“Buster sat on the curb in front of the college, waiting for his sister to pick him up. To pass the time, he skimmed the stories of the creative writing students. One was about a wild party and the story consisted almost entirely of a detailed explanation of a drinking game called Flip 'N Chug that seemed, to Buster, to be too complicated to facilitate the simple goal of getting drunk.”
“...the video-game form is incompatible with traditional concepts of narrative progression. Stories are about time passing and narrative progression. Games are about challenge, which frustrates the passing of time and impedes narrative progression. The story force wants to go forward and the "friction force" of challenge tries to hold story back. This is the conflict at the heart of the narrative game, one that game designers have thus far imperfectly addressed by making story the reward of a successfully met challenge.”
“Buster closed his eyes, held his breath, and, before he realized that the gun had been fired, a gust of heat and wind passed over him and deconstructed the beer can atop his head, the sound of something irrevocably giving up its shape and becoming, in an instant, something new.”
“To Fred, those years seemed to pass like quickly skimming a book and then finding the ending wasn't what he expected. He wished he'd paid more attention to the story.”
“One could even argue that we have a duty to create and pass on stories about choice because once a person knows such stories, they can’t be taken away from him. He may lose his possessions, his home, his loved ones, but if he holds on to a story about choice, he retains the ability to practice choice.”
“He sat leaning forward in the seat with his elbows on the empty seatback in front of him and his chin on his forearms and he watched the play with great intensity. He'd notion that there would be something in the story itself to tell him about the way the world was or was becoming but there was not. There was nothing in it at all.”