"A good story never dies"
About this Quote
“A good story never dies” is both a pledge and a provocation, especially coming from Roberta Williams, a designer whose career helped prove that narrative could survive new machines, new markets, and the industry’s periodic amnesia about its own roots. On the surface it’s a simple compliment to storytelling’s endurance. Underneath, it’s a rebuttal to the idea that medium makes meaning: that when platforms shift, what mattered gets discarded.
Williams built games when “designer” still sounded like a hobbyist label and when interactive fiction and early graphic adventures were treated as technical curiosities. Her work with King’s Quest and the Sierra era insisted that story wasn’t ornamental; it was the engine that made crude pixels feel like worlds. The line quietly flexes that history. A good story outlasts the disk format, the console generation, the graphics arms race, even the company that published it. It migrates, gets retold, gets remixed, reappears in fan memory and new mechanics.
The intent is almost missionary: keep faith with narrative craft even when the industry sells “innovation” as a synonym for novelty. The subtext carries a designer’s defensiveness, too: stories in games have long been dismissed as thin excuses for action. Williams counters with a standard that isn’t technological but human-scaled: if the story is good, people will keep resurrecting it.
It also reads as a warning to creators. If your story dies when the hype cycle ends, it wasn’t good; it was just well-marketed.
Williams built games when “designer” still sounded like a hobbyist label and when interactive fiction and early graphic adventures were treated as technical curiosities. Her work with King’s Quest and the Sierra era insisted that story wasn’t ornamental; it was the engine that made crude pixels feel like worlds. The line quietly flexes that history. A good story outlasts the disk format, the console generation, the graphics arms race, even the company that published it. It migrates, gets retold, gets remixed, reappears in fan memory and new mechanics.
The intent is almost missionary: keep faith with narrative craft even when the industry sells “innovation” as a synonym for novelty. The subtext carries a designer’s defensiveness, too: stories in games have long been dismissed as thin excuses for action. Williams counters with a standard that isn’t technological but human-scaled: if the story is good, people will keep resurrecting it.
It also reads as a warning to creators. If your story dies when the hype cycle ends, it wasn’t good; it was just well-marketed.
Quote Details
| Topic | Writing |
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