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How video games turn players into storytellers

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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.
Title:
How video games turn players into storytellers
Speaker:
David Cage
Description:

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
10:09

English subtitles

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