Lore in game design is the invisible scaffolding of the world — the stories, history, culture, and logic that exist behind the scenes.
Lore doesn’t tell the player what to do. It tells them where they are, why it matters, and what came before.
1️⃣ Definition
Lore is the internal mythology, history, and logic of a game world — a body of contextual knowledge that adds meaning, texture, and cohesion to environments, factions, events, and characters.
It’s not what the game explains. It’s what the world assumes is already known.
📍Lore is only valuable when it serves tone, coherence, or emotional resonance — not just quantity.
2️⃣ Why Lore Matters
Role | What It Enables | Example |
World coherence | Rules feel consistent, not arbitrary | Dark Souls’ cryptic but unified cosmology |
Depth & mystery | Players feel there’s more beneath the surface | Bloodborne’s layered mythos |
Emotional context | Places and objects gain weight | The Master Sword in Zelda carries mythic legacy |
Exploration reward | Lore becomes its own collectible | Hollow Knight’s fragments of history hidden in ruins |
Player investment | Fans build theories, connections, headcanon | Elder Scrolls’ books, calendars, political maps |
📍Good lore invites curiosity. Great lore survives outside the quest log.
3️⃣ Forms of Lore
Form | Description | Game Example |
Environmental | Ruins, architecture, corpse placement | Dark Souls tells war history through space |
Item Descriptions | Flavor text expands unseen context | Hades, Destiny 2 lore tabs |
Dialogue fragments | NPCs hint at history or worldview | Disco Elysium’s broken utopias |
Codex / Archives | Collectible or reference-based lore | Mass Effect’s galaxy codex |
Books / Scrolls / Journals | Written records in-world | Skyrim’s book libraries |
Implied | Patterns, names, rituals with no explanation | Shadow of the Colossus’ unspoken past |
📍Don’t frontload lore — embed it in the world. Let players stumble into history.
4️⃣ Lore vs Story vs Worldbuilding
Concept | What It Covers | Player Experience |
Lore | Pre-existing past and context | “What has happened here?” |
Story | Present events the player witnesses or shapes | “What’s happening to me?” |
Worldbuilding | Systems and logic that make it all work | “What kind of place is this?” |
📍Lore enriches both worldbuilding and story — but it must be felt, not just read.
✅ Lore Design Checklist
📍Treat lore as clay, not stone. Let mystery and gaps live — players will shape them.
Summary
Term | Lore |
What it is | The underlying mythology, history, and context of a game world |
Why it matters | Adds coherence, depth, and emotional weight |
How it’s delivered | Through space, items, characters, documents, and implication |
Design goal | Make the world feel like it existed before the player — and might go on after |
📍Lore is not exposition. It’s the feeling that this world has roots — and you’ve only just touched the surface.