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The way we tell stories
has naturally changed
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since Aristotle defined the rules
of tragedy about 2500 years ago.
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According to him,
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the role of storytelling is to mimic life
and to make us feel emotions,
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and that's exactly what storytelling,
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as we know it,
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has done very well since then.
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But there is a dimension of life
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that storytelling could
never really reproduce.
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It is the notion of choices.
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Choices are a very
important part of our lives.
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We as individuals are defined
by the choices we make.
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Some of our decisions can have
very significant consequences
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and totally change
the courses of our lives.
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But in the play, a novel or a film,
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the writer makes all the decisions
in adcance for the characters,
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and as the audience,
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we can only watch passively,
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the consequences of his decisions.
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As a storyteller,
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I've always been fascinated
with the idea of recreating
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this notion of choices [in] affliction/
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My dream was to put the audience
in the shoes of the main protagonists,
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let them make their own decisions,
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and by doing so, let them tell
their own stories.
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Finding a way to achieve this is what
I did in the past 20 years of my life.
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Today I would like to introduce you
to this new way of telling stories,
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a way that has interactivity at its heart.
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Rather than exposing the theory behind it,
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which is kind of abstract
and probably a bit boring,
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I thought it would be a great opportunity
to do a little experiment.
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I would like you,
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the people here at TED,
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to tell your own story.
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So I came with an interactive scene
that we are going to play together.
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I've asked Vicky --
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hello, Vicky --
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to control the main character for us,
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and your role --
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you the audience --
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will be to make choices.
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So Vicky and I don't know
what's going to happen
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because it will all be based
on your decisions.
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So this scene comes from
our next game called, "Detroit,
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Become Human,"
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and we are in the near future,
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where technology made possible
the creation of androids
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that look exactly like human beings.
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So we are in the shoes
of this character called Connor,
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who is an android
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and he can do very fancy things
with coins as you can see.
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He has this blue triangle on this chest,
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as all androids do,
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and now Vicky is in control
of this character.
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She can walk around,
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she can go anywhere,
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she can look around,
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she can interact with her environment,
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and now she can tell her own stories
by making choices.
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So here we have our first choice.
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There is a fish on the ground;
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what should we do?
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Should we save it or should we leave it?
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Remember we are under time pressure,
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so we'd better be fast.
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What should be do?
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Audience: Save it.
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DG: Save it, save the fish.
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Here we go.
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OK, we have an android who likes animals.
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OK, let's move on.
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Remember we have a hostage situation.
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Video: Please, please, you've got
to save my little girl.
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Wait, you're sending an android?
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Officer: All right, mam, you need to go.
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Woman: You can't do that.
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Why aren't you sending a real person?
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DG: OK, she's naturally unhappy.
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Her daughter's been taken hostage
by an android,
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and of course she's in a state of shock.
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OK, now we can continue
to explore this apartment.
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We see all thse S.W.A.T forces in place,
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but we need to find
this Captain Alan first.
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That's the first thing we need to do.
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So again, we can go anywhere.
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Vicky's still in control of the character.
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Let's see --
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oh, I think this is Captain Alan
who's on the phone.
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Android: Captain Alan, my name is Connor.
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I'm the android sent by cyberlife.
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Captain Alan: Let's fire
on everything that moves.
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It already shot down two of my men.
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We could easily get it,
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but they're on the edge of the balcony.
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It if falls, she falls.
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DG: OK, now we need to decide
what we want to ask the captain.
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What should be our choice?
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Deviants name?
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Deviant's behavior?
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Emotional shock?
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Connor: Has it experienced
an emotional shock recently?
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Captain Alan: I haven't got a clue.
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Does it matter?
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Connor: I need information
to determine the best approach.
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DG: OK, a second choice.
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Maybe we can learn something.
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What should we choose?
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Audience: Deviant behavior.
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DG: OK, deviant behavior.
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Connor: Do you know if it's been
behaving strangely before this?
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Captain Alan: Listen ...
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saving that kid is all that matters.
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DG: OK, we are not going to learn
anything from this guy.
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I mean, we need to do something.
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OK, let's try to go back in the lobby.
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Oh, there's room over there
on your right, Vicky, I think,
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maybe there's something we can learn here.
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Oh, there's a tablet.
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Let's have a look.
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Girl: This is Daniel, the coolest
android in the world.
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Say, "Hi" Daniel.
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Daniel: Hello!
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Girl: You're my bestie,
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we'll always be together!
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DG: That's just one way
of playing the scenes
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but there are many other
ways of playing it
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depending on the choices you make.
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We could have seen many different actions,
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many different consequences,
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many different outcomes.
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So that gives you an idea of what
my work is about as an interactive writer.
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Where a linear writer needs to deal
with time and space,
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as an interactive writer,
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I need to deal with time, space
and possibilities.
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I have to manage massive tree structures
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where each branch
is a variation of a story.
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I need to think of all
the possibilities in a given scene
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and then try to imagine
everything that can happen.
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I need to deal with thousands
and thousands of variables,
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conditions and possibilites.
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As a consequence, where a film script
is about 100 pages,
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an interactive script like this is between
four and 5000 pages.
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So that gives you an idea
of what this work is about
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but I think in the end,
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the experience is very unique
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because it is the result
of the collaboration
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between a writer creating
this narrative landscape
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and the player making his own decisions,
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telling his own story
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and becoming the co-writer
but also the co-actor and the co-director
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of the story.
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Interactive storytelling is a revolution
in the way we tell stories.
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With the emergence of new platforms
like interactive television,
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virtual reality and video games,
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it can become a new form of entertainment
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and maybe even a new form of art.
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I am convinced that in the coming years
we will see more and more moving
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and meaningful interactive experiences
created by a new generation of talent.
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This is a medium
waiting for its Orson Welles
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or its Stanley Kubrick,
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and I have no doubt
that they will soon emerge
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and be recognized as such.
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I believe that interactive storytelling
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can be what cinema
was in the 20th century,
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and art that deeply changes its time.
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Thank you.
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(Applause)
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Chris Matthews: I've got
one question for you.
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I mean, that is something --
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wow.
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How worried should we be about this?
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It seems like it's one thing to watch
"Silence of the Lambs,"
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and completely another thing
to be Hannibal Lecter in that movie.
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Are there hidden risks here
that we haven't thought about enough?
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DG: Oh, you know, we spend a lot of time
thinking about what we do.
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We try to be very responsible.
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We feel this responsibility.
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I mean, in this game you're never
in control of the bad guys
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or doing the bad things.
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You're in control of these androids
discovering the world with different eyes.
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So we are reponsible.
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You need to be careful
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because like any medium
you can do stupid things with it,
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but I think you can also do
beautiful things,
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and that's what we're also
trying to achieve.
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CM: So, I'm going to guess there's
some sick things being tried
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somewhere on the dark web
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that use this kind of technique
where you are,
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you know, personally killing people --
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doing other terrible things --
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DG: There are many very violent games.
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I mean, the problem with violence
is when its gratuitous.
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When it's violence
for the sake of violence,
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when it glorifies violence.
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That's something that makes me
uncomfortable.
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When it's in the context of a story,
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when it's about telling something --
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and something that can be beautiful,
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because violence is also a part of life,
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when you use it the way a storyteller
would use it as a device,
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I'm fine with it.
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But there are limitations and creators
need to be responsible.
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That's so important, especially
in the times that we live.
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CM: Well, thank you David.
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Whether good or bad,
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that's certainly amazing.
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Thank you so much.