← Articles
Telling a real story on a small screen

Telling a real story on a small screen

May 3, 2026 · Elias Norberg

You can't tell a story on a phone the same way a console game does. Sessions are short, players get interrupted, and screens are small. The games that handle this well design around it instead of fighting it. Short, self-contained scenes work better than sprawling cutscenes. So does letting the world do the storytelling: a note on a wall, a change in the music, an NPC who mentions something offhand. These stick with you more than a ten-minute exposition dump. Hollow Lantern is a great example we've written about. It never overexplains. It hands you fragments and trusts you to assemble them, which fits perfectly with how people actually play on the go. If a game's story only lands when you can sit for an hour uninterrupted, it's a bad fit for mobile no matter how good the writing is.

storytellingadventuredesign