Wednesday, August 12, 2026

Environmental Storytelling

 

One trend I’ve started to notice and become increasingly critical of is the concept of ‘Environmental Storytelling.’ Basically, instead of using overt character dialogue or narrative text to let the player know what’s going on or any relevant history, Environmental Storytelling (ES) uses physical space, art design, and object placement to convey a narrative or background lore. Put another way, instead of explicitly telling the player what happened, the game shows the aftermath of an event and lets the player piece the story together as if he’s a forensic scientist at a crime scene.

 

In my view, ES is similar visual effects in movies – when they’re done right you don’t really notice them, but when they’re done badly it’s impossible to not notice them. And there are games that have definitely done this in the right way. I hear Subnautica and Bioshock do it well, though, I’ve never played them. Most of the examples I’ll be using will come from Breath of the Wild (because I’m very familiar with that game), which does have some ES mixed in with deliberate lore dumps and narrated cinematic cut scenes.


But I think a lot of games that say they're employing ES are only doing so as a plausible cover for laziness. I find them similar to those, “Spoilers without Context” memes floating around Reddit, in that they’re only meaningful to those who only know what happened ahead of time. But you give those clues to five different players trying to figure it out from the ground up and you’ll get five different stories. The artsy-fartsy crowd will then use the ‘death of the author’ philosophy to say that all five interpretations are equally valid due to each player’s unique, perspective and interpretation based on their own personal history/beliefs. But where I tend to approach things from a scientific, analytic point of view, I just want to know what actually happened, and not my own head canon version of events says happened.

Some examples of weak/poor ES include:

  • Not leaving enough clues around, or illogically placing connecting clues so far away (either temporally or physically) to make the connection. Hypothetical examples might include finding someone’s diary in a dilapidated gas station bathroom that sheds some light onto why the kitchen table was broken in a house seven miles away that you may or may not have encountered yet (in my head I’m picturing something like Fallout).
  • Reusing graphical assets so the “crime scenes,” if you will, all start to look like the same thing happened. A BotW example of this is how many of the garrisons or other outposts seem to have basically the same design. If they were all in different states of decay it would be easier to differentiate, like how it’s more natural to conjure up a unique story as to what happened at the Akkala Citidel as opposed to the three flavors of garrison ruins. Hypothetically, reusing identical skeleton models or blood splatters across completely different areas of the game with no unique contextual meaning in a game like Skyrim loses its meaning since they all look the same.
  •  Using environmental noise or shoving random garbage and visual clutter into a room to make it look "lived in" without establishing any cohesive history or narrative flow. When all rooms you investigate have the same discarded magazines, the same kind of trash, and the same kinds of clothes strewn about, it leads you to believe that either the same person lived everywhere or that everyone leads the same kind of lifestyle and participates in the same hobbies.

 


The other problem with ES is that it’s really hard to know which things were placed deliberately to tell a story, and which things were placed to just fill the space to look like a normal office or normal house. Should I be able to deduce family history for every NPC in Hateno Village from just the layout of each house or bedroom in Tears of the Kingdom? Probably not. But I get the sense that we can do so for Purah, since she’s a major character and not a background NPC. But for all I know some developer had a backstory for Clavia, the village chief’s wife, and arranged the bedroom furniture to reflect this. But since there’s no dialogue or text confirming any of this, it remains pure speculation and it may just be a case of “reading too much into it” by the player when, in reality, the contents of the house were generated procedurally by a computer in random configurations until it looked good to the programmer who locked it in.

A real example of this problem in BotW is the fan theory that finding salt in the mountains’ ore deposits must mean that this was once part of the Great Sea from Wind Waker, hinting at the timeline placement of the game. But again, this never gets confirmed that the scene was “read correctly” from the developers. We don’t know if it was done intentionally by them hoping that fans would pick up on it, or whether it’s a happy accident that certain elements seem to point to another story/game, or whether they wanted one thing but the fans’ ideas were better so they changed their story. Books like Creating a Champion will shed some light on whether fan theories are correct, but not every game studio can afford to publish a ‘behind the scenes’ type book to explicitly say all the things the game is trying to convey. 


