Well, it simply says that something makes cities have stories. Cities are complex entities. They are centers of various activities. Their architecture can tell a story - an old cathedral might have a story of the faith of the people who built it centuries ago. The local industries also contribute. A city known for its textile industry might have stories of how it grew from small workshops to large factories, all because of some cause, like the availability of raw materials or skilled labor in the area.
It means that there are reasons behind the stories that cities possess. Maybe it's due to historical events, like a city having a story about a great battle that took place there long ago. Or it could be because of the different cultures that have blended in the city over time, each contributing their own tales.
It implies that certain factors lead to cities having their own unique stories. For example, the people who live in a city - their traditions, their joys and sorrows all add up to create the stories. A city might have a story of how immigrants came and built a new community, which is a result of the social cause of people seeking a better life.
Cause and effect in a story basically means that one event or action leads to another. It's like a chain reaction. For example, if a character makes a bad decision (the cause), it might result in them facing problems or consequences (the effect).
One cause could be disasters. For example, a city that has survived an earthquake will have stories of survival, rebuilding, and the resilience of its people. Another cause is the development of trade. A port city will have stories of different merchants, the goods they traded, and the cultural exchange that happened through trade.
Island Raiders was a game where players could build their own game experience by building bases and developing cities. By logging into all the cities of the main base, players would be able to freely move, explore, and build bases in these cities by establishing bases and developing cities in the game. This meant that players could gain more resources and advantages by logging into all the cities in the large base, thus gaining more chances of victory in the game. At the same time, it also increased the fun and challenge of the game, allowing players to have more opportunities to experience the various ways of playing the game.
Sure. The story in Just Cause 4 involves a complex plotline with various missions and objectives for the player to complete.
Yes, it does. Just Cause 3 has an engaging story that keeps players hooked.
It means you are the central figure. Your actions and decisions shape the plot. Everything revolves around you.
Perhaps Andrew Bird is referring to the fact that novels can stir emotions. People like to feel different emotions while reading, like excitement when reading an adventure novel or sadness when reading a tragic story. Since novels can evoke such strong feelings, everyone likes to read them. Also, novels can be shared and discussed. When people read a good novel, they often want to talk about it with others, which adds to the enjoyment.
It could mean that in the past, perhaps there were books without traditional stories, like those that were just collections of facts or images, and now they will start to include stories.
I think it doesn't have a good story. The story seems a bit of an afterthought. Most players are more interested in the over - the - top action and destruction mechanics in Just Cause 4. The plot doesn't really draw you in like some other games with stronger storylines.
Yes, it does. The story in Just Cause 4 has its own charm. It's full of action - packed sequences that keep you engaged. There are interesting characters and a plot that drives the game forward, with the main character's adventures in a fictional and dangerous world making for an exciting narrative.