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A STORY WITHOUT WORDS

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I don't even know where to begin. I don't think I have a firm enough grasp on this to speak with any type of authority; but there's been something bugging me with story telling in games these days, and no I'm not just talking about games here.

It's been something sitting in my head ever since Jumar brought the game "Out of This World" to my attention...

That something being there's way too much exposition flying around in media these days. Walls of unnecessary text, characters explaining the obvious, and worst of all; the three minute technique explanation. "OH SNAP, he just used his sword as a vacuum and it's drawing the guy in! YOU SEE, by *** ***** **** and *** *** in the *** *** HE CAN MAKE SWORD GO VACUUM"


Everyone here could stand to look at this and learn a great deal from it. With nothing more than sound, a stylized yet simple graphic style, it tells a story. From beginning to end the only words in the above would be from a computer terminal in the introduction.

A more mainstream example, Super Metroid also took a similar approach. With nothing more than some small samples of text in the beginning; it told a simple story and got it's point across just fine...

I'm not suggesting we throw away words completely (though a wordless story is something that might make a good contest, hint hint), but maybe try using the approach for certain aspects of our games. I myself have experimented with this a bit with great success.

...And that is that. I don't know where else to go with this crude write up; but the forums here are in desperate need of a topic that doesn't discuss the fine nuances of the three tile rule, item costs, and save point frequency.
Yeah, this is something I've definitely been thinking about! I want to have a grand world, interesting characters, and a strong narrative for players to experience, but I don't want to bore the hell out of them by getting too wordy, either. While I'm not going for any special or particular 'wordless' story (the quantity of words for my game should be about a typical RPG's worth, not too much, not too little), I really want to learn how to make a great world REALLY stick out to you in ways other than text.

Play Shadow of the Colossus.

I agree completely with what you said, especially the whole tutorial cliche bit in RPGs. With SotC and Super Metroid, the no words thing works well because they aren't forcing you to feel something. It's kind of hard to explain. With most RPGs, they try to force emotions on to you by showing tons of text that is telling you "hey, this guy is angry. Look at that text, he's angry!" But with no words, it's a lot easier to show certain emotions because as humans we relate to body movement, etc much more than text.

But using it for certain aspects is the best approach for people like us. If you look at the intro to Final Fantasy 6, it does a fantastic job at this. The part where the world gets torn apart is also another example from the game. Almost no text is going on during these scenes. In the latter, it is literally just showing you destruction. FF6 is the best.

Also the scene in Mother 3 where...things happen...and people die. And Flint goes crazy. Another good example.
It seems like everything is getting dumbed down, doesn't it? Heh, can we blame the casuals? Overly wordy exposition is pretty much a band aid for crap storytelling.

The thing about Another World was that a story would have been a hindrance. You have no time to ponder this strange new world, you need to move your ass and avoid everything the game threw at you. I'm sure they left details out of the environments for the same reason.

Of course, parodies often make use of what they call infodumping. I remember the scene with the FCC agents in the pirate radio episode of Sealab, "Thanks a lot for the ****ing back story."

If I recall, the opposite of infodumping is called incluing, where you spread the info throughout the narrative.

In my main project, I have a fictional energy drink that's popular in the game setting. Do I explain it? Heck no, it's on billboards and vending machines as a consumable. In-game books can also fall into the same trap. For the same project, books are a rare commodity, but you'll be able to understand the world a little better just from the titles alone, which is all that will be offered.

Games are essentially about getting from point A to point B. If the information doesn't help you get there, it's really just window dressing. You could probably drop it and the player wouldn't miss a thing.
I think words can be used to a similar effect though. Basically I think you could make a text-adventure that would essentially be a "story without words". I think Valve's games do stories without words expertly (while still obviously having some words thrown around). Half-Life 2, Left 4 Dead and Portal are great examples.

It's the age-old thing of "Show, don't tell".

It's probably also easier to do these wordless games in action games (Super Mario Bros. didn't exactly have a lot of words. And I guess Super Mario Bros. 2 had even less).

Actually one wordless game I just thought of that is sort of narrative-based but also very wordless. The LEGO games (Lego Star Wars, Lego Indiana Jones, Lego Batman etc) It's still an action game of course. And it's probably not a "game without words". But it does explicitly tell a story without using words :)
Craze
why would i heal when i could equip a morningstar
15170
post=143764
Also the scene in Mother 3 where...things happen...and people die. And Flint goes crazy. Another good example.