One way to mask the shortcomings of bad ES is to have random computers on with screens open to relevant emails, reading peoples’ diaries, or finding audio cassettes / video logs narrating what was happening. That’s not to say that these lore dumps are the solution, but some games use them well. Metroid Prime is a perfect example of this, where you might deduce what happened from the environment, but scanning the various computer terminals will reveal data logs that fill in the blanks. However, these are all totally optional so the player can ignore the story and just get to the action if he wants to. This is in stark contrast to games like Final Fantasy IV where participating in the story is pretty much mandatory.

 In summary, it’s fine if there really is a story in mind in the background, and there are enough clues to piece together what happened, but often it’s just too vague and nebulous. Programmers can say that they used ES as an alternative to admitting that they were too lazy to come up with something meaningful, so its’ like “figure it out yourself” and it seems really deep to the superfans. But I would argue that this type of artificially profundity, or fake depth, is exactly what Daniel Dennett called ‘deepity,’ and that many players have a cognitive bias where people confuse the sheer difficulty or unfamiliarity of untangling a concept with it having an intricate, profound inner structure.

Tuesday, June 23, 2026

Grab-bag Post #6

Grab-bag Post #1

Grab-bag Post #2

Grab-bag Post #3

Grab-bag Post #4 

Grab-bag Post #5

 

 Addendum to "Future Proofing" from Grab-back Post #3

Innovation is good, in general. It's what lets companies and technology make a leap forward. But sometimes innovation is too far out from the norm and 3rd party developers won’t bend their will to Nintendo’s gimmick unless they are forced to (like with the popularity of the Wii or the Switch). It’s a matter of human/industry momentum where it’s easier to just keep making things for standard controls/standard specs than having to make multiple versions that work with each console. PC, XBox and PlayStation are all similar that it’s easier to port games around, but sometimes porting it to a Nintendo system might be more hassle than its worth in the eyes of developers. It leads Nintendo to make their games revolve around the gimmick instead of the other way around - like Star Fox Zero needing to use the WiiU gamepad in a very specific way in an attempt to teach other developers how to integrate it into the gameplay. 

A few things that should be asked / considered by developers might include things like: 
  • How much is the gimmick informing gameplay, and how much is the gameplay informing the gimmick? 
  • Do we sometimes purposely make sub-par games just to justify the gimmick? 
  • Perhaps the game might be better with traditional standard controls
Adding in a feature like HD rumble or an IR camera is nice, but if 3rd party developers don’t use it properly then it just makes the Joy-Con needlessly more expensive outside of tech demos like 1-2-Switch and Switch 2 Welcome Tour. Getting them to try and integrate the usual “PS4/XBone” style controls to also use a touch screen just adds extra development time/effort unless they’re making the game from scratch with those features in mind. But most often, porting something to a "weird" console just means there is a half-assed effort for a particular feature. For example, if a company were porting a game to both the 3DS and the PSP Vita, the second screen of the 3DS might just be used for a constant mapping feature rather than do something clever with it. 


Some interesting Zelda Stats I Compiled

All of these apply only to North American games/releases/prices/etc.

 



Game Wait Time for New Canon Games

Longest time between games: 2,261 days (from Breath of the Wild to Tears of the Kingdom)

Shortest time between new games, not counting simultaneous releases: 112 days (from Four Swords to Wind Waker)

Mean and Median time between new games: 677 and 535 days, respectively. 
 

Game Wait Time (remakes included

Longest time between games: 1935 days (from Link's Awakening to Ocarina of Time)

Shortest time between games: 22 days (from Ocarina of Time to Link's Awakening DX

Mean and Median time between new games: 445 and 441 days, respectively. 

