Submissions by ZacWatson tagged narrative-driven

Overview

If nobody is listening, how do they know what you want from them? As a character unable to communicate through conventional means, players have to use their imagination in order to talk to the living. Utilising a variety of interesting interactions, Nobody's Listening provides an interesting and detailed look at life without verbal communication.

Narrative

The core of Nobody's Listening is the narrative component. As a character stuck between the land of the living and the world of the dead, players are unable to directly communicate with the NPCs within the game. As a result, players are only able to manipulate non-living objects in a way that other characters would find 'believable'. For example, a floating note would cause a character to faint and the puzzle to reset. However, writing a note and leaving it on a table, then making something fall over near the table would cause the character to 'discover' it. Getting NPCs to complete these tasks allows the main character to 'right' the 'wrongs' that they have previously committed. Appearing to be involved in these resolutions is a core component of the game; the entire reason that the player character remains in limbo is to accomplish these objectives.

Core Mechanics

Within Nobody's Listening, the mechanic of 'noticing' interactions within the world is the key to accomplishing objectives. As players accomplish these objectives, more and more complex and interesting objectives are available for the player to complete. As the player completes more of these, their endgame goal of 'resolution' comes closer and closer. This goal of 'Resolution' is regarded as the win condition. As the game's focus is on the narrative, players are more encouraged to explore problems and their solutions in order to explore more of the story.


Plaeyrs control a character in limbo similar to Murdered: Soul Suspect.

Overview

In The Warden, players take control of a singular watchman, travelling between towers along a seemingly endless wall, undertaking slowly escalating puzzles and clue-finding exercises as they continue. The primary narrative delivery in Warden comes from logs and books scattered throughout the levels, and players discover more and more about this mysterious wall as the game progresses.

Core Mechanics

The game is presented from a strictly first person perspective, with players having to platform and manipulate physics elements within each tower. Actions like moving and placing blocks, attaching objects to ropes and various other objects, and using forces like gravity to pass challenges is the key to defeating challenges in each tower. To transition between each tower, players walk along varying sections of the incredibly high wall, where they can look over the parapets into the clouds and the scenery around. These sections of serenity break up the puzzling, allowing players to take a break and calm down. The puzzles themselves are always themed, whether around a particular gimmick or mechanic, like using a particular block or moving tiles into a pattern in order to progress.

Narrative

The narrative in Warden is intentionally vague and obtuse, with background information about the wall, characters in the world, and other events that have happened in the world. The warden himself has an internal monologue, which reacts to certain events, puzzles, and items that the player picks up that relate to the story. This form of narrative creates an immersive and engaging experience, and allows players to experience and interesting and changing story as they progress.


Players traverse a giant wall, similar to the famous Great Wall of China.