Huh, you really don't play games?
I think Skyrim and Portal 2 are great games. They work as examples of that larger trend in gaming that I'm pointing out. There's plenty of worse examples I could have picked.
Unfortunately, yeah. I've noticed though, as I get older, I find combat in games more and more unbearable. It's all so repetitive and uninteresting. I think that's part of why I search for other things, because the other things don't do it anymore.
Like, in Skyrim, if you don't feel like running around slaying Draugrs, what's there to do? You can't even do guild quests, because half of them send you into dungeons.
I wrote a thing once on Reddit how much I love the quest 'Paranoia' in Oblivion. A quest where a crazy person asks you to spy on NPCs, and you're given many options to either fuel into his paranoia, or deny it. It's a lovely side quest.
I haven't played the Mass Effect games, so I'll take your word. (I have ME1 and ME2 on steam, but after hearing about the utter disappointment of 3 I decided not to get involved).
For me, it's not just the amount of dialogue, but how dialogue is used.
In retrospect, I think you're right. So many ****ty "cake is a lie" references:
Part of it might have been accidental. Portal feels layered. GLaDOS has a kind of stilted voice, but generally the delivery is smooth and emotionally calm:
I really like it, you do get the sense when you're playing the test is structured to calm you down. You find out about the horrors when you get to the fire pit part, or earlier realize the horror if you're an observant player who explored all of the nooks. I think this juxtaposition created much of the game's atmosphere.
Compared to Cave Johnson:
The delivery to me is very frantic. I'm prone to anxiety and I can't sit there and listen to that, it's so over the place and unstable, I feel anxiety listening to it. I probably would have appreciated it more if the delivery was less campy. It's not the content of the dialogue, either, it's the delivery.
Right, alot of that stuff is good, in the right amounts. Thing is as well, I think my complaint doesn't have to come at the cost of narrative clarity. Subtlety is just that, it adds resolution and detail to parts which expand and clarify the narrative without changing its overall message, in an ideal world. I find though that games have entirely scrapped any amount of subtlety, probably due to time constraints, like how Skyrim was basically unfinished. So instead all you get is what you see, and because there's no amount of subtle storytelling permitted, the only storytelling mechanisms people use now feel like hammering nails.
Yeah, it would be silly to suggest every game should follow one design doctrine. I suppose my complaint is towards how much that design philosophy has dominated the entire industry more than how much any one particular game follows it.
Hah, well it wouldn't have to permit some of the silliness. But just having a normal shooter again, before CoD ruined everything by adding unlockables. I just want to get in a game, run around and shoot people. But that's a different complaint.
I hope the next economic crisis wipes out the major AAA studios and opens the realm again to creativity.