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How to tell stories through mechanics

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Chapter 25 of 26 · Progression, systems and story
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12. Founder Principles
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13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
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Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Games tell stories best through what players do, so make rules, controls and level design carry theme, character and emotion. Interaction is the one language unique to games, so a story told through it feels earned, not borrowed from film.

2 Key takeaways

  • Put the theme into what the player does, not only what they see. Players believe what they perform more than what they are told.
  • Let the mechanic choose the story, not the other way round. A plot built for the rules stays coherent with them.
  • Make rules and difficulty carry the emotion. The player lives the theme instead of reading it.
  • Shape the space so its layout tells the story. Players read a place as they cross it, with no lore dump.
  • Change the mechanics as the character changes. A fixed feeling cannot show growth.

Things like mechanics, rules, and systems you can poke at are the language of video games

Mark Brown, Game Maker's Toolkit6:55

2.1 Start from the theme and let it pick the mechanic

Choose the idea first, then find the rule that expresses it, and let that rule shape your hero and plot.

  • Pair each mechanic with a theme. Hazelight's motto is to marry gameplay and story15:07, per Mark Brown and Oliver Granlund.
    • In It Takes Two, magnets are about attraction and clockwork is about time, and the team calls these emotional levels.
    • Watch Dogs: Legion says a revolution comes from the collective action of many, and its Play as Anyone feature expresses that directly Mark Brown, Game Maker's Toolkit1:32.
    • Legion also extends the hack-anyone's-phone systems of earlier Watch Dogs games, so the idea has prior systems behind it Mark Brown, Game Maker's Toolkit1:32.
  • Let the mechanic you want players to use decide the protagonist. Nintendo made Zelda the hero of Echoes of Wisdom instead of explaining why Link lost his sword Mark Brown, Game Maker's Toolkit23:02.
    • Spawning monsters to fight for you would make little sense with a sword-and-shield hero.
    • Per Satoru Iwata, Zelda stories exist to bring out the fun of the gameplay Mark Brown, Game Maker's Toolkit8:07.
    • A Link Between Worlds has a mad artist villain because Link turns into a painting, and Ocarina of Time's time travel exists because Miyamoto wanted both child and teen Link Mark Brown, Game Maker's Toolkit8:07.
  • Write the story and pick the setting to fit your systems. Obra Dinn's narrative was designed around its mechanic Mark Brown, Game Maker's Toolkit8:38.
    • A setting can remove the need for artificial limits. In Obra Dinn and Her Story there is no witness to question, because the testimony was recorded years ago or everyone is dead Mark Brown, Game Maker's Toolkit8:05.
    • Accept a contrived premise if it serves the mechanic. Obra Dinn has a magic pocket watch, and Her Story has a deliberately bad search that shows only five results from about 800 unlabelled clips Mark Brown, Game Maker's Toolkit6:50.
    • The cost of fitting story to system is real, but it pays off in coherence.
  • Give the player a goal that matches the genre your story borrows from. Players are trained to win, and that instinct can fight the drama Mark Brown, Game Maker's Toolkit9:17.
    • A horror story needs victims, yet the Until Dawn game wants everyone to survive while the movie wants everyone to die.
    • Brown's fix is to make the player the director, told up front who must live and who must die, then pushing characters into horror cliches to make it happen Mark Brown, Game Maker's Toolkit8:04.

2.2 Let controls and verbs carry character and relationship

Swapping who is strong flips what you feel
IcoThe Last Guardian
Frail oneYordaThe boy (you)
Invincible oneIco (you)Trico
Who saves whomYou save YordaTrico saves you
Player feelsProtectiveVulnerable, then grateful
Combat roles alone tell the player whether they are the protector or the one being protected.

Use the inputs and actions the player already performs to show who the characters are and how they feel.

  • Put the theme in the controller. Brothers gives you two characters at once, one on each analogue stick Mark Brown, Game Maker's Toolkit8:00.
    • The interface and the emotional point become the same thing, a story about siblings told through the controller.
    • The iOS port with virtual joysticks on a touchscreen loses that effect.
  • Show a relationship through combat roles. Who is vulnerable and who is strong tells the player what the bond is Mark Brown, Game Maker's Toolkit3:42.
    • In Ico, Yorda is frail and the invincible Ico saves her at every turn, so you feel like a protector.
    • The Last Guardian flips it. The boy is weak and Trico is invincible, so you feel vulnerable alone and grateful when Trico saves you.
    • The Last Guardian tells its story through mechanics, while The Last of Us largely borrows from film Mark Brown, Game Maker's Toolkit6:55.
  • Build a bond with a character from verbs the player already knows. In BioShock's Fort Frolic you collaborate with Sander Cohen by killing targets, photographing them and placing the pictures Mark Brown, Game Maker's Toolkit8:35.
    • BioShock has no dialogue system, so the relationship is made of shooting and the camera. You feel like a partner in his art project, not a target.
    • Cohen hijacks your bathysphere and radio, fills the shops with his sculptures and dancers, sets your goals and authors almost all the audio diaries, so the whole level comes from one mind Mark Brown, Game Maker's Toolkit1:45.
  • Let the player's hands act out the character's mind. In What Remains of Edith Finch you chop fish heads on the right while a daydream maze game on the left grows more imaginative Mark Brown, Game Maker's Toolkit13:36.

