00s Film Quotes

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Long-term observers of video games will remember that they went through something of an identity crisis in the mid-'00s, during which they were continually trying to ape films, as if the creative apex of the video game form was to be exactly like a movie... It took a good while for games to emerge from this phase and realise that they didn't actually have to be like film; that they have their own ways of telling stories, their own ways of getting into your head. Dark Souls didn't start that counter-movement, but it was a hugely persuasive example of it.
Keza MacDonald (You Died: The Dark Souls Companion)
Long-term observers of video games will remember that they went through something of an identity crisis in the mid-'00s, during which they were continually trying to ape films, as if the creative apex of the video game form was to be exactly like a movie... It took a good while for games to emerge from this phase and realise that they didn't actually have to be like film; that they have their own ways of telling stories, their own ways of getting into your head... An especially interesting aspect of Dark Souls' story is that it could only be told through a video game, making it almost unique. It tells us very little through the mediums of text or film, and vast amounts through context, exploration and environmental storytelling that simply would not be possible in any other format. Nowadays it's widely regarded as a masterclass in interactive narrative design, despite the fact that any given player could bypass the story entirely if they weren't inclined to investigate.
Keza MacDonald (You Died: The Dark Souls Companion)
Long-term observers of video games will remember that they went through something of an identity crisis in the mid-'00s, during which they were continually trying to ape films, as if the creative apex of the video game form was to be exactly like a movie... It took a good while for games to emerge from this phase and realise that they didn't actually have to be like film; that they have their own ways of telling stories, their own ways of getting into your head... ...An especially interesting aspect of Dark Souls' story is that it could only be told through a video game, making it almost unique. It tells us very little through the mediums of text or film, and vast amounts through context, exploration and environmental storytelling that simply would not be possible in any other format. Nowadays it's widely regarded as a masterclass in interactive narrative design, despite the fact that any given player could bypass the story entirely if they weren't inclined to investigate.
Keza MacDonald (You Died: The Dark Souls Companion)