Trash mobs are bad, trashtext is bad, but here's what you people are REALLY overlooking: disconnection between in-game narrative/setting/"lore" and actual gameplay mechanics.
Fully agreed on everything here, my lad. The biggest issue of modern games is that they don't integrate narrative and mechanics with each other well enough (or even at all) and the end result is always mediocrity.
Take Dragon Age, for instance. Very early in DA:O you're told that mages need their mana potions and some get addicted to the stuff, become druggies and shit. You also uncover that even some Templars get hooked and become dirty cops, helping mages smuggle magical cocaine. Sure, great premise, I like it! Except...you can have as many mages in your party and mana management will never lead to addiction, legal troubles or anything of the sort. The narrative and the gameplay exist in different realities. That's the hallmark of a mediocre game. Same goes for blood magic: you can cast all BM buffs in front of templars, nothing is gonna happen, lol.
Thanks to the OP for this thread and the quality answers.
Re the Dragon Age series, I remember that back when I was angry at the train wreck that was DAI, I did some research: turns out that segregation of gameplay and narrative, i.e. the origin of the said ludo-cognitive dissonance, is a high-end principle of game design imposed by EA to all of their subsidiaries.
Sadly, the Bioware forums went the way of the dodo, and I can't be bothered to look for the source/quote.
Symbolic coherence between gameplay and narrative is a marvel when done right.
The virtual equivalent of the Baudelairian “
Correspondances” in nature and art.