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877142 Posts in 32848 Topics- by 24287 Members - Latest Member: huntingbird3.0

May 18, 2013, 03:39:15 PM
TIGSource ForumsDeveloperCreativeDesignWays to tell story without text
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Author Topic: Ways to tell story without text  (Read 986 times)
JasonPickering
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« on: July 21, 2012, 06:52:21 PM »

Hey guys. I was protyping this game where you roamed an abandoned space station looking around, and I wanted to add computers where you could access the system log and find out what happened. The main problem is that I cant do anything with text. Do you think as long as I know the story and i use that when designing the levels it might work? the player doesn't actually need to know what happens, they just need to know that something did happen.
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Medevenx
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« Reply #1 on: July 21, 2012, 06:57:47 PM »

http://forums.tigsource.com/index.php?topic=26772.0
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Sharkoss
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« Reply #2 on: July 21, 2012, 07:00:01 PM »

Well, it depends on what happened, but you could have ghosts that act out their last moments.  Or holographic security records, like in Prometheus.
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JasonPickering
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« Reply #3 on: July 21, 2012, 07:30:30 PM »

well my story wasn't really original. Space station overrun by monsters that stay out of the light. Its all just something to use the energy mechanic to keep the player alive. it Could just as easily e oxygen or something.

The original idea was the player could collect these entries from computers. I could replace them with another type of collectible though.
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Sharkoss
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« Reply #4 on: July 21, 2012, 07:36:26 PM »

It could be taking power cells from the ship to keep your suit going, which put out some of the lights on the ship!  I am probably overstepping the mark with suggestions like that tho, and I expect you already have something a bit like that planned.
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alastair
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« Reply #5 on: July 21, 2012, 07:36:55 PM »

Scenery etc.
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iffi
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« Reply #6 on: July 21, 2012, 08:55:01 PM »

There was a thread on environmental storytelling a while back, you may be interested.
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e_va
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« Reply #7 on: July 21, 2012, 08:55:35 PM »

is there a reason for no text? i know game designers are always on about storytelling thru environment but it seems limiting to only rely on that. ive always seen it as an extension to traditional storytelling in video games, to get the painting the scene thing that novels do
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e_va
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« Reply #8 on: July 21, 2012, 09:02:37 PM »

for an actual answer: video logs, flashbacks, audio?
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JasonPickering
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« Reply #9 on: July 22, 2012, 07:52:25 AM »

well I cant type much text wise. the screen res is very small. but I can do much smaller things like "They Wait in the Darkness"
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LaughingLeader
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« Reply #10 on: July 22, 2012, 08:51:22 AM »

I think you could tell a story well without any text. Depending on what you want to go for, you could do a great deal of things.

In particular, if you wanted to show that there used to be people on the station with loved ones, you could have some of their things lying around, like something that looks like a photo of some people with blood over it. The player could find a dog, which you've built up to with things like a dog dish/dog food lying around, and the dog appears to be waiting for their master, despite the fact that it's been made clear that he/she's dead. That could tell something rather sad, especially if monsters are closing in and the dog chooses to stay there and protect it's master's things out of loyalty.

You could also tie in certain gameplay elements towards telling the story. For instance, if you wanted to be edgy, there could be a dead body that the player has to use to progress to the next level. Maybe there's a retina scanner and the player needs the corpse's eyeball. As nasty as that is, it could convey the position the player is in: They need to survive, no matter what.

A slightly less-edgy approach could be tying in what some of the monsters look like with what the player has seen of the former inhabitants of the space station, if your monsters were related to the inhabitants. Sort of like in Dead Space, how the necromorphs used to be colonists/people that lived on the ship.
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jethrolarson
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« Reply #11 on: July 23, 2012, 10:08:36 AM »

http://www.amazon.com/The-Arrival-Shaun-Tan/dp/0439895294
This award winning book tells a pretty deep story without any words.
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JMStark
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« Reply #12 on: July 23, 2012, 10:44:56 AM »

Teach with actions, not with words. This shouldn't be too hard to justify with the concept of a video log.

Though good sound design can provide the player with narrative information as well.
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Graham.
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« Reply #13 on: July 23, 2012, 10:59:58 AM »

My current game - my magnum opus - has no text planned, in the menus, anywhere, only the title. But a lot of the gameplay relies heavily on the player's ability to interact with the NPCs; they are always talking with each other: the player with the others, the others with each other, the players with himself.

