Dreaad
Arcane
Recently I went back to play through Jade Empire (watching too much Avatar created a desire). So for whatever reason my attention was drawn to the world building entries you collect from clicking on objects. Largely something that Bioware has been doing ever since Mass Effect/Jade Empire. You know the literal exposition information dumps. What is interesting is that this style of story telling has become more and more popular, everything from cRPG's to FPS games have this system, it's actually kind of hard to find a game without some variety of an in-built dictionary.
Now as far as I can see, this type of information delivery isn't all bad. A good example I suppose is System Shock 2 with it's audio tapes. It works there because it feels more or less natural, it's a part of the atmosphere and is very necessary to telling the story. Dishonored is another example of an interesting way to explain the world, by giving you an item that explains the people/situation in a way that doesn't feel intrusive. Then you have the lazy version of things like Dragon Age: O or The Twitcher where you basically get a book of crap telling you what the world is like but the actual events 'in game' contradict or ignore this information regularly.
I was just wondering what happened in general to the "show not tell" way of doing things. IE games, fallout, Arcanum, Half Life, Doom etc. Where if you wanted to see what the world was like, you just look around and interact with the people/enemies. Why the sudden switch to in game encyclopedia entries, that half the time aren't reflected in the gameplay or contain completely meaningless 'history' timelines and other retarded nonesense? Did this shit exists during the goldbox era? Anyone think that it's a good mechanic?
Now as far as I can see, this type of information delivery isn't all bad. A good example I suppose is System Shock 2 with it's audio tapes. It works there because it feels more or less natural, it's a part of the atmosphere and is very necessary to telling the story. Dishonored is another example of an interesting way to explain the world, by giving you an item that explains the people/situation in a way that doesn't feel intrusive. Then you have the lazy version of things like Dragon Age: O or The Twitcher where you basically get a book of crap telling you what the world is like but the actual events 'in game' contradict or ignore this information regularly.
I was just wondering what happened in general to the "show not tell" way of doing things. IE games, fallout, Arcanum, Half Life, Doom etc. Where if you wanted to see what the world was like, you just look around and interact with the people/enemies. Why the sudden switch to in game encyclopedia entries, that half the time aren't reflected in the gameplay or contain completely meaningless 'history' timelines and other retarded nonesense? Did this shit exists during the goldbox era? Anyone think that it's a good mechanic?