“The narrator analyzes that the maturing, passing away boy within him, "had issued me a challenge as he passed the baton to the man in me: He had challenged me to have the courage to become a gentle, harmless man.”
“Sensing this man had issued a challenge, Rose was not about to be outdone by a village idiot.”
“The American appetite for loneliness impressed me, and there was something about this solitude that freed conversation. One night at a bar, I met a man, and within five minutes he explained that he had just been released from prison. Another drinker told me that his wife had passed away, and he had recently suffered a heart attack, and now he hoped that he would die within the year. I learned that there's no reliable small talk in America; at any moment a conversation can become personal.”
“...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.”
“If, in his pride, he considers God as a challenge, he will deny Him; and if God becomes man and therefore makes Himself vulnerable, he will crucify Him.”
“Imagine, little one. A kind and gentle man waving to me, almost as if he had been waiting for me to arrive.”