Ambiguity and Abstraction in Game Writing: Lessons from Dear Esther
Dan Pinchbeck (thechineseroom)
As a cost-effective means of diversifying the emotional range of a game, supporting interpretation and understanding, and widening the feel of the presented world beyond visible assets, story is a vital tool in every game designer's kit.
Despite a lack of interaction and traditional gameplay, Dear Esther still succeeds in creating a powerful, engaging game. This session focuses on Dear Esther's unusual story and examines how very different narrative experiences can be created. It focuses on both the storytelling devices the game utilizes, and the story itself—how it handles plot, emotion, character, symbolism and ambiguity to help the player construct a complex and largely self-generated story experience.
Pinchbeck will introduce specific examples from the game and explain how ambiguity and abstraction were used as specific design techniques in the game's story, to counterpoint the experience design being leveraged in the environment, audio and soundtrack. This session will also explore the relationship between emotion, story and player experience and offer thechineseroom's understandings of why Dear Esther's story hit home with so many players despite its uncompromisingly problematic content and delivery.