Totally agree. Etrian Odyssey 1 Untold is my favorite EO game precisely because of it. V sort of has it, sort of not.Etrian Odyssey I and II have this in spades, which is why it is so disappointing when they moved away from it with III and IV.
Dang, we almost made it through a whole page. Maybe next time.
Games that don't make it obvious that "here, ENVIRONMENTAL STORYTELLING", by e.g. putting very specific clues in a room so it really stands out at the expense of its believability.
I think Rockstar games have some of the best environmental storytelling because their designers did not seem to design it by label; did not say "Let's create environmental storytelling(TM)" but rather, "let's decorate this room to suit Roman's style"
I kinda hate "Environmental Storytelling" honestly. I think coining it as a term has made it a shorthand for really on-the-nose depictive content in games like that Horizon picture where... I mean, it's like art. An artist loves this kind of stuff because they get to design a map in a game so that just taking one gander at it you get "the idea", but personally I hate this because this isn't just art (as in painting) this is an interactive media, and so often "environmental storytelling" only results in a very non-interactive moment of entering a place in a game and you're supposed to passively be wowed at how "the room tells a story" and holy fuck if that isn't squandered potential in this medium.
Here! Try dragging the camera around while doing nothing. GREAT STORY!
I think my last point to make is that good environmental storytelling is not a feature, it's a bonus feature, but since people started fussing over the term and GDC talks were held and "higher-art" indie games were made with it in mind, it has become "THE FEATURE" which is lame... and I say it is "lame" because it's a passive form of interaction, it's at the direct expense of the medium's strongest abilities to make you feel something by doing something. It's an optional, on-the-side bonus, not a main attraction but it has become the latter for no good reason.
Are there any specific examples from Etrisn Odyssey? Are they within the gridded dungeons?Etrian Odyssey I and II have this in spades, which is why it is so disappointing when they moved away from it with III and IV.
Um...Are there any specific examples from Etrisn Odyssey? Are they within the gridded dungeons?
This was a land of beauty once. Prosperity. A kingdom of riches, monuments, culture, and beauty. Its people scattered shrines throughout the land, its endless bridges a tether to the rest of the world, its towering pillars looming large over mortal men below. Its Babel tower scrapes the heavens while vestiges of a long-forgotten empire are carved into the very mountains.
It's all gone. Abandoned and decayed. A whole kingdom reduced to the tomb of a fallen god while towering elemental beasts roam its vacant plains and soar across lonely skies. There is no laughter here. No markets or shops or palaces. Just a silent shell of a once-prosperous people, either abandoned... or sealed... lest the rest of the world fall prey to whatever malice reduced them to hollow echoes in the wind.
Games that don't make it obvious that "here, ENVIRONMENTAL STORYTELLING", by e.g. putting very specific clues in a room so it really stands out at the expense of its believability.
I think Rockstar games have some of the best environmental storytelling because their designers did not seem to design it by label; did not say "Let's create environmental storytelling(TM)" but rather, "let's decorate this room to suit Roman's style"
I kinda hate "Environmental Storytelling" honestly. I think coining it as a term has made it a shorthand for really on-the-nose depictive content in games like that Horizon picture where... I mean, it's like art. An artist loves this kind of stuff because they get to design a map in a game so that just taking one gander at it you get "the idea", but personally I hate this because this isn't just art (as in painting) this is an interactive media, and so often "environmental storytelling" only results in a very non-interactive moment of entering a place in a game and you're supposed to passively be wowed at how "the room tells a story" and holy fuck if that isn't squandered potential in this medium.
Here! Try dragging the camera around while doing nothing. GREAT STORY!
I think my last point to make is that good environmental storytelling is not a feature, it's a bonus feature, but since people started fussing over the term and GDC talks were held and "higher-art" indie games were made with it in mind, it has become "THE FEATURE" which is lame... and I say it is "lame" because it's a passive form of interaction, it's at the direct expense of the medium's strongest abilities to make you feel something by doing something. It's an optional, on-the-side bonus, not a main attraction but it has become the latter for no good reason.