I’ve talked about dialogue delivery in the past and how it can become a hindrance when perception and expectation don’t match, but playing story-driven games like To the Moon and A Bird Story has helped to drive home the idea that many modern games rely too heavily on being verbose in their story telling. Long winded narration and dialogue used to inform the viewer every little detail that’s going on within the story. Background that we absolutely need to understand the story in full depth </sarcasm>.
What makes these two examples great is their ability to become interesting because of the lack of dialogue in each game.
Continue reading “Game Design: Verbosity, Empathy, and Implied Information”