Writing, for me, when I'm writing in the first-person, is like a form of acting. So as I'm writing, the character or self I'm writing about and my whole self - when I began the book - become entwined. It's soon hard to tell them apart. The voice I'm trying to explore directs my own perceptions and thoughts.

When I was trained as a journalist, as a race-relations reporter in Nashville covering the end of the civil-rights movement, we were strictly forbidden to use the first-person pronoun. There was kind of an electric charge around it. To come out from hiding and use the word 'I' carried a lot of fright for me.

If I have my way, I want to go start making really interactive television. Stuff where you can sit and watch real actors do a real series and they can get into some kind of gun battle and all of a sudden your television prompts you to pick up your controller and all of a sudden, you're playing a first-person shooter.

I'm developing some high-frame-rate 3-D processes that are going to be, I hope, indistiguishable from reality. This will be quite an unusual cinematic event - you don't just tell an ordinary story, it's more of a first-person experience where the melodrama doesn't get in the way. Being inside the movie rather than looking at the movie.

Obviously, virtual reality is where I've placed my bet about the future and where the excitement is going. At this point, I could say it's almost a lock. It's going to be magical - it is magical - and great things are coming from that. Along the way, I was focused on the first-person shooters. I said we should go do something on mobile.

The trade-off between speed and image quality is a key constraint of first-person action games, and the job of developing a workable engine involves constantly optimizing both elements. Gamers dream of the day they'll be able to haul their arsenals through three-dimensional environments of photographic clarity, playing 'Myst' with a meat ax.

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