We're most pleased with it when it's revelatory character stuff, when we're getting her attitude and philosophy out of that voice-over. I'll even have her being deflecting and defensive within first-person narration. She's a prickly girl.
One of my friends calls it my signature piece. It's a first-person poem, and it does kind of capture my personality. I've always referred to it as one of my several surrealistic poems because I take life experiences and turn them into animated scenarios.
I'm always reaching for something we really haven't done, and War of the Worlds has a lot of this sort of documentary look to it and first-person camera view that is a new thing for me. I've done some stuff like that before, but nothing like the extent of this and digitally.
When I worked on 2001 - which was my first feature film - I was deeply and permanently affected by the notion that a movie could be like a first-person experience.
We find the subjective voice, the first-person voice, and that takes care of the problem of what people need to say and the form they need to say it in.
I like to write first-person because I like to become the character I'm writing.
I was a developer for many years before my current role, but I've never been a very good gamer. I've never been able to control a first-person shooter, but as soon as I used the Revolution controller, I found it very easy to control the game. So, I think that's a genre that's particularly well suited for the controller.
Narrators of first-person claptrap like this often greet the reader at the door with moist hugs and complaisant kisses. I won't. I will not endear myself.
Using a first-person narrator is simply a matter of hearing the voice inside yourself.
When we were first offered a book deal prior to Avon's, they were trying to get us to change it from the first-person story into a how-to book, and they were offering us some decent money. My agent told me; "you should really consider this".
I'll tell you something. If anyone has had a LAN game with an RTS in an office of fifteen to twenty, or eight or even just two people shouting over cubes at each other, it's a hugely different experience than playing alone. Being able to do that with anyone in the world That's phenomenal. If that's the only thing we brought to the product, that would be great, but it's only the tip of the iceberg. The Xbox Live features, like 'king of the hill' and 'capture the flag,' are very well understood among players, and now they can do that in a strategy context, rather than as a first-person shooter.
First-person narrators is the way I know how to write a book with the greatest power and chance of artistic success.
Hitchcock makes it very clear to us. There's an objective and a subjective camera, like there's a third- and a first-person narrator in literature.
Our job as writers and thinkers in the time is how to bring about the occasions that let people have that first-person experience - or the metaphoric experience that allows them to see human continuity as opposed to total threat, total willingness to do violence.
The Darkness videogame is a dynamic first person shooter that allows players to call upon the forces of the evil underworld as they fight in gritty, urban environments. Armed with an arsenal of guns, gamers will battle an array of demonic creatures and supernatural powers. The dark and dynamic comic book storyline will translate perfectly into first-person action that fans will love.