The Game Design of a Constructed Language
I waved as I approached the Damocles‘ quartermaster. “Skusatsu mo. Sele ma pasu. Hildo spreku?”
She cocked her head quizzically. “Tak.” Thank god, I thought. At last someone who speaks Hilde. “Kep kereru te?” she asked.
“Last Chance boto kapitana yestu me. Iltre siotusa haba ma pasu. Yarog, te butu uno?”
She shrugged. “Probleme yeta.” She disappeared into the open airlock, pushing out a moment later with a small box she tossed with the experience of someone who had lived a very long time in low g.
World building, whether for a book, a movie, or a game, is all about the feeling of immersion.
You actually don’t want to bury your audience in detail – a little goes a long way. That being said, if the snippets you do show your audience aren’t internally consistent and don’t make sense at an intuitive level, while your audience…
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