Thunkgaria - Navlog 3

As we journey through narrative design methodologies, I think it is worth it to discuss Explicit and Implicit kinds of storytelling in video games.

Explicit storytelling comes in dialogues, cut scenes, and clear directions given in-game, while Implicit storytelling takes a more subtle approach. It is the feeling you get from a dark and foreboding environment, the brutal armor of the enemies, the background sounds that hint at what is to come in the next area, or the change in music when you enter.

With a sidescrolling brawler like Portal Brawlers, there isn’t a ton of time to spend on Explicit storytelling, as the audience is expecting fast-paced action and combat. There is some time, more than old arcades had, but we don’t want to bore our players with walls of text or dialogues that drone on and on. Instead, much of the storytelling comes from the look and feel of the game levels.

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Konrad Hughes

A Narrative designer who loves making immersive experiences.

https://konradhughes.com/
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Thunkgaria- NavLog 2