Games are not just digital entertainment, it is one of the most expressive methods of narration in the modern world. When the movie shows, and the book tells, the game makes it possible to feel. This is the uniqueness Storitelling in games - The player does not just observe history, he becomes its participant. But how to tell a fascinating story so that it does not interfere with the very gaming process, does not knock down the pace and does not turn the game into an interactive film? How to sew a reckoning into the fabric of gameplay so that the plot is felt alive, and not "glued"?
The answer to these questions lies at the junction of art and design. The game, unlike other media, cannot impose a pace and direction without loss of involvement to the player. Storitelling here is not just a story, but experience in which history and actions are intertwined into a single whole. In this article, we will figure out how to create an organic narrative in games that does not destroy, but enhances the gameplay.
Storitelling in games is divided into two key types: explicit (obvious) And implicit (hidden) .
This is a direct story - dialogs, katsen, inscriptions, in -game documents. This is what the player sees and hears consciously.
This is a story told through the environment, animations, the choice of the player, the consequences of his actions. This is the most organic way to introduce a narrative into gameplay.
A good narrative design strives to ensure that the plot not distracted from the game , A I lived through it . Example - Half-Life 2 Where not a single Katsen, but the world, dialogues and actions of Gordon Freeman tell a story deeper than any monologue.
A narrative designer is not just a writer. This is an architect of history that lives inside the game mechanics. His task is not just to compose a plot, but weave it into the game system .
IN The Last of Us Each level is the development of relations between heroes. IN Dark Souls The player himself finds the crumbs of history, exploring the world and studying the descriptions of objects. This is a subtle work of a narrative that does not interfere, but deepening the game.
Catcins are a powerful tool for transmitting emotions and important plot turns. However, with excessive or poorly designed use, they can pull the player out of experience , deprive control and destroy the pace.
Metal Gear Solid Known for her long scenes, but even she was forced to adapt. Players in the XXI century prefer participate , not look.
ENVIRONMENTAL STORYTELING - One of the most powerful ways to give history. This is all that the player can “read”, simply examining the world.
Examples:
These elements do not violate the gameplay. The player himself chooses whether to immerse himself in them. But for those who pay attention, they become a connecting layer that makes the world living and multi -layer.
Well -written dialogs are not just words, it is Treatment tool, motivation and dynamics of relations .
Important: Interactivity is more important than volume . A short, but expressive choice works better than a long, but useless monologue.
In games, history should tune under the action of the player Otherwise, she loses power. This does not mean that the game should have 100 endings, but The player's agency must be felt.
The player should feel: This is his story . Even if the plot is linear - in details, reactions and little things, a feeling of freedom can be hidden.
You cannot underestimate the role audio In storitelling. Musical topics, sound markers, silence - all this tells no less than words.
Example: c Journey Music changes depending on progress, enhancing the emotional response. IN Hellblade: Senua’s Sacrifice The voices in the head of the heroine convey her mental state and immerse them in the narrative.
The atmosphere is a story without words. Lighting, sound, visual filters, vibrations of the controller - all these are elements telling.
Unsuccessful storytelling can beat off the player's desire to continue the game. This is what you should avoid:
Think about how your game world works. What are the laws, history, fractions in it. History should grow out of this world, and not be glued from above.
Even if the player has his own hero, he should have goals, emotions and development. Or, at least, a believable reaction to events.
The best moments are those that the player lived himself. Do not tell how the hero lost a friend - show this loss through the gameplay.
Even if the consequences are cosmetic, let them feel. Dialogue, a changed scene, a new subject - all this enhances involvement.
Storitelling in games is not an insert between levels. This Bridge between the player and the game world . This is a voice that does not sound loud, but speaks through each action, each element of the environment, each consequence of the choice. A story woven into the fabric of gameplay is a magic that not a single katsen will replace.
The real power of the game narrative is that it makes it possible to feel. He makes the player not just a spectator, but participant . And this is what turns a good game into an unforgettable experience. After all, the best storytelling is not a story, but experienced .
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