Environmental Storytelling
Narrative embedded in the world itself - not told through cutscenes or dialogue, but discovered through exploration, observation, and inference.
What Environmental Storytelling Is
A skeleton clutching a note. A child's room in an abandoned house. Scorch marks on a wall. The environment tells you what happened without telling you.
Videogames have a unique capacity for spatial narrative. Unlike film, which controls exactly what you see, videogames let players move through story.
This creates:
- Discovery: The player finds the story rather than receiving it
- Agency: The player chooses where to look, what to investigate
- Immersion: Narrative feels embedded in the world, not layered on top
- Interpretation: The player fills gaps, becomes co-author
Environmental storytelling respects player intelligence. It shows rather than tells - and sometimes doesn't even show, just implies.
Techniques
Found Objects: Items that imply history: a stuffed toy in a war zone, a wedding ring by a grave, a locked diary. Objects need context - a toy alone is just a toy. A toy next to small bones tells a story.
Spatial Arrangement: How objects relate in space: a chair facing a window, a table set for two with one plate untouched, a bed in a closet. Think about before and after. What was the scene before something happened?
Environmental Damage: What violence or time has done: bullet holes, bloodstains, collapsed ceilings, overgrown gardens. Damage tells you about forces. What could make this mark?
Contrast: Juxtaposition that creates meaning: a pristine room in a destroyed building, a child's drawing of violence, a celebration banner in a morgue. Contrast implies break - something changed.
Absence: What's missing: an empty picture frame, a gap in a row of trophies, a name scratched off a list. Absence requires establishment - you need to show what should be there.
Levels of Environmental Narrative
| Level | What it tells | Example |
|---|---|---|
| World history | What happened before the player | Fallout: the bombs fell, society collapsed |
| Location history | What happened in this place | This office was barricaded; someone lived here alone |
| Character traces | Who was here, what were they like | Love letters suggest a relationship |
| Recent events | What just happened | Warm coffee suggests someone left moments ago |
| Player impact | What the player caused | Returning to see consequences of your earlier choice |
The richest environments layer multiple levels - the world's history, the location's story, the individual's life.
The Discovery Arc
Environmental storytelling has pacing, even without scripted events:
- Initial confusion: Player enters a space, sees elements, doesn't yet understand
- Accumulating details: Each discovered element adds context
- Moment of understanding: The pieces click; the story crystallizes
- Emotional response: Player feels the implications
This arc requires restraint. If you explain everything immediately, there's no discovery. If you explain nothing, there's only confusion.
Common Mistakes
- Over-signposting: Highlighting every environmental detail ("Press X to examine") trains players not to look.
- Under-signposting: Making crucial story elements invisible or missable without any guidance.
- Inconsistency: Environmental logic that breaks (food that doesn't decay, bodies that don't decompose) unless deliberately stylized.
- Audio log dependency: Using environmental storytelling as an excuse for audio logs everywhere. Audio logs are exposition wearing exploration's clothes.
- Dead ends: Environmental stories that have no resolution or relevance. A mysterious setup needs at least partial payoff.
Exercise: Scene Forensics
Take an image of an environmental storytelling scene from Gone Home, What Remains of Edith Finch, or Dark Souls. Ask:
- What's the story here?
- What specific elements tell you that?
- What's left ambiguous?
- How would you break this if you changed one element?
Why Teach This
Environmental storytelling bridges Narrative Design and Level Design - it's where story becomes spatial.
Students often think of narrative as cutscenes or dialogue. This concept expands their understanding of how videogames can tell stories through their unique capacity for spatial exploration.
Environmental vs. Expository
| Environmental | Expository |
|---|---|
| Implied | Stated |
| Discovered | Delivered |
| Gaps require inference | Complete information |
| Player interprets | Author interprets for player |
| Easy to miss | Hard to miss |
Neither is superior. Expository narrative has its place. But environmental storytelling does something expository can't: it makes the player detective.
Assessment
Exercise: Crime Scene Design
Students create a small environment (one room) that tells a story with zero text or dialogue. Classmates must "read" the scene and describe what happened.
Debrief: What was communicated? What was missed? Where was interpretation different from intention?
Key concept: Environmental storytelling is design, not decoration. Every element is a choice that either contributes to the story or detracts from it.
Key Influences
Henry Jenkins - "Game Design as Narrative Architecture." The foundational essay. Jenkins argues videogames are less like traditional stories and more like designed spaces that enable storytelling.
Don Carson - Disney Imagineer who articulated environmental storytelling for theme park design. Videogames inherited heavily from this tradition.
Marie-Laure Ryan - Narrative theory applied to digital media. The distinction between "narrative" and "narrativity" - some videogames have embedded narrative, others have emergent narrativity.
What We're Taking
The spatial turn. Videogames tell stories through space in ways other media can't. Environmental storytelling isn't a workaround for lacking cutscenes - it's a native videogame capacity.
What We're Resisting
The "games must have narrative" push: Not all videogames need environmental storytelling. Tetris isn't narratively impoverished; it's doing something else.
Environmental fetishism: The idea that environmental = good, expository = bad. Sometimes you need to tell the player something. The audio log is mocked because it's overused, not because it's inherently bad.
Unresolved Questions
- How much authorial control should there be? Dark Souls is notoriously ambiguous - is that meaningful mystery or insufficiently designed? Different players have different answers.
- Can environmental storytelling work for character interiority? It's good at what happened but harder for how it felt. How do you environmentally tell an emotional story?
- What's the relationship between environmental storytelling and genre? Horror uses it extensively; does it work for comedy?
References
- Jenkins, Henry. "Game Design as Narrative Architecture" (2004)
- Carson, Don. "Environmental Storytelling" (Gamasutra, 2000)
Related
- Spatial Communication - how spaces communicate non-narratively
- Ludonarrative Harmony - when environment and mechanics align
- Aesthetic Heritage - where visual choices come from
Glossary Terms
- Diegetic - story elements that exist within the videogame world
- Found Narrative - story discovered rather than delivered