Kelsey Beachum: Relying Solely on Cutscenes for Storytelling is 'Sheer Madness'

According to Kelsey Beachum, renowned for her work on Outer Wilds, Dying Light 2, and The Outer Worlds, relying solely on cutscenes and linear dialogue for storytelling severely restricts the potential of game narratives, potentially driving players away. Beachum's keynote at Devcom in Cologne emphasized the importance of integrating storytelling with gameplay elements. She criticized the term 'story wrappers' for cutscenes, suggesting it implies narrative can be discarded. Instead, Beachum advocated for a multifaceted approach to storytelling, incorporating elements like dialogue, voiceovers, interactive objectives, environmental narrative, art, music, and sound effects. She cited examples such as visual effects and level design that can provide context and motivation for players. Beachum also stressed the need for collaboration between writers, narrative designers, and other development teams to create a cohesive and engaging gaming experience. She warned against info dumps, which can result from cramming information into limited spaces between gameplay, and suggested planning for fewer cutscenes and aligning story beats with major gameplay moments. Ultimately, Beachum emphasized the importance of integrating story and gameplay to deliver the best possible experience, cautioning against separating narrative from the rest of the game.