Review paper and poster
Description
My goal was to demonstrate how Thief weaved a narrative that was less concerned with telling exposition to players and more with encouraging them to find information that revealed interesting details about the world, its inhabitants, and goings-on.
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Process-wise, I did the following:
Highlighted the game’s emphasis on the bespoke placement of objects, NPCs, and audiovisual cues to convey a narrative that the player can only piece out and understand by exploring levels.
Identified the game’s use of foreshadowing as its strongest element and how the cutscenes and in-game collectibles contributed to that feeling of apprehension.
Explained why the game’s paranormal elements stood as the weakest element in Thief due to the AI not being tweaked to accommodate non-human behavior.
Studied the game’s standout location and how it subverts players’ gameplay and narrative expectations with its loopy layout and otherworldly contents.
Listed the chief lessons designers and writers can learn from Thief including:
1 – Use exposition subtly
2 – Set the tone for each level and design them in a way that conveys progress
3 – Make players feel they’re learning things they’re not meant to know
4 – Use mechanics to relay the story and player-environment dialog.
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I’ve been placed in the Gold Category for the 2017 GDC Narrative Review Competition as a result of my work. The poster pictured above was presented at the conference in February of that year.
Role
Writer, poster designer
Date
12/05/2016