Video: Telling game stories with unsaid words and unreliable narrators
In writing for games, devs are often tempted to put everything onto the page, with all motivations clearly and explicitly stated for the player to understand.
At GDC 2016's Narrative Summit, game and narrative designer Mata Haggis took the stage to walk devs through the value of leaving things unsaid when crafting stories for their games.
Citing everything from Shakespeare to Eternal Darkness to Mary Shelley's Frankenstein, Haggis offered some interespecting perspective on how devs can effectively use unreliable narrators and words unspoken -- without slipping into hackneyed tropes.
It was a fascinating talk, and well worth a watch if you missed it in person last year. Luckily, you can now watch Haggis' talk for free via the official GDC YouTube channel!
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