Leaving Some Mystery

Abstract

Problem: How much should a game explain to the player, and when is it better to leave questions unanswered?

Approach: Tim Cain draws on his experience with Fallout and Arcanum to discuss two types of mystery — non-expository lore (the team knows, but the game never tells) and undeveloped lore (nobody knows yet) — and explains why both are valuable design tools.

Findings: Leaving deliberate gaps in lore, maps, factions, and storylines keeps players engaged, avoids over-exposition, and creates natural hooks for sequels, DLC, and expansions. The key is solving enough mysteries to satisfy players while leaving loose ends that spark curiosity.

Key insight: "If you tell everything, players will want nothing." Mystery is fun — treat unanswered questions as a feature, not a failure.

Source: https://www.youtube.com/watch?v=EwmZwvmcLaM

1. Don't Answer Every Question

Tim opens with a simple principle: you don't need to address every question a player might have. In Fallout, the team never explained what Harold was — it wasn't important to the story or setting, just a fun mystery. In Arcanum, the unresolved Half Ogre Island questline was itself a thematic statement: people with money and power don't answer to you.

The point isn't laziness — it's intentional restraint.

2. Two Types of Mystery

2.1. Non-Expository Lore

The development team knows the answer, but the game never directly states it. No NPC dialogue, no cinematic, no conveniently placed book or computer log spells it out. There's plenty of evidence scattered throughout the game for players to piece together, but the game never confirms their theory.

The team needs to know the answer internally to avoid contradictions — one NPC saying one thing and another saying something incompatible — but the player never gets a definitive explanation.

2.2. Undeveloped Lore

The team genuinely hasn't decided the answer. The game never mentions it, players can't find out, and that's fine. Examples:

  • A strange creature appears — where did it come from? Not addressed, at least not in this game.
  • An NPC sends you to fetch an item — why do they want it? Don't worry about it. They're paying you.
  • You convince the villain to leave instead of fighting — where do they go? The game doesn't follow up.

Any of these could become important in a sequel. Or never.

3. Maps, Factions, and Blank Spaces

Your game map focuses on a specific area. What's in the neighboring countries? Other continents? You don't need to say. It's fine to leave blank spots on the map — mountains the player can't cross, rivers they can't reach.

The same applies to factions and biomes. Not every faction needs deep exploration in the base game. Some can be mentioned in passing — "this is wine from the snow country" — without the snow country appearing at all.

4. Planning for the Future

The strategic value of mystery is sequel potential. Unexplored lore exists to be explored later — in DLC, expansions, or follow-up games. Tim identifies several sequel approaches enabled by deliberate gaps:

  • Prequels — what happened in this country before the player arrived?
  • Contemporaneous stories — what was happening in a neighboring country at the same time? (Keep references in the first game vague: caravans say "it's rough out there," refugees say "things were crazy.")
  • Faction deep-dives — a faction barely mentioned in game one becomes the focus of game two.
  • Biome shifts — desert in the first game, forests or snow in the sequel, bringing new creatures, architecture, and culture.

As long as the first game keeps things relatively vague, you have room to develop anything in the sequel without contradicting established lore.

5. Solve Enough, But Not Everything

Tim cautions against going too far in either direction. You must solve some mysteries completely — failing to do so frustrates players. But you can solve most of a mystery and leave a loose end. Where did the villain go? What was that item for? The main plot wraps up, but a thread dangles.

The closing line captures it all: "If you tell everything, players will want nothing." A little mystery is good for the game, good for the players, and good for the future.

6. References