 

Game Wait Time (spin-offs included

Longest time between games, not counting simultaneous releases: 943 days (from Link: Faces of Evil to Zelda's Adventure)

Shortest time between games: 6 days (from Hyrule Warriors Legends to My Nintendo Picross: Twilight Princess

Mean and Median time between new games: 310 and 252 days, respectively. 



System that can play the most Games: Switch 2 (20)

System that can play the fewest Games: Virtual Boy (0)

System that can play the fewest Games (excluding VB): SNES (1)  
 
Longest Localization Time: 687 days (Adventure of Link
 
Games NA got before Japan: 8 (FS, TP, LXBT, ST, SS, BQ, TPHD, ALBW
 
Cheapest game at launch: LA, OoA/OoS, MC - $29.99
 
Most Expensive game at launch: Switch2 versions of BotW/TotK - $79.99
 
Most Expensive game adjusting for inflation: LoZ and AoL - $145 (in 2026 dollars)
 
Japan-only Spin-offs: all 3 Satellaview Games, all Tingle Games except Rosy Rupeeland
 
NA/EU-only Spin-offs: Nelsonic Game Watch, Game&Watch Zelda, the CD-i trilogy, Game&Watch Gallery 4 

 

 

The Perfect Zelda Score / Soundtrack


I like a little nostalgia in my games and movies, but sometimes they lay it on too densely or handle it too lazily. An example of 'lazy' is the Superman II soundtrack. The original director was famously fired after making a masterpiece in the original movie, and several actors / crew members didn't want to work with the new director. John Williams was one of those, and so the task fell upon Ken Thorne to handle the music. He was a much more inferior composer, and what he ended up doing is basically just repurposing every track John Williams made for the first one. 

However, there are two examples of what I would call a perfect soundtrack in the Zelda series, and they are Twilight Princess and Wind Waker. In both cases, there was a new, excellent main theme (Hyrule Field and the Great Sea), as well as several other new songs that were totally original (Midna's theme, Dragoon Roost Island, for example). But they also sprinkled in themes from past games sparingly, and at the appropriate points. Hearing a remixed 'Serenade of Water' used as Queen Rutela's theme or the Lost Woods music (both from OoT) was on point, as is the instrument choices for Zora's Domain and Death Mountain making them feel like the music from OoT, even if the notes actually played were a little different. 

There were also some more subtle references, like the Windfall Island music being a heavily remixed Kakariko Village theme, or how Saria's Song is snuck into the Forest Haven music briefly at about a minute into it, or how the metallic beat from the Goron Mines is the same notes as the Goron Lullaby from Majora's Mask

Basically, both soundtracks do an excellent job of balancing new music with subtle and not-so-subtle references to past music. 

   

Classification of Master Quest / Mode


The Master Quest of Ocarina of Time is in kind of a weird spot as far as classification goes. It's not exactly a remake (since the graphics/sound are exactly the same) and it's not exactly a sequel (since it's the same story), but it's not exactly a spin-off either.  

My understanding is that originally a two different expansions for OoT were in development for the N64-DD: a game code-named "Ura-Zelda" and a game code-named "Zelda Gaiden" ("ura" means 'hidden,' or 'underside,' while "gaiden" means 'side-story' in Japanese). When it became clear that the DD wasn't going to be the hit console add-on they had intended, some of Zelda Gaiden's ideas eventually were used in Majora's Mask. The fact that the game was centered around a 3-day cycle and the DD would be the first Nintendo console to actually keep date and time is probably no coincidence. The other parts of it, namely the remixed and more difficult dungeons, were eventually made inserted into the OoT overworld and released as the Master Quest for the GameCube along with the regular version of OoT (but updated with GC controls). 

So what it is actually more similar to is an alternate-universe version or 'hard mode' of OoT, similar to the Master Mode on BotW, except that it just wasn't included as DLC to the original game (but was included with the 3DS remake).