Environmental Storytelling

Narrative embedded in the world itself - not told through cutscenes or dialogue, but discovered through exploration, observation, and inference.

Practice - what you do

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:

  1. Initial confusion: Player enters a space, sees elements, doesn't yet understand
  2. Accumulating details: Each discovered element adds context
  3. Moment of understanding: The pieces click; the story crystallizes
  4. 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:

  1. What's the story here?
  2. What specific elements tell you that?
  3. What's left ambiguous?
  4. How would you break this if you changed one element?

Related

Glossary Terms

  • Diegetic - story elements that exist within the videogame world
  • Found Narrative - story discovered rather than delivered