There are three levels of stories games are good at telling: a linear story, in which the player embarks upon an epic tale of adventure, the cut-scenes, dialogue and in game events take players through a guided experience. A branching story full of decisions and choices for the player to make, allowing the player the agency and freedom to truly be a part of the world. The final type is an implied story, where the player is not following the narrative storyline, the common thread of beginning, middle and end, merely implied for the player to seek out, for those looking for a deeper understanding of the world, but not there for everyone to see.
Void uses the final measure, there is no real story to be seen, similar to games like Slay the Spire and Overwatch. These games have a rich story, for those who seek it, but the mechanics and core gameplay are not predicated by the need to align with this story; there is no downside playing Winston and Reaper on the same team, inherent to the way they play, for example, except for the dialogue elements that their characters show during the game. This approach allows for the mechanics to evolve naturally and do not allow for the intervention of story into their balance or gameplay elements.
The main form of story telling Void uses is through the compendium, showing the descriptions of the cards and their origins, along with the enemies and the main character descriptions. This allows for a much more diverse range of mechanics without having to rely on the story to make sense of the game, while still allowing those who want to search out more narrative, to have their desire for lore filled.
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