2.3 Make rules and difficulty deliver the theme

Optimal play quietly reveals that you are the villain
The morality lives in the core mechanics, so the player discovers it by playing well instead of being told.

Tune challenge, cost and consequence so the player feels the theme in their own play.

  • Match the difficulty to the story you are telling. A story about suffering and failure should be played through gameplay that makes the player suffer and fail Mark Brown, Game Maker's Toolkit3:23.
    • If the world is a place of misery and death, enemies that die in one hit create dissonance.
    • Outer Wilds runs on a clock, so the world moves on regardless of your choices, which suits a theme of cosmic indifference Mark Brown, Game Maker's Toolkit2:54.
  • Embed morality in the core mechanics, not a karma meter. Darkest Dungeon never announces that you are the villain, and you find out by playing the loop Mark Brown, Game Maker's Toolkit1:35.
  • Make players commit the act with their own hands, then show the cost. Carrying out a selfish act by hand is worse than picking it from a menu Mark Brown, Game Maker's Toolkit5:41.
    • In This War of Mine you slowly and manually steal from an elderly couple.
    • In Spec Ops chapter eight you fire mortars with the usual shooter verbs, then walk among the dead and see what you did Mark Brown, Game Maker's Toolkit1:33.
    • Spec Ops was built to look like the shooters of 2012, a "cheeky rug pull" on players who expected more of the same Mark Brown, Game Maker's Toolkit5:17.
    • Name the assumption you are attacking, such as that a choice always has a best option. Spec Ops choices usually have no good outcome Mark Brown, Game Maker's Toolkit5:43.
  • Turn player death into a story beat. Talion is a gravewalker who can come back, so dying fuels revenge instead of a reload Mark Brown, Game Maker's Toolkit4:53.
    • Monolith drew on Burnout, where crashing is not failure and you chase the rival who wrecked you.
    • It also drew on the Call of Duty killcam, where you see your killer and hunt them. Much of the design tried to recreate multiplayer rivalry with AI characters.

2.4 Shape the layout and mood of the journey

Going down feels like history, going up feels like triumph
Dark Souls uses vertical direction itself to make its levels carry emotion, and Silksong draws the same climb on its map.

Let direction, emptiness and tone in your levels say what the characters feel.

  • Use direction to shape emotion. Descent suggests history, and ascent suggests triumph Mark Brown, Game Maker's Toolkit8:58.
    • Dark Souls' Depths, Blighttown, Demon Ruins and Lost Izaleth keep dropping, giving a sense of stuff built on top of other stuff.
    • Sen's Fortress and Anor Londo climb, giving rising action. Miyazaki wanted players to feel "Yes! I've made it."
    • Silksong's pilgrimage from the depths of Pharloom to the heights of the Citadel is drawn on the map itself Mark Brown, Game Maker's Toolkit1:04:14.
    • Small details support it, such as pay-per-use benches in the Underworks and enemies carrying fewer rosaries there Mark Brown, Game Maker's Toolkit1:04:14.
  • Make the level's feel mirror the characters' arc. The Last of Us Part II museum moves from a perfect version of Joel and Ellie's bond to its dark side Mark Brown and Evan Hill, Naughty Dog12:52.
    • The mood tracks the relationship, so the player feels the arc instead of watching it.
    • Combat-style pick-ups in a space with no enemies are enough to make players tense up Mark Brown and Evan Hill, Naughty Dog13:26.
  • Tell a story through what is missing or broken. In Metroid II, normal enemies thin out as you descend and there are none before the Queen Metroid Mark Brown, Game Maker's Toolkit11:46.
    • The player infers they have gone deeper than anything else, or that the Metroids wiped out every other animal.
    • Every other Chozo statue is preserved behind blast doors, but the one in the Metroid lair is smashed Mark Brown, Game Maker's Toolkit12:29.
    • Samus Returns fills the path with dozens of standard enemies and loses the point.
  • Use architecture, layout and scale to show who uses a space. The shape of a room or district tells you about the people who live there Mark Brown, Game Maker's Toolkit4:52.
    • Arkane's Dishonored 2 Dust District uses verticality to put the working class beneath the powerful.
    • In Dishonored 2's Clockwork Mansion, the divide between the space for normal people and the guts of the building matches the game's threshold for a supernatural assassin Dana Nightingale and David Di Giacomo, hosted by Mark Brown3:27.
    • Aim for credible, not perfectly logical. The level only has to meet the player's basic expectations of how a space works Mark Brown, Game Maker's Toolkit5:50.

