can also be triggered during this time."
"Audiences across the world were taken aback by Final Fantasy's deep interactive story and gameplay."
"This does look like a fascinating arg and they're using different clip sounds and audios to kind of like really tie it all together."
"The story has so many twists and turns there were moments where I literally couldn't believe what I kind of made happen just with my decisions."
"If you want the players to be invested in the world, let them write it."
"Not just in terms of the story that you're seeing but also the battles that you're fighting."
"This game series adapts to the choices you make, the story is tailored by how you play."
"The story and the decisions you make have a real impact on what happens in the game."
"The real appeal comes from the interactions and characters almost being designed like a real-life role-playing game."
"It reminds me of Choose Your Own Adventure books."
"You could really go back and forth with all three stories allowing you to adventure and develop the way you wanted to."
"I believe our games this interactive method is the best way to tell stories to share the human experience and express ourselves in ways that we couldn't before."
"Story companions add depth - and maybe a little romance - to your journey."
"Using the unique strengths of the medium and evoking drama in the audience's mind are key aspects of interactive narrative."
"I've never experienced a game that had that level of butterfly effect."
"Make the campaign about their characters...invested players make for a better game."
"I really like the prologue in this game it kind of like using a nostalgic feel a plane to Dragon Ball Z to remain story."
"I was blown away by just how intricate the evidence packs were with trinkets and items which I found myself wanting to keep long after I'd cracked the case."
"If you really want to have a lot of freedom of player movement in your world...just ask the players what are you going to do next."
"The fun is putting together your own version of the puzzle."
"The story mode in Super Mario maker 2 tells a simple tale surrounding the construction of Peach's castle."
"In Anthem, you actually can talk to characters, engage with them, you have dialogue options that are aside from the main storyline where you're just learning more about the world."
"Strong will react to your actions, choices, and dialogue throughout the game."
"The choices that you can make would alter over a thousand lines of dialogue."
"Think about if they had a story mode to where you picked the racer that you got to do or you could come in as your me."
"Grab your coffee, don't touch the Elixir as much as you may want to, and I hope you enjoy the full story of enshrouded explained."
"Every decision you make in Baldur's Gate 3 has the potential to alter the course of your story."
"Your choice will influence the way that the story goes."
"The more you play, the more the story will unfold from the players' choices."
"It's just absolutely loaded with content and it feels like this time around Rockstar really understood the value in emergent storytelling."
"We wanted to be able to tell our stories in an interactive medium."
"I'm honored and excited to be talking to you today about some of the techniques that we use to create a real-time samurai cinema experience in Ghost of Tsushima."
"An ARG is a story that takes place in the real world and is fueled by viewer interaction."
"The overarching plot of the interactive work revolves around the search for the Receda Cube, a powerful artifact stolen from the fictional Perplex City and placed on Earth."
"You can make a story where the user can interact with it and choose their own adventure as they go along."
"A story in which the player makes influential decisions that create a unique narrative that's not prescribed by a designer."
"It's like a storybook except you're playing stories."
"I have always wanted to write a like a choose your own adventure style game."
"This is an interactive story. Your choices form one of many perspectives; no single path holds all the answers."
"The game was also planned to have a story driven by player choice."
"Romantic, exciting, incredible novels where you choose your own path."