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dexposition

Dexposition is a neologism used in discussions of interactive media and game design to describe a method of delivering narrative exposition through gameplay mechanics rather than through traditional dialogue or cutscenes. The term is largely encountered in design blogs, indie development circles, and fan wikis, and does not have a formal standing in major reference works.

Etymology and usage: Dexposition combines dexterity (dex) with exposition. It emerged in online discourse in the

Definition and principles: Dexposition encompasses techniques in which narrative information—such as backstory, worldbuilding, or character motivation—is

Examples and forms: In platformers, lore may appear after completing a flawless sequence; in stealth or action

Reception and scope: Dexposition remains a niche concept, praised for deepening immersion when well implemented, yet

See also: interactive narrative, environmental storytelling, game design, exposition.

2010s
as
designers
explored
ways
to
weave
story
into
playable
actions.
The
term
is
used
to
categorize
a
design
approach
rather
than
to
name
a
specific
product
or
technique.
revealed
as
players
perform
skill-based
tasks.
This
can
include
puzzles
that
unlock
lore,
timing-based
challenges
that
trigger
flashbacks,
or
environmental
interactions
that
surface
narrative
cues.
The
aim
is
to
integrate
storytelling
with
player
agency,
in
contrast
to
exposition
delivered
via
dialogue,
narration,
or
text
walls.
games,
diary
pages
or
cinematic
snippets
unlock
only
when
players
execute
precise
moves;
tutorials
may
teach
controls
while
imparting
context
about
the
game
world
through
action.
Dexposition
is
often
associated
with
experimental
or
indie
titles
that
prioritize
fusion
of
form
and
narrative.
criticized
when
it
obtrudes
or
obscures
storyline.
It
is
most
commonly
discussed
in
contemporary
game
design
discourse
and
is
less
common
in
mainstream
publishing.