The game is story-centric, so obviously the ability for the characters to communicate ideas is very important. I'm designing the world in such a way so that a character's opinions can be expressed through the nuances in his actions as he does things that have mechanical relevance (such as overcoming a challenge).

Things become a little more complicated when I want a character to share an idea that isn't directly related to his surroundings. For example, if I want to show how a character feels about something another character is currently doing, I can have that character deal with the current situation in such a way so as to express that. Huskies, for example, when they sled will cut each other off and bite and tug in various ways to indicate their displeasure with a running partner's behaviour. I can duplicate that behaviour by having my character change how he supports the others. Think about how much you can tell about your party's feelings towards you in WoW or a coop shooter by their avatars' actions relative to yours. Sometimes you can tell far more from behaviour than voice chat.

(Think about the connection the player has with Curly, in Cave Story, just from having her bounce along through a level with you. Her (possible) death is hard-hitting when it comes, soon after).

Anyway, that doesn't cover the case that you are talking about, which is some way of getting information about a past event to a player through some interface, like a computer log... without text. Environmental story telling is one option. Always use the environment when you can, because it's free. Bioshock does this a lot, sort of.

Another, more effective option is to have one character "remember" an event. The logs in Bioshock are an example; they don't represent a person's memory but a machine's "memory" of a person's log. In Machinarium, the semi-recent indie point-and-click, NPCs will remember events and describe them to you through simple pictorial story-lines that play out in speech bubbles: no text.

If you want an actual machine, the best thing is to create a "hologram" (ala Leia in Star Wars) of an actual character or abstract representation of a character's psyche. The standard written/voice log is the same thing, just in a different format. If your characters can already express emotion in their behaviour then it would be a good idea to use the same methods of expression in the log.

The biggest difficulty is inventing a new way for your characters to communicate. Whatever you do you'll be creating a new way to transmit an idea to the player. I recommend picking something that can be re-used a lot, because the implementation time will far exceed the value of a single, or only several, use(s). For example, all of the methods I have planned to use for my characters' communications are present throughout most of the game, so I can make good use them and train the player in their interpretation.

Simple example: in Harry Potter there is a washbasin that can store memories. If you touch the basin you get "transported" to that memory and live through it as if you were there, but you're invisible. You could do the same thing, allowing the player to move around inside the memory, for example, making it interactive: the player touches the computer screen; the lights fade out, and back on in the same room, or a different room; everything is discolored. People from the past are running around doing whatever they do. Maybe the camera is locked to the perspective of a single actor from whose perspective the memory is saved. The player can be "tied" to that actor, maybe, like they are leashed, allowing them only to travel a short distance away. The character in the memory can express himself through facial expressions etc. If you really want to get fancy, you can start messing with the memory-owning character's perceptions, discoloring certain areas of the environment, highlighting others - things like that - to represent how he perceives events. There's a lot of cool stuff in there.

FF6 does the interactive memory a few times.

The best part is, whatever you build, you can use twice. When you write text you are really leveraging the assumption that your player understands a certain language and is literate. You're also leveraging fonts (which are more complicated than they appear). If you build your own tools for communication, even a few simple ones, you're effectively building a game-centered language, which you can customize to suit whatever needs you invent.

Also, non-text communication opens the door for generative story lines (Smiley): even stuff like handling the play-out of player narrative choice. Though that direction is a whole other thing. Just saying for saying, because it's cool.


« Last Edit: July 23, 2012, 11:05:17 AM by toast_trip » Logged

Paul Eres
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« Reply #14 on: July 23, 2012, 11:38:52 AM »

if you don't know japanese, i'd suggest reading manga in japanese (e.g. not the english translations). see how much of the story you can figure out just from the pictures. depending on the manga, usually you can get like 60-70% of the story just from the pictures, without understanding the text at all. this experience will teach you how to do it in your own games

but like eva said i don't think you should completely ignore text. even if the resolution is small, a word or two can go a long way if it's carefully chosen. zelda1 had very little text, but most of it is memorable (e.g. it's dangerous to go alone, take this!)

a lot of people overreact to walls of text that seem to go on forever and think the solution is no text at all. but that's like overreacting to the enormous number of zombie games and saying 'i'll never put a zombie in any of my games!'
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