This essay will look at the thematic structure of Dark Souls through the lens of “perseverance.” What does it mean to persevere, and should we do it? I will be looking at the various components of the game to illustrate how they all work together to pose a serious question to the player: is it worth it to keep going?
Tag Archives: Storytelling
On Storytelling: Outer Wilds
Themes in video games are something we tend to talk less about, although almost all games explore some theme in one way or another. As a way of encouraging more direct investigation, I focus on a particular game – Outer Wilds – and explore the theme of loneliness as presented through its various elements.
On Storytelling: Online Games and the Holding Pattern
With the latest Destiny 2 expansion, this seemed like a good time to step back and look at some issues relating to storytelling in online games. When a game is designed around players continually repeating content endlessly, how does that impact the narrative that players are told?
On Storytelling: Meta Gaming
When you play a game, you’re always controlling a character. You know that, but how often does any player really think about that fact? In what ways could a story remind a player of that fact? In this essay I explore how video game narratives can incorporate a player’s interactions in a form of meta-storytelling that can go beyond the constraints of mere plot.
On Storytelling: Conspiracies
Conspiracies are a fairly common tool to come across in stories. They help build a sense of intrigue and drama in otherwise cut and dry narratives. But conspiracies as a tool for writing are subject to a lot of problems that we normally don’t think about. In this essay I explore how conspiracies work as a way to examine good and bad practices for using conspiracies in storytelling.
Worldbuilding and Overload
Worldbuilding is a complex task, and an easy trap to fall into is to overexplain things. In this essay I explore how it is possible to overload a player with information, how it can occur, and the effect this overloading can have on players.
On Storytelling: Minimalism
Video games have been experimenting with minimalist narratives for a while now. But sometimes those narratives don’t quite work out as intended. In this essay I’ll explore some aspects of minimalist writing to provide a few ideas on how to better craft narratives that steer away from writing too much.
On Storytelling: Overwriting
Writing stories is hard, and one problem that we can run into is “overwriting,” or going a bit too far in our prose. In this essay I’ll examine the issue of overwriting in more detail and explain why it causes issues for a game’s narrative.
The Ticking Timebomb
A common way to make a game’s story seem interesting and urgent is by telling the player they have a limited time to complete it – there’s a ticking timebomb that will cause disaster. But often the use of this timebomb in storytelling creates problems for the gameplay that needs to be addressed. This essay will look at the problem of the ticking timebomb through the lens of how it is used in Cyberpunk 2077.
On Replayability
When we play games, one thing we sometimes do is replay games, for a wide variety of reasons. But when it comes to designing games or talking about them, what is it that makes a game “replayable”? In this essay I’ll explore some factors that contribute to the idea of replayability in games.