“That's the great truth of failed relationships, the narrative and the absence of narrative. Each time you tell the story, it makes less sense, the smooth arcs disintegrate into a series of jagged peaks. As you stand on one of its precipices, you can no longer see the way forward. How did you traverse from one point to another? How did you make the journey safely?”
“... Such a scribe you pay and praise for putting life in stones,Fire into fog, making the past your world.There's plenty of 'How did you contrive to graspThe thread which led you through this labyrinth?How build such solid fabric out of air?How on so slight foundation found this tale,Biography, narrative?' or, in other words,How many lies did it require to makeThe portly truth you here present us with?”
“Trying," he said at last, "is good. It always is. But failing? Everyone fails, one time or another. It's how you deal with failure that counts, in the end. It's the successes that you're known for-but it's the failures make you what you are.”
“The rules say that to tell a story you need first of all a measuring stick, a calendar, you have to calculate how much time has passed between you and the facts, the emotions to be narrated.”
“But loving someone isn't only making promises you know you can keep. That's just playing it safe. Where's the moral fiber in that? Loving someone is making promises you want to keep with all your heart, and then doing everything you can to make it happen, even if you fail sometimes. But the point is to try, because that's how you stretch yourself and learn you can do more than you thought you could. And maybe next time, you'll stretch a little farther.”
“...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.”