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Gamasutra - Mistranslated Worlds

by Couchpotato, 2014-09-20 02:45:46

I found an article on Gamasutra from a writer called Radek Koncewicz about storytelling games. The writer uses Dark Souls , and the Wizardary games as examples.

Loose threads and general vagueness are often poor crutches in storytelling. These aspects tend to be weird for the sake of being weird, or serve as token springboards for potential sequels, or -- worse yet -- are indicative of the creator(s)'s lack of a narrative plan, e.g., Lost.

Mystery is inherently alluring, though, and it can also have a fulfilling payoff. The Souls games are a good example of that.

Each title begins with a seemingly disconnected CG intro, and proceeds to thrust the player into a crumbling world with barely an explanation. There are no lengthy expositions, conquests retold over animated world maps, extensive flashback sequences, etc. Instead, whatever pieces of narrative the player puts together are entirely optional and widely scattered about.

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