No, I mean having things written out with letters,
Telling can only be used as an additional element if there is already enough showing, to enhance what was shown.
Show, don't tell is a dogma for beginners.
No, its a "dogma" for beginners who are not competent or capable and therefore produce shitty ideas and then complain about "dogmas" that besmirch their creative spirits.
Which you are not.
can show, tell, or hide as much as they like, and get an excellent result out of it.
Except that your example is just telling, and it sucks some serious hairy donkey balls.
But that aside, this is showing.
You are not showing anything then your character waking up from a dream cutscene.
Your character wakes up without a clear memory of spending the night staring at companions' souls.
The concept of "without a clear memory of spending the night" does not exist in the game in any way.
You may tell the player thats what happened but thats just another vacuous statement - telling something.
It's as much show/tell as everything else that can be done in this particular case
How the fuck is that "show/tell"? and how the fuck does that sentence have any meaning except the one you imagine it to have?
- and if you think about it, it's pretty sinister.
Because you told me my character is staring at my companions?
just...
It's about loss of control, and it's not done in a cutscene, it's just hidden out of your view, just as it should be.
A cutscene that is... hidden from my view?
No, no... its not a cutscene but... just something nobody ever sees?
thats... i...
i dont know what to say.
here, ill spend some more effort i dont have in order not to tell you how fucking stupid that is.
You shouldn't know what your character doesn't know in cases like that.
So how the fuck is something neither i or my character know... going to affect me?
Anyway as i said, Obsidian does these starting plot motivations badly in all their games. Its not something i actually expect to have any depth or big effects (such as very basic starting forms me and felipepepe mentioned) in actual gameplay.
Mostly true, I suppose. AP actually has a decent hook, and MotB's curse is also good enough a device. What my suggestion was about is simply how to create a feeling of a character actually deteriorating and losing control
without adding timers or going an extra mile with developing more content. Just a set of wake-up dialogues, some follower commentary, that's all.
MotB ...yeah, probably the best example. I havent even seen AP lat alone played it so that goes out of consideration automatically. No, i wont take your word for it.
What your suggestion is - is pointless and quite ludicrous.
Nobody said anything about timers, btw.
But without creating content nothing can be done in game dev. If you dont want to create content then you have nothing to do in design of games and you should go and just write fiction somewhere, in some other medium.
Quite simply, narrative in vidya gaems has a superficial role.
Depends. It's been gaining prominence. Prominence, not quality, mind. In fact, it gained such prominence that I often wish we'd go back to the "Read the story in the included .txt"
In any case, this is sliding into the "what could be" territory again.[/QUOTE]
Prominence?
i was addressing the issue as a problem of narrative being decoupled from actual gameplay. Being a superficial cheap layer of telling - over and despite of what the game is showing.
Cheap excuses for actionz and shootan in various AAA mass market shit games is the simplest example of that.
Falling out of teh skies liek teh fucking falling STAAARRR in new Numenera game is another.
And yes, it gained "prominence" in that distorted way, which is completely wrong.
and you would want to "read the story in included txt"?
im afraid you are loosing me completely, even with the best of will and effort spent.