Clockwork Knight
Arcane
Shannow said:You are taking that far too literally, which is funny because the concept applies to books.roll-a-die said:Clockwork Knight said:MCA: Narration cannot be separated from level or system design, imo, and camera angles are a big part of that. As an example, there are certain vistas and moments in Fallout 3 and New Vegas that could not be accomplished without breaking you out of the isometric view regardless (REPCONN rockets launching).
Hmmm. Couldn't colorful written descriptions fill in for the actual scene?
An old sentiment comes to mind, well several, that make sense in the context of this question. "Show, don't tell."
It means, that the lore of the setting should open up by characters talking to each other about it or in a chapter where it is actually happening. Not as paragraph that simply informs the reader. Because such information would break immersion.
Yeah. To use a common example: if you want people to know the character is angry, you make him act like an angry person, instead of having him say "I AM ANGRY".