- Jul 30, 2017
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You can't help but accept the actions that are occurring.
"I can't believe this is happening."
Would you guys mind sharing writing examples of what's acceptable vs what's annoying?
You can't help but accept the actions that are occurring.
"I can't believe this is happening."
I LOATH unnecessary narration. To the point where the artists on my games hate me.I was wondering if you guys could share some feedback on this topic. When is there too much narration? When is there too much sharing of what's going on in the main protagonists head?Code:You can't help but accept the actions that are occurring. "I can't believe this is happening."
Would you guys mind sharing writing examples of what's acceptable vs what's annoying?
That is a great thing about the noir genre. The PI narrating to himself is the story format. Helps a lot for the person writing.Great question.
Don't think there is a 'right' answer. But great narration can really make the world feel well-developed (like Depraved Awakening)
Who is saying the first line? The narrator. Who is the narrator? It's some disembodied voice to explain things. The narrator isn't a character in the story. Having a narrator reminds you it's a story, takes you out of it to a degree. This is why some people use exposition. It's still somebody explaining things in a heavy handed way, but at least it's a character in the story. As was mentioned, the Noir genre often has the protagonist describing things, but at least it's not a separate narrator. Now the narrator can be a character, like in The Stanley Parable (which is great) but that's an exception. It's a sort of meta storytelling method.You can't help but accept the actions that are occurring.
"I can't believe this is happening."
Well, I think this gets into the two major types of main characters. The one where the MC is a shell for the player to fill or the MC is a person the player makes decisions for. In the case of the MC just being the representation of the player in the story, you don't have to say what the MC is thinking, because the player is thinking it. In the case where the author has an idea of the type of person the MC is without the player's influence, then you can give that feedback to the player in thoughts.Main protagonist's thoughts works better ... if the thoughts of the protagonist coincide with the thoughts or fantasies of the reader.
So narration can be a safer bet for appealing to a wider audience.
Yes. I meant to address this in my first post, but spent so much time coloring the text so that it all made sense that I forgot to make this point.Well, I think this gets into the two major types of main characters. The one where the MC is a shell for the player to fill or the MC is a person the player makes decisions for. In the case of the MC just being the representation of the player in the story, you don't have to say what the MC is thinking, because the player is thinking it. In the case where the author has an idea of the type of person the MC is without the player's influence, then you can give that feedback to the player in thoughts.
I think a good example (and often bad example) of this is corruption games. A typical player of a corruption style game will make the MC very slutty from the start. If there's an opportunity for sex and debauchery, they will take it. However, the whole point of the corruption game is that the MC starts from some more innocent personality and slowly turns slutty (or whatever). So you often have the MC thinking "I can't believe I'm doing this." or something similar to clue the player into the level of corruption. Near the end of the game, the thoughts will likely be more along the lines of "I can't wait to start fucking."
I agree with this, on the caveat that it matters. If a choice isn't linked to a variable of some kind, nor does it create a branch, then why is it there?One middle ground option is to have the user choose dialogue, including internal mental dialogue.