The Problem with Video Game Stories Designed for Distracted Players
Gaming 2 days ago
Many recent RPGs, like Dragon Age: The Veilguard, suffer from ’Netflixiness’—dialogue that spoon-feeds information, leaving no room for interpretation. This trend may stem from executives chasing second-screen viewing habits, despite games demanding active engagement. The result is narratives that feel forced, treating confusion as a failure rather than an opportunity for discovery.
For players who skip cutscenes, heavy-handed storytelling feels intrusive, while engaged players find it patronizing. The assumption that all audiences need constant hand-holding ignores gaming’s diversity—some players crave deep lore, others prioritize mechanics. Games like The Veilguard fail by trying to meet everyone halfway, satisfying neither group.
Good writing trusts players to piece together clues. Mystery and delayed answers can enhance immersion, yet many studios fear losing distracted audiences. The solution isn’t dumbing down stories but embracing gaming’s unique potential for layered, player-driven narratives—before the industry’s chase for mass appeal ruins storytelling altogether.