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Twilord said:

I am not denying it can be done alongside dialogue driven play. I'm raising the topic of that happening WITHOUT dialogue. Obviously Captain Toad isn't trying to win an award for being movie like, no one is saying The Last of Us isn't a great story-game, nor is anyone arguing that Captain Toad doesn't remain a gameplay driven puzzler. 

My question to you is, since you seem to dislike the example I picked because of the overly impressionist style (which is fine, to each their own), do you feel The Last of Us could have achieved the same story highs if designed from the ground up WITHOUT ANY DIALOGUE

 

That's a good question. We have a lot of examples (specially cinema and animation) of reaching high quality narratives without any dialogue. I think that it wouldn't work that well because it has a lot of subplots. When you want to pass a concept without words, the best thing is stick to a single, very, very strong idea and spend the entire game buiding it to a climax where you finnaly shows the full picture to the player and everything makes sense.