2.5 Make the world believable and readable

Link your places, characters and interface so the player believes the world and can piece it together.

  • Link levels and characters so the world feels like one place. Banjo-Tooie's Grunty Industries dumps sewage into Jolly Roger's Lagoon, which supplies water to Glitter Gulch Mine Mark Brown, Game Maker's Toolkit24:34.
  • Stage clues so players deduce the story themselves. Posed props, notes and details make the player an active investigator, and players who only want shooting can ignore them Mark Brown, Game Maker's Toolkit2:26.
    • BioShock uses signs, corpses and scribbles. The Fallout games pose skeletons to suggest how people died.
    • Mankind Divided hints at a story with a telescope trained on Adam Jensen's door and a trashed painter's apartment Mark Brown, Game Maker's Toolkit3:18.
    • Some threads are explicit and some subtle. In Gone Home, Sam's story is explicit and Uncle Oscar's is missed by many players Mark Brown, Game Maker's Toolkit4:01.
    • Small spaces help the details sink in. In Mankind Divided's Prague you walk the same streets dozens of times Mark Brown, Game Maker's Toolkit3:08.
  • Put maps, crafting and objectives in the world, not in menus. Metro Exodus tapes the map to a leather binder and makes the quest marker a compass on your wrist Mark Brown, Game Maker's Toolkit3:19.

2.6 Change the mechanics over time and pace the story

Let the feel of play move with the character, and control when story beats arrive.

  • Change the mechanics when the intended feeling changes. If a character grows from weak and naive to powerful, ask how to reflect that growth in the mechanics Mark Brown, Game Maker's Toolkit10:07.
  • Deliver the main story outside a non-linear loop. Non-linear games struggle to give narrative in a satisfying order Mark Brown, Game Maker's Toolkit22:28.
    • Mooncrash boots you back to your spaceship after a number of Kasma orders for the next chunk of story.
    • Deathloop gives Juliana and Colt a short phone call every time you enter a level, so the snippets are ordered and frequent.
    • Another route is to set the story in the past. The events cannot change, so it does not matter in what order the player finds them, as with Breath of the Wild's memories Mark Brown, Game Maker's Toolkit6:02.
  • Break up intense play with a quiet story beat. Ori's Windtorn Ruins became a linear story sequence after the dungeon was cut, and the pacing worked because the player had just done intense burrow platforming Chris McEntee, interviewed by Mark Brown14:54.
    • Pac-Man's cutscenes, which Iwatani called coffee breaks, let players rest their hands and added character, though colleagues called them a waste of resources Mark Brown, Game Maker's Toolkit9:22.
    • Metroid II ends with a calm, enemy-free moment with a baby Metroid, giving the player time to reflect. Samus Returns adds a boss and a high tempo remix that drown it Mark Brown, Game Maker's Toolkit13:47.
  • Check the whole story's pacing early. Levels grow as prototypes pile up, and the story can get diluted Mark Brown and Oliver Granlund, Hazelight13:54.
    • It Takes Two's Tree was storyboarded as an hour but grew to nearly two, so a robot squirrel cutscene was added late to fill gaps.
    • Variety helps in a cooperative game. Competitive minigames like the tug of war and a literal chessboard change the pace and suit the bickering couple Mark Brown and Oliver Granlund, Hazelight11:14.

2.7 Where designers disagree

Some choices depend on the promise your game makes to the player.

  • Free order against story structure. Breath of the Wild's jumbled memories have no emotional escalation, dramatic timing, pace or arcs, so free ordering means the designer must find another way to build escalation Mark Brown, Game Maker's Toolkit15:56.
  • A defined hero or a blank one. Dragon Quest used a predefined character, while Western RPGs let you role-play one you design Game Maker's Toolkit12:31.
  • Should the protagonist speak? Dead Space 1 kept Isaac mute so players could step into his shoes Mark Brown, Game Maker's Toolkit7:47.
    • Dead Space 2 makes Isaac talk for a fuller narrative, at the cost of mood, and his quips read like a second-rate Nathan Drake.
    • Restraint applies to lore too. Dead Space 1 teased tiny details, while Dead Space 2 overexplains, even with a museum about it Mark Brown, Game Maker's Toolkit8:14.

Sources

Part of Progression, systems and story in the growth library.