I agree with Jeff and I think Josh didn't get the point of his criticism. PoE obviously didn't get a good enough editing pass, but we've been through this, it's obvious from the character creation screen alone, and Josh agrees with this, but he thinks the background lore is too important to not be shown. Jeff isn't saying to remove all that lore, but to space it out and only reveal it when it's time or relevant. I've been saying this for close to 2 years on the Codex alone, but my argument, apart from being too many words and too much info that doesn't even matter in too little time, is that the characters don't have access to that info yet and that the UI shouldn't be an omniscient entity which reveals meta information about the universe just because. Jeff's idea about the character revealing information about itself (like being an aristocrat or philosopher, or whatever) is good. The more information revealed through gameplay the better. That can extend to the character saying where he's from, like for example:
- So, where do you come from?
- *You now have a bunch of choices, like Ixamitl, Deadfire Archipelago, Aedyr etc. etc; but only in a very succinct way, revealing very basic information, like "The tropical Deadfire Archipelago"*
- I've never been there, what's it like?
- *You now have a few options, revealing more lore around your choice or whether you want to talk about it or not, serving two purposes - it tells you, the player, more about that region of the world you chose AND gives you an opportunity to role-play by giving you options on how to react to the question about your birthplace*
This way not only are you organically revealing information to the player, but also keeping other information veiled for them to discover or explore, instead of prematurely ejaculating all your secrets from the character creation screen AND you aren't using your character as an omniscient lore dispenser by knowing everything about everywhere. This is not something an editing pass can fix, it's about pacing and knowing when and how to convey the narrative/background lore to the player. Some people are going to say that the UI doesn't give you enough info to make a very well informed choice, but so what? Not only is this the very beginning of the game (you can reload your starting save immediately), but it also doesn't matter much, it changes like 2 lines in the entire game after that and you are never going to visit those places in the game anyway. I think Josh should take Jeff's advice seriously about other projects and even PoE2, even if he doesn't take everything, at least a general idea of structuring all that text.