
The original artwork for Dragon Quest
While there are many who will fight over detail, perhaps we should take a step back and look at the benefits of ambiguity. We sometimes get too involved with painting the picture that is in our head and forget that our audiences have a tool that can build worlds out of our foundations—their imagination.

Screenshot from Dragon Warrior
In 1989, the original Dragon Quest was released into the United States amid a number of changes. Along with a new title, Dragon Warrior, the localization team took advantage of the game’s primitive graphics and changed the art that came packaged with it. While this was done to cater to western audiences and hopefully add to sales figures, it goes to show how Dragon Quest’s ambiguous graphics allow for several points of perspective.
I don’t want to advocate the complete reversal of the show, don’t tell mantra, but I believe authors of any media should pick their battles and think about where their viewers’ imaginations can fill in the blanks. Ambiguity adds mystery and can allow for customized settings. In addition to these benefits, a story can be re-examined years later and infused with new elements based on the new thoughts and memories of the viewer. The words “ball of light” could illuminate like a glow stick to a child, but shine with an indescribable brilliance to an adult.

The revised artwork for Dragon Warrior
In the coming weeks, I will continue along these lines with articles about information hiding and division. Until then, think about this—how do we add ambiguity to our work in an age of advanced graphics and where words are sparingly used?