Adventure games are all about details - if you happen to take this one object and use it with this other object, in a really weird place, at a weird time. If you happen to write a really funny dialogue line for that, even if it didn't solve the puzzle, people will appreciate that.
When I can see things through the lens of the director, it's like being able to see the whole puzzle - it's not just about my role, but the whole script.
The great thing about America is I've never felt like an outsider. I'm just a different piece of the puzzle.
Honestly, I keep believing in myself that I can win a Slam. I am definitely sure I can win one. It's just a matter of putting the pieces in the puzzle.
Writing is a puzzle you'll spend your lifetime unlocking. You will never know it all; you will never know enough. You can always be better, and figuring out how to be better is part of the thrill and joy of the job.
What frustrates me about some high-concept shows is that they don't give you information until sweeps, but 'Jericho's' audience will get a large piece of the puzzle every week.
The truth is, those who diligently seek to learn of Christ eventually will come to know Him. They will personally receive a divine portrait of the Master, although it most often comes in the form of a puzzle - one piece at a time.
I want to listen to my Apple Music on my iPhone. I also want to listen to it on my iPad. I want to play it on my Apple TV; I want to be connected everywhere I go. It fits into the puzzle of everything that is Apple, and, therefore, it should not be seen as some sort of separate entity that is trying to find its way.
It's easy to think of a role-playing game as an amalgamation of two main components, narrative and gameplay, jammed together like pieces of a jigsaw puzzle. Sometimes, they fit together nicely; other times, they're as awkward and frustrating as that one weirdly-shaped 'Tetris' block that always falls into the gap where you need an L.
It's easy to think of a role-playing game as an amalgamation of two main components, narrative and gameplay, jammed together like pieces of a jigsaw puzzle. Sometimes, they fit together nicely; other times, they're as awkward and frustrating as that one weirdly-shaped 'Tetris' block that always falls into the gap where you need an L.
This idea of, there's a locked door; how do you open it? You don't necessarily care what's behind it; you're just more excited about opening the lock... It's not about finding the treasure; it's more about defeating the puzzle.
In a chemistry class there was a guy sitting in front of me doing what looked like a jigsaw puzzle or some really weird kind of thing. He told me he was writing a computer program.
To me, Alan Turing was a mystery - it was sort of like something I needed to unravel. And he was also obsessed with puzzles. So I wanted to make the movie like a mystery, like a puzzle that you're piecing together.
It's hard to appreciate success in modeling, because it's not something you feel like you've earned, so there is a little bit of bread of shame that comes with that. It's like somebody giving you a puzzle that's already put together.