Great storytelling tips from 1928. Makes me want to try my hand at a detective novel!
I enjoy games in which the pace is slow and the reward is for thinking and figuring, rather than quick reflexes. The element that brings adventure games to life for me is the stories around which they are woven. When done right, it is a form of storytelling that can be engrossing in a way that only interaction can bring. [...] If any type of game is going to bridge the gap between games and storytelling, it is most likely going to be adventure games. They will become less puzzle solving and more story telling, it is the blueprint the future will be made from.
I have nothing against stories you play, though they’re currently shelved with video games only because we privilege unreliable terms like “interactivity.” [...] in all cases they involved me watching some things happen, clicking a button, then watching some more things happen. [...] That’s put the burden of invention on audiovisual novelty.
I like telling a story without dialog. It forces the reader to fill in what’s happening, and as long as the narrative is clear I think the reader gets satisfaction from that. I’ve heard it said that a humorous story always leaves out a key element that the audience must fill in, and the satisfaction of making that connection – “getting it” – provokes the laugh. Omitting dialog is one way to force the reader to fill in the blanks.