The game I am trying to create will not have much of a focus on the stories of individual characters. The game world will be very sparsely populated by NPC's and the player(s) character will be a blank slate for them to project there own personality onto. However the story of the world as a whole, particularly the story of it's decent into darkness, will be presented to the player as often as possible. One of the easiest ways for me to do this is through the environment. Following in the tradition of games such as Resident Evil and Fallout I will present a desolate world full of reminders of how it's inhabitants may have lived. Propaganda posters that glorify the Shadik army and it's fight against evil will be commonplace and in contrast, graffiti criticizing the Shadik occupation of Namahriad will also be present illustrating to the player what life must have been like before the fall. Like Fallout and Bioshock I will also include audio logs explaining the personal struggles of the soldiers and civilians before and after the fall.