This essay asks; which visual elements and game mechanics drive the story in the wordless computergames Gris, Papetura and Pilgrims and how does it affect the players ability to construct and interpret thestory? This is achieved through close-reading of the story & structure, characters, environment, gamemechanics, manipulation of player controls, visual style, mood and colours. All the examined elementshave proven useful for the telling of stories in the three games. Gris seemed best at using theenvironment, mechanics, controls and colours to give clues about the story without directly telling it,which gives the player more room to fill in the blanks. In Pilgrims the player has some power overcreating their own story, but the choices often seem trivial and lead to the same ending. The existingmethods for analysing stories in games are useful, however I believe in addition a focus on visual stylewould be useful, especially when examining wordless video games. More studies would be advantageousto determine if other video games can be explained similarly or if more perspectives are needed.