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Now, I admire The Sims as a game, but from a story viewpoint, there are two glaring problems. First, your relationship with those characters is like they're bugs in a jar. There's no empathy. And secondly, you've got this clunky, chemistry-set interface between you and them, with bars to show how tired or angry they are. It's all tell not show.
Back in the early 1970s, what got me and another 400,000 kids out of bed without needing to be called twice was the latest issue of The Amazing Spider-Man.
A new medium always has a period when it is struggling inside the confining box of an earlier medium. Creators have to unlearn what they knew before they can see the fresh, uncharted vistas stretching before them.
When you're a writer, everything that interests you feeds into your work.
It is easy to force a reader or viewer to interact. The trick is in making them want to interact, and in letting the story unfold hand-in-hand with that.
As we get older, we demand stories that go somewhere. Things must change.
When a medium like games or comic books whips up such a rapture of enthusiasm, naturally we look for lessons we should be learning.
A well-written novel, the most immersive of all forms of storytelling, should command your full attention and belief.
'Frankenstein' is a work rich in possible meanings, so the horror-show interpretation is as valid as any.
In good writing, the contemplative and the exciting happen at the same time.
Readers prefer a world they can relate to.
'Breaking Bad' and 'The Shield' were planned right from the start so that their narrative trajectory would come down in a blaze of fireworks.
Literary fiction - if we must use the term - is not the plotless, meandering indulgence that its detractors would have you believe.
My first memory of the public library is of lugging home a volume of Norse myths as heavy as a thunder-god's hammer.
'War and Peace' goes down a lot smoother than a Dan Brown novel, let me tell you.
Have confidence in your strengths, dear writer, or give it all up now and create apps instead.
There is a great insatiable hunger for good stories throughout the media.
One of the gamebook series I created, 'Fabled Lands', is also the name of my company, and the reason we named the company after it is that it was pretty revolutionary for its time.
Motion comics are just cheap animation. Very cheap animation. And I like animation almost as much as I like comics, but I'm not rushing to pay out for a cheap hybrid of the two.
When I mention that I'm a game designer as well as a writer, someone will nod and say, 'Ah, that's what we like about your script. The videogame feel.'