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What Game Developers Can Learn From Wall-E - Destructoid






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When I saw Wall-E yesterday, I noticed something in there that was missing from most every other film and game I had seen in the last few years: subtlety. Wall-E is a film with very little dialogue; the story is told through what you see. In a sense, you tell yourself the story. The problem with a majority of games nowadays is that they have no subtlety whatsoever. They cram everything into your head, they show and tell you everything, like a mother to her child. Whereas a game like Shadow of the Colossus or Half-Life 2 presents the story in a passive, its-up-to-you-to-figure-out-whats-going-on kind of way, something like a Metal Gear Solid (great games, mind you) have to explain every last bit of plot to you and just end up feeling convoluted and more complicated than they really are. Meanwhile, some games don't even try to tell a cohesive story (Ninja Gaiden 2) and just end up feeling stupid.

Look, all I'm saying is to assume the audience is smart enough to understand what you show them without you having to explain every last bit of freakin' plot to them. If a seven year old can understand the plot of Wall-E without being told anything, just watching it, then we sure as hell can figure out why the zombies are trying to eat our brains.

P.S. I love you Pixar and want to have your babies.




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