Posted November 06, 2025 by bruteforceattack
In game development, especially in the indie scene, we often face a fascinating challenge: communicating with players without using language. It’s about conveying game rules and evoking emotions solely through graphics, sound, and level design, without relying on text or voiceovers.
Recently, while polishing my platformer project, 'Glide', I found myself grappling with a specific question. In a game devoid of language, how can I more clearly convey my intentions to the player? At the end of this contemplation, I discovered an interesting paradox, which I'd like to share: the power of 'constraints'.
We often feel frustrated when we don't share a common language with someone or have to rely solely on body language. However, did you know that in such situations, setting 'clear constraints' can actually facilitate better communication?
For instance, if you establish the rule, "From now on, let's only use hand gestures to talk about 'eating'," then even ambiguous gestures can be much more easily interpreted as 'hungry' or 'delicious'. By drastically reducing the myriad of possibilities, you ensure that both parties are standing on the same contextual ground. This acts as a powerful 'protocol' that reduces uncertainty and eases cognitive load.
I applied this principle to a core mechanic of my game: the 'Double Jump'.
Without a single line of text, the mere existence of the item acts as a signpost, presenting a short-term goal and guiding the player.
Constraints help rediscover the value of mechanics. An 'always-available double jump' is like air; it's easy to take its importance for granted. But what if, the moment you acquire the item, your character glows, and a crisp sound effect plays, giving feedback that you've 'temporarily gained a special ability'?
Players will perceive the moment this constraint is lifted as a definite 'reward'. And when they use that precious opportunity to overcome an obstacle, they will feel a much greater sense of accomplishment—a true 'Eureka!' moment.
Of course, constraints have their downsides. If not handled carefully, they can just feel like plain 'inconvenience' to the player. To prevent this, meticulous non-verbal communication devices are needed.
'Constraints' might not be a prison that confines the player, but perhaps the most certain 'common language' promised between the developer and the player to communicate without misunderstanding. In a world without words, what constraints will you use to speak to your players? I'm off to design that silent conversation again today.