I’ve noticed a trend—particularly in some recent RPGs—of, well, let’s call it ‘Netflixiness’.

Dialogue designed to leave absolutely nothing to interpretation, to exposit information in the most direct way possible, devoid of any real character or context. There’s an assumption that any moment the audience spends confused, curious, or out-of-the-loop is a narrative disaster.

I hate to keep knocking Dragon Age: The Veilguard about, especially since I still had a decent time with it all told, but the thing that made me break off from it after 60 hours really was its story. It’s a tale that does get (slightly) better, but it gave me a terrible first impression I never quite shook.

  • sculd@beehaw.org
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    2 days ago

    Talking about lost feature, I feel like like less modern games like to give their players a comprehensive map.

    It used to be that map is a basic feature in games that involve any kind of navigation but nowadays some games just…don’t?