FF6 is good, yeah, but in my opinion, this is the #1 "holy fuck emotion" scene. Better than, say, "OH NOES MY LONG-LOST GIRLFRIEND'S MUTANT APE ROBOT COUNTERPART IS FAILING TO WORK."*

As for this in RPGs, BD_Design's energy drink example is good. That said, if you're planning on making a more traditional RPG (i.e. exploration as opposed to being chased by an army for hours/generally fast-paced), plenty of players will enjoy having some sort of SODA CO building where they can buy some energy drink and learn about its dark secrets.

RPGs can also not worry about the Legend of the Philosopher's Stone Effect, where everybody in your twelve-person party simply must get a word in at every juncture of the game. bsaudnflksadngjangl. I don't need to hear EVERBODY's opinion about the fork in the road. I don't care about twelve fucking opinions. (The most prominent RPG I can think of that does this well is FFXII. People who need to talk, talk. People who don't walk off or play with their ruffles or something.)

*Shadow Hearts 2: Covenant is a good game Just... ignore the second disk up until the final dungeon.
Ok I really like this topic. I can relate to all of you guys when it comes to show not tell philosophy. At one point I thought of making some kind of minimalistic RPG where there were no words (not even in the battle commands, they'd be replaced with icons) but uh, you can't put icons in the commands in VX, I'm sure there is a scipt somewhere that will allow that specifically without making the command box weird. Anyway, I wanted to make an RPG with self explanatory rules and mechanics and with small cutscenes without words to weave a story.

Right now I think the best anyone can do with a preexisting project that has wordswordswords, is to just be really subtractive and omit needless words (this advice is pretty much given to any writer). It's hard to go that path if you're not careful though, some things need exposition, and if the player doesn't quite fully understand the first time, you'll need to write or even show in a minimal method to remind him of what his goal is and what he's doing.

One thing I highly recommend for cutscenes is to actually edit the charactersets, giving them more movements and facial reactions (yes actually editing their 5x4 faces). Because one thing I realized from playing FF5 way back when: While the story was very basic save the world formula, the individual characters as 16x16 chibi sprites, packed a ton of emotion. The heroes can laugh, they can cheer, they can blush, they can exclaim, etc. All without having to write *smiles* or GRRRRRR. And that added a lot to the characters however 1 dimensional people see them as. FF6 really continues that tradition with each character having their own version of emotions.


edit: in regards to facesets, fuck them. Even if you have different emotions for them, they are very disconnected from the game world unlike these graphics above.

I think Valve's games do stories without words expertly (while still obviously having some words thrown around). Half-Life 2, Left 4 Dead and Portal are great examples.

Yes, I think Half Life 2 does a great job of making you feel like being in a movie, without having a 'cut'scene to interrupt the flow. I thought after this game you'd see a ton of games trying to intimidate this style of story telling, but nope, we're still stuck in that cutscenes galore rut when it comes to "cinematic games."

One really interesting game was ICO, the game had various cutscenes with subtitles and all that, but the cutscenes didn't really explain much, they just showed who the bad guy was and the major plot points, that was it. However most of the character development comes from the puzzle solving, you actually have this weird bond with the girl you're trying to help through this castle. Not only that, but the two characrers (ico and the girl) speak in different languages, so they can only communicate with hand signals. There are times in the game where you even get frustrated with her and actually start yelling at the screen "NO! GO UP THE DAMN LADDER" or "NO GO THE OTHER WAY" or maybe that's just me. SPOILER: The cutscene where you are seperated from Yorda actually leaves a big impact, because as you keep playing without her, the game becomes very very lonely //ENDSPOILER Anyway the point is this game manages to perform a character based narrative with its own gameplay, something that the game industry isn't quite there yet except for the handful of 'artistic' indie games you see nowadays. And man I still need to get SOTC. Fuck.
post=143764
Also the scene in Mother 3 where...things happen...and people die. And Flint goes crazy. Another good example.


