The game you're asking about is probably Bastion, although most Supergiant games have narrators that comment on your actions while you play. Also, i like the way the trails games do world building by writing a ridiculous amount of dialogue for the numerous npcs across their cities and towns, all of which update and advance their own little stories even if you can pretty much ignore them. Though, if you're paying attention you can actually track their progress across your travels and sometimes even side quests expand on them. For example, a drunk guy complains that he lost his job due to some event and the next time you see him he might be trying to clean his act and get a job. Still, only npcs with actual names actually get that treatment, so no: "lazy worker" or "Shrewd businessman" or other nameless randos.
I liked the worldbuilding through audio diaries in Bioshock. They were small fragments that gave surprisingly deep insight into the denizens of Rapture and made you feel like a detective putting all the pieces into place in each section of the city.
Agreed. It made you feel like you were almost ‘there,’ when the recordings were made and helped make the player character, that much more integral to the Rapture and its story. ❤
Elden Ring is the definition of good world building. The exploration in ER is second to none and though brief, I enjoyed my interactions with the friendly NPCs.
Haha is that what happens? I've never read any Lovecraft. But I could at least kinda see that working a little more? "Stranger comes into town on the bus, the driver who has nothing else to do tells him about the locals."
I appreciate the dark souls's item desceiptions, cause I really dont like when games have tons of books or logs that are several paragraphs long. Like you said, games are not books, and as much as I appreciate devs creating a deep lore for their world, I dont want to stop what I'm doing to read about the kingdom's history or whatever.
Well, you gotta look at previous examples of good world building. I think of dark souls 1, elden ring and it would help to think of other game developers' examples. Then you figure out what they have in common vs remnant. I left a review for remnant 1 critiquing saying the worlds were too linear and hopefully they can improve in 2. So maybe its because its linear and uncreative. I'm not a game developer or anything but I'd strip everything bare bones and compare black and white spaces, lines, etc to not get confused between art direction and world building. Then create your layout as a rough draft and compare to other worlds
Ha ha I also found myself skipping through the Remnant 2 dialogue and that's something I rarely ever do in games. If a game is boring me I almost always give it a chance to turn it around and maybe somehow spark my interest. But with Remnant 2 I pretty much knew it was a lost cause.
@SilverMont this guy is kinda stupid from what I've seen of him. In Internet Pitstops video where he pointed out a few points about breath of the wild's flaws and he talked about how elden ring improved in a few aspects like better rewards, and this guy was like " this game uzez parri animashun phrum dark zouls 1 lmao" I don't think he'd be so fun to argue with
Actually, from the other comments you've left, you've been quick to jump to ad hominem. You don't seem very open to other opinions, nor criticisms of things you champion. You should try and remain civil.