Wednesday, 16 March 2016

A walk into the abyss: Everybody's Gone to the Rapture

Spoiler warning for Everybody's Gone to the Rapture!

I'm pretty nosy. When I go to people's houses, my attention is divided between the conversation and the mantlepiece as I scrutinise the family photos and wonder where the ornaments came from. Are those porcelain spaniels treasured reminders of an endearingly eccentric relative, or did my friends actually buy them?

Fortunately for everyone I know, my love of poking about has long been satisfied by gaming because developers are constantly refining the art of delivering narrative through environment. It's one of the most efficient means of interactive storytelling because it can be so easily integrated into gameplay. The player has to scour every room in a point-and-click anyway, so why not reward them with story as well as the key to the next level? Even in fighters, platformers and shooters, there's no reason why the environments should just be backdrops to the action when thoughtful design means they can convey character and backstory too.*