October 11, 2012 by sczaja200
Here’s an interesting article I just read on Kotaku. In it Austin Grossman, one of the writers/designers of the recently released Dishonored, discusses his ideas on video game narrative.
The whole article is interesting, but what I found most intriguing were his comments in the last two paragraphs about telling a game’s story through ambient sounds. He thinks that the narrative a player is forced to sit through should be short and unobtrusive to gameplay, while more detailed story-related dialogue from NPCs (non-player characters) should come in the form of ambient sounds so that a player can listen to the story while he or she is waiting for crucial moments to happen; for instance, in a stealth game, while the player is waiting for a guard to walk by.