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[Image Credits: shindig.nz]

What Game Writers can Learn from Mad Max: Fury Road | Shindig

[Image Credits: shindig.nz]

[Image Credits: shindig.nz]

[Interesting + relevant: when planning our currently-in-development Transmedia/Virtual Reality Project Pluto, the issue of what is shown as opposed to what isn’t = a mammoth deal…]

“Fury Road offers a roadmap to a more holistic kind of narrative, one where cutscenes aren’t needed because instead the focus is on showing a story instead of telling it. One where what isn’t said is as important as what is.Games can impart narrative through world design and the players’ interactions with the gamespace in the same way that Fury Road imparts its story through world design and the characters’ interactions with each scene. Instead of stopping for a cutscene to tell you what’s going on, a game’s story can be built around and through the actions of the player, in the same way that Fury Road’s is built around and through the high-octane, non-stop action of that film.”

Source: Shindig | What game writers can learn from Mad Max: Fury Road