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.

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[–] 7 points 1 year ago (3 children)

I remember back in the day, when a lot of the time you had to keep your log/journal yourself with pen and paper. Getting back to Lands of Lore after a week without any notes? Might as well start over.

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  • [–] 7 points 1 year ago (2 children)

    Some games still do encourage that! Have you met a little game called Blue Prince?

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  • [–] 13 points 1 year ago* (1 child)

    Blue Prince

    I am ashamed to say how long it took me to get the pun in the title for this game.

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  • [–] 8 points 1 year ago

    It's actually a triple entendre.

    Blue PrinceReferring to the protagonist, Simon P. Jones

    Blue PrinceBlueprints, which enable the drafting mechanic the game is centered around

    Blue PrinceIlex x meserveae, a species of blue holly of which the male version is called Blue Prince. (referring to Mt. Holly, where the game is set)

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