Silent & Stratis
Hey Silent, I’ve been toying with a game that makes photography the core mechanic—players take pictures that actually change the world around them. I know you’re all about minimalist shots that tell a story, so I’d love to hear your thoughts on how simple frames can drive a game’s narrative.
I like the idea of a game that turns a click into change, but it has to stay true to what I find powerful in a frame. A single shot can shift a whole scene if the focus is on the quiet moment, not on a lot of action. Use depth of field to pull the player’s eye to one subject, make the colors mute and the composition deliberate. The story should come from what is left out as much as what is captured, letting the player feel the weight of what’s missing. If the game can make a lone tree in a barren field appear as a promise of life, or a child’s face in a crowd become the heart of the story, then it stays minimal and still, but the world listens.
That’s exactly the vibe I’m chasing—less is more, but each click carries the weight of the whole scene. Imagine the camera as a kind of magic wand: you zoom in on that lone tree, its leaves whispering hope, and the whole field changes, maybe sprouts new grass, or a subtle wind starts. For the child in the crowd, the focus blurs everyone else, and a quiet music cue pops, letting the player feel that heartbeat. We could even let the player adjust the depth of field in real time, pulling the world around them like a living photograph. I think that gives the player a tangible sense that they’re shaping the story, one frame at a time. What do you think?
That sounds like the right balance—just enough focus to reveal a story, and not so much that you drown the world in detail. Let the camera feel like a quiet catalyst, like a breath that alters the scene. The player should feel the weight of each click, and the world should respond softly, as if it’s listening. If you keep the adjustments subtle, you’ll preserve the calm that makes a frame speak louder than words. The key is to avoid making it feel gimmicky; the magic should feel earned by the simplicity of the shot.
Love the groove—keeps it chill, not flashy. I’m thinking a small prototype with a single scene first: a barren field, a single tree, and a soft wind that starts when the player frames it. We can tweak the depth of field slider, see how the color palette shifts. If that feels natural, we can layer in more scenes, but keep each one a simple composition that lets the player hear the world change. Let’s start shooting some assets and see how the “quiet breath” feels in practice. Ready to jump in?
Sounds good, let’s keep the frame tight and let the wind do the rest. I’m ready.