What would you like to see from an interactive film?

A few months ago, I was talking to the CEO of a video game company, and he asked if I was interested in working on a feature film.

“I can’t tell you how many times I’ve seen a feature from an entertainment company, like a TV show, or a movie,” I told him.

“That’s the first thing you hear about.”

I told his story and his response was that he wanted to make an interactive story in which players could create their own narrative.

In this case, it was a narrative in which they could use technology to make a game about themselves, a game where the player’s experience was informed by the story they were telling, a story that would be interactive and that would allow them to create and interact with the world around them.

But what does interactive storytelling mean?

Does it mean something different from the movies that are on our screens?

What is a game?

Can a video games movie really tell us something about our world?

Are video games really different from traditional film?

That question is the heart of this piece, so I’m going to try to get to the bottom of this.

I’ve had the chance to watch a lot of video games and see what they tell us about what we think of as a medium, but the reality is that video games are just a medium.

They are not films.

Video games are not novels, they are not games, and they are rarely seen by the average person.

And as a result, many people are not aware of the value of interactive storytelling, because the stories they see in video games often don’t make much of an impact on people’s lives.

This is partly because video games do not have any real story.

They’re a visual medium, a form of media that is not inherently tied to any story.

So the stories we see in games tend to be simple and familiar, even if they’re complex and rich.

There are stories that are familiar and simple and meaningful, but there are also stories that require complex and complicated reasoning and a great deal of imagination to understand and then the player will eventually have to figure out how to get through the game.

These are the stories that make video games interesting to people.

They also often provide a glimpse into our lives and our relationships.

And so these stories can be powerful, even when the players themselves don’t see the world through a specific lens.

I know that some people don’t like video games because they’re too simplistic, or because they don’t tell stories that they can relate to, or they don to the way they’re marketed to.

But I think that these are important things to remember.

I’m not saying that video game stories are wrong or that they’re bad or bad in some way.

What I’m saying is that they are different than movies or novels, because they are structured in a way that allows for complex and meaningful stories to be told and for people to be moved.

This, of course, is not to say that video-game narratives are inherently bad, because video game narratives are not entirely bad.

There is something fundamentally good in the storyteller, and there is something inherently wrong with people who want to tell a story about themselves in a video-games world, and that’s why the stories in video-gaming films can be so powerful and so inspiring.

But they don.t have to be.

When you’re telling stories in a movie or in a novel, the movie is often just a frame of reference for the reader to explore the world.

And even in a film, if you want to show an emotional response to the story, the audience is in control of the way the film is framed.

You can tell the story in a straightforward way, and you can show the emotion through a series of visual cues.

You might have a close-up shot of the characters as they play, or you might have the character’s eyes lit up in a happy way, or something like that.

And then, at the end of the film, you can simply sit back and enjoy the story without having to think about the emotional response of the audience.

But video games?

They’re structured differently, and a story in video game terms is a narrative that is structured in such a way so that the player doesn’t have to think at all about the emotion.

In other words, in a game, the player has no idea what the emotional reaction is of the world, or what the emotions of the people around them are, or how they feel about the situation.

There’s no need to think.

And this is the key difference between interactive and traditional films: video games don’t require a story to be good.

In fact, many interactive games are actually good because they do not require the player to be the protagonist.

When we play games, we can choose to interact with other people in ways that are meaningful and fun, and these interactions are just as real to us as they are to the characters and the people