coyotecraft
Sponsor
Something I've noticed from reading listening watching hundreds of seminars is that "exposition" means something different in video games than in novels and films. In Video Games, "exposition" (I don't agree with this terminology) is the transmission of any information to the audience. In books and film it's all about the story, but in games there are quests and lore to add depth to the 10-40 hour immersive experience. I always think of exposition as a narrative tool, because well that's what the word means. From latin expositionem , an explanation, interpretation, or narrative; but not all games have a narrative. So it's frustrating to read a list of expository "techniques" for video games that say things like: Use Codex entries. Put it in the manual. Screen captions. Loading screens and Cover illustrations.
What I really want to focus on is exposition through dialogue. The art of scene writing. I've found there are many ways of informing the player of things while leaving the Player-character in the dark. But fewer ways of illuminating the player-character in their own light.
And by "illumination" I mean a scene that both motivates the character and characterizes them.
What I really want to focus on is exposition through dialogue. The art of scene writing. I've found there are many ways of informing the player of things while leaving the Player-character in the dark. But fewer ways of illuminating the player-character in their own light.
And by "illumination" I mean a scene that both motivates the character and characterizes them.