Two ways of storytelling: concise versus verbose
Posted: Wed Dec 31, 2014 12:45 pm
One of the criticisms levelled against the NE is that 'the storyline is thin'. The criticism comes, I believe, from people who equate storyline with tons of dialogues and exposition.
There are, in my opinion, two ways to tell a story. One's treating the reader/viewer/player as an idiot who has to have every tiniest detail explained to them. This is, unfortunately, why I disliked "Interstellar": the author is so desperate for us to get his message that he hammers it into the viewer via dialogue. In the end, there's no shadow of doubt as to what have happened and why it has happened, but all of this at the expense of subtlety.
The other pole is, for instance, Thomas Alfredson's "Let The Right One In", where the story is told in a very precise manner: just a few lines and one accurate shot convey what otherwise would take tons of dialogue and exposition. This way of telling stories is, in my opinion, more affecting: the world and the answers are constructed within the viewers/players mind. They come as much from within as they do from without.
NE fall into the latter school. The few lines of dialogue between Thomas and Gabrielle work even better than overlong exposition in most adventure games because they are few and between, but delivered precisely where they should. To me it explains why NE works, and why it had such an effect on myself in the first place...
There are, in my opinion, two ways to tell a story. One's treating the reader/viewer/player as an idiot who has to have every tiniest detail explained to them. This is, unfortunately, why I disliked "Interstellar": the author is so desperate for us to get his message that he hammers it into the viewer via dialogue. In the end, there's no shadow of doubt as to what have happened and why it has happened, but all of this at the expense of subtlety.
The other pole is, for instance, Thomas Alfredson's "Let The Right One In", where the story is told in a very precise manner: just a few lines and one accurate shot convey what otherwise would take tons of dialogue and exposition. This way of telling stories is, in my opinion, more affecting: the world and the answers are constructed within the viewers/players mind. They come as much from within as they do from without.
NE fall into the latter school. The few lines of dialogue between Thomas and Gabrielle work even better than overlong exposition in most adventure games because they are few and between, but delivered precisely where they should. To me it explains why NE works, and why it had such an effect on myself in the first place...