I know what I'm getting into, and that's Blizzard story-telling, nothing less, nothing more.
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eventually, this became an important role for various story telling purposes (for instance, the introduction to job, where "the satan" tests job), and it became an important way for the authors to distance seemingly evil tasks from yahweh, instead of having him be personally responsible for evil.
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But we probably wont see that commitment to long term story telling in comics in quite some time.
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It is a story -telling technique.
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Barefoot Gen's manga really disturbed me with its graphic and frank story telling.
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A story telling device.
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Wonderful story telling.
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No sure if I agree with this - there are plenty of shows with excellent story telling that are the same length as Doctor Who.
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Story telling often goes hand-in-hand with dynamism - giving the characters active poses to make them feel alive - but it isn't strictly necessary.
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When I'm drunk I tend to go into story telling mode where I just get pretty loud and tell stories the whole time, usually when I smoke weed I get more quite and reserved but every now and again I'll get pretty loud and obnoxious, like being drunk but just in short bursts.
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The writing and story telling with the wwe right now is so bad it's hard to watch.
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But I don't see this as a story telling forum where we see who can make the better tale.
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I think it's incredibly relevant to any discussion comparing video games and literature as story-telling mediums.
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Animation skills are not the same as drawing skills or story telling skills, or 3D skills, or flash skills etc.
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It would've been good from a story telling perspective but I feel like it would've lacked the energy of this battle.
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Classic story telling.
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One of the biggest aspects of story telling is knowing when you are going to "end" and how.
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NXT has great long-term story telling to appeal to the most dedicated fans, but also great in-ring story telling so that you can start watching the product at any time and immediately understand what the angle is.
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The simple reason as to why Bethesda games suck at character development and story telling is because they don't have competent writers that can do a coherent story in an open world setting.
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This is masterclass manipulative story telling aimed at getting downloads and page hits and in no way interested in the truth.
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I don't watch a lot of tv, but that was my dad and i's favorite show to watch when it was on, it was a shame the ending was rushed, but what can you do when money takes precedent over good story telling and artistic integrity.
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I will however state that if something is in the top 30, it shouldn't be based on preference but instead its story telling and presentation.
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This is alright if the game was an MMO, but remember...they constantly told us THIS WAS NOT AN MMO, and it would be filled with rich cinematic story telling.
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Most often seen on the story-telling subs (/r/pettyrevenge for example)
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that Grand Line was and still is an amazing story-telling and world-building device - that I fully agree with.
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TIL TIFU is just story telling and doesn't necessarily require fuck ups.
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It's just very annoying to me, because Bryke and their fellow writers have done a fucking excellent job throughout both Avatar and LoK, and this is the one thing that stands out to me as poor writing and story telling.
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There is such a rich history in this theme that would offer massive story-telling potential and lend itself to interesting play styles.
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Its more interactive story telling told across 4 characters but there are many parts where characters can die.
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Now, while Korrasami is a mark and will go to history for how much It breaks barriers, It also got butchered in terms of story-telling.
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There is a reason "Show, don't tell" is considered one of the ideals of good story telling, and Togashi fails at it.
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If you enjoy leveling, story-telling and lore then also yes.
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Yes, great concept, great cinematography, great special effects, but terrible story-telling.
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This is good story telling and generates a lot more player investment.
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His story telling became much better after he stopped saying "you know what I'm saying" after every sentence.
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It's just that, for the sake of story telling, we only see her when she's visiting Rarity.
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It allows for a victory, but a shared story-telling experience that is pretty rare in RPGs.
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It'll easily convince you that Anime as a medium is fully capable of delivering mature movies with fantastic story-telling.
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Great story-telling skills!
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Super Metroid's show-not-tell story telling is something I wish more games embraced.
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It's all manipulation and story telling.
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The only reason im even hesitant to message you is because i just feel so threaten by your story telling skills.
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No but over 3 games we learned a lot, I don't understand why people brush off a little mystery with bad story telling.
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This sounds like wonderful emergent story telling.
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The challenge is a journey and it represents many facets of photography, beyong simple story telling.
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Earth might still exist when you take the kind of story-telling into account that was used for the state of the wormhole, as in that the audience should infer for itself from all the given information that it is in fact still open (otherwise Cooper venturing off to search for Brand wouldn't make sense).
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It brings up memories of the first and has unique story telling style all its own.
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Looking for something that isn't deep story telling but is incredible fun?
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