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Indirect Storytelling In Games

Lore And Codex Entries

One method of indirect storytelling in games involves finding bits of lore in the world. Examples include notes or voice recordings. Books, journals and emails on computers as well. This lore is not essential to the story, only giving background and additional details. This makes the world seem more real and adds interest to the game.

It can be handled in different ways. For example, Dragon Age Origins has a codex where notes and books are recorded in your codex. You can read it at any time. This lore can lead you to secrets and side quests.

In Fallout, you store notes in your Pip-Boy on paper or holotape. They point to unmarked side quests. In the Elder Scrolls games there are books you can find and read, and store in your player home.

All of this expands on the history and details of the game world. It’s usually optional but for players like me who love exploring and learning everything about the lore, it’s a huge part of the appeal of these games.

Side Quests

I’ve mentioned side quests a few times. So, what are they? Side quests are extra quests that are not essential to progress the main story. They result in extra small stories, and reward the player with experience points, money or items. They can also improve your reputation in games that have some kind of reputation system, which can affect other parts of the story.

For example, in Old World Blues in Fallout New Vegas, you can do a handful of simple side quests with the brains of the Think Tank. You can use your stats and skills to befriend all of the brains other than Dr Klein. You don’t have to, but if you do, it opens up the option of a peaceful resolution at the end of the main story. If the four of them are on side, you can talk Dr Klein down and avoid fighting them.

There’s a common meta joke about video game protagonists being overly helpful. That every time you visit a new town, you go around and fix all the problems of the people in that town. A lot of RPG gamers are completionists who want to get everything that the game has to offer and will spend hours avoiding the main plot. Side quests and side stories improve immersion too, as the player is spending more time engaging with and learning about the game world.

Thanks for reading. Next time we’re going to explore environmental storytelling and other ways games use indirect storytelling methods. Don’t forget to subscribe to get an update every time a post goes live!


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