Gragt said:
It's still weird that you people still insist on using the "show" and "tell" terms that are always associated with literature in relation to narration. We're talking video games here, not litterature. And even in that context, rules like "show, don't tell" are simply trite, and believed mostly by wannabe writers who have no clue of what they are doing and the medium they plan to use. It's a stupid rule because a good writer will use both and there is absolutely no need to teach the rookies that they should lock themselves up in some detrimental work process.
Despite being leery of applying the "show" and "tell" concepts to video games, it still comes down that both are equally good, there is no real need to lock the story in only one mode, and what only matters is skill. I agree that there is a general lazyness in the industry and there are very little decent stories there — even less that try to use the medium's strenght — and that includes the games that try to have the player know only the stuff that his character knows.
I actually use it for simplicity of reference. If I were to use different terms for it, or just set out to describe what is being done, it has the potential of being misunderstood or stretch out for several paragraphs. The show/tell dichotomy is known even in the "laymen" circles these days so it's fairly safe to use it and be understood relatively correctly.
What I do mean, though, is that modern gaming industry does not have the technology to
easily create imagination-boggling high-tech scenes. Try to imagine someone recreating the flavour text of Master's lair from Fallout, for example - will it have the same delivery power? Why would anyone make a grass carpet of a million fingers
just for one encounter?
This is where enormous laziness of the industry kicks in - laziness and, for the lack of a better word, greed. Oh, and stinginess. Instead of creating a single memorable moment they will go and create several hours of bland. Why? Because you can recycle these textures, you can reuse those models. A carpet of fingers? Well. You either spend an enormous sum of money for just a "gimmick" or you spam the grass in several areas (destroying its special "feel") or you just forget about it.
Just like that bit about grass, it's hard to convey emotions and keep the game on budget. Therefore you often end up with tons of concepts that essentially fail to phase the player unless the player is very new to the whole gaming thing (which is where the bets currently are). Now, imagine moving the "hard" parts off-scene, and be told about them, through one means or another, be it hacking into a security log/camera (here's an excuse for poor graphics!), be told about it by another character, finding a letter etc. Which will impress you more? A believable piece of writing or other kind of metafiction, or a poor presentation of an event directly on the scene?
Sure, you
can do a great "show only" presentation, but since there's no way to do so cheaply at the moment, the best we can hope for is half-assed renders of emubois with handblades.
Edit: Oh, and as to what you said about show/tell approach to writing, I completely agree. In fact, I'll go to venture that there's a thousand to one ratio of good writers that were ever concerned/aware of show/tell issues. Most people that rant about this stuff in literary circles won't be able to write anything good even if their lives depended on it.