oh my god i literally thought of this moments before my eyes saw the text stop stealing my brain i want it back within the hour
I somewhat agree with the fact words are overused, and it seems to substitute making more sprite art. It annoys me more when someone uses action text. In example:
*Skippy handed Edwardo the key*
*Skippy falls down then gets back up*
*Barf*
Okay, maybe I'd prefer a text version of that last one. Bu I think my point is clear. :[ I like to see a dandy little sprite that shows actual emotion. Darken has a point about face sets as well.
When I see someone use a faceset it looks disconnected from the actual game and makes me think of dating sims in a way. The emotions are there but it's plain. It just doesn't give that little jump you get when you see your favorite character's sprite dancing for joy or hiding it's face in it's hands when it's ashamed or sad. It strikes me as somewhat lazy.
halibabica
RMN's Official Reviewmonger
16948
from NightBlade
...and worst of all; the three minute technique explanation. "OH SNAP, he just used his sword as a vacuum and it's drawing the guy in! YOU SEE, by *** ***** **** and *** *** in the *** *** HE CAN MAKE SWORD GO VACUUM"
Oh, I haaaaaate these soooooooooooooooo much! If your character's abilities are so wacky and hard to understand that you must explain them to the viewer in words, then you have failed at some point in your development process.

To be honest, I find that a lot of the problems mentioned here are conquered by simply having natural dialogue. People don't explain their epic moves in great detail after they use them, nor do they go on massive rants about such and such thing in normal conversation (well...maybe sometimes they do). If it's something that can be shown and not told, then it probably should be. If it's something that a person would never realistically say in a non-fictional setting, then that info needs to reach the viewer in some other way.
Out of This World changed my life.

But I get this more like "a story could be told with no words" than "a story should be told with less words".

I mean... are we complaining about reading now?

Of course we all hate overtexting, and it's definitely an issue I have with the latest FFs (I've heard that there are 40 minute cutscenes in FFXIII... is that true???).
Well, there's nothing wrong with a text-heavy RPG if it's well written and used. Many times it's more powerful to get across a story point without words, sometimes it's unavoidable. I think it's about balance. I wouldn't want an all-mute cast of characters, but too much silly chatter needs to be avoided.
Craze
why would i heal when i could equip a morningstar
15170
post=143831
Of course we all hate overtexting, and it's definitely an issue I have with the latest FFs (I've heard that there are 40 minute cutscenes in FFXIII... is that true???).


...FFX-2 and FFXII have short exchanges. The longest clip in FFXII I can remember besides the ending was at the top of the final dungeon, and maybe lasted five minutes?
Willian Shakesman
Brevity is the soul of wit.

Also communicating with visuals in a visual medium (or rather properly using your medium of choice) is one of the basics of creativity. This is a problem that, say, comics, web or print, suffer a serious issue from.

vvvv
Willian Shakesman
Brevity is the soul of wit.


More like WILL SHATNER
you have discovered what grownups call "cinema" congrats
I am totally guilty of this in my game, because I like writing words. I know people don't really like reading them, so I try to limit them as much as possible, but I do have a weakness for drawn-out one-off explanations that slow down the game every once in a blue moon- sometimes I just like to get it all out of the way so the next area is usually very light on text.

My problem is that I like to make the text I have believable, so there is not a lot of "Hey let's go this way" and everyone else in the group mindlessly agreeing, since even when the characters get along they wouldn't just do... whatever.

That being said, in any game that focuses more on the character (any game that has a single character or one who is obviously identified as the voice of the party) I have a much easily time avoiding dialogue or long, drawn out scenes. There is a lot more visual storytelling.

It's just hard to show how devious a political plot is without using words, you know?
post=143888
you have discovered what grownups call "cinema" congrats


Ah ha ha. Ah ha ha. ha. ha ... ha... Go suck a railroad spike

It's just hard to show how devious a political plot is without using words, you know?


I'm not suggesting anyone throws dialogue or words away. As suggested earlier by other posters; there are some things that don't have to be explained, and there some things that are better left to the interpretation of the viewer.
I don't mind words. When I'm concentrating and feeling patient, I like having conversations and finding out as much information as possible. Visual effects should augment words, not replace them. You couldn't have long, animated cutscenes back in the days of D&D.

Interactivity is pretty important, though. 15 minute dialogue sucks if you don't get to participate at all.
post=143888
you have discovered what grownups call "cinema" congrats


its not the same thing though
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