My first hot take of the year is that I don't wanna read in video games any more and that there's almost no reason for me to have to.
Now... of course I'm not talking about accessibility here. Yes of course there should be subtitles and captioning and all that, of course.
I'm talking about as a way to distribute narrative exposition or mechanics tutorials.
I just think that graphics, technology, and design principles have advanced so much that we don't need it any more.
Especially in narrative, and especially in big budget games. So let's say we're talking about our Sonys and AssCreeds and Marvels and whatnot- you got cut scenes, voice acting, mo-cap.. why I gotta read anything? Finding notes for lore and background- that's from old-school when it was the only way to do this stuff.
Indy/small games, that can't afford voice acting.. ok, so here's the double-hot-take- maybe AI voice in these cases is acceptable then. Maybe then rely less on dumping exposition on us and use visuals. Show don't tell, you know.
What about Disco Elysium and Shadow of Doubt- well those are like its own genres. Shadow of Doubt is an investigation game so of course you're gonna read notes and clues that's the point. Papers Please has Papers in the title obviously you're reading- that's the point of these games so they're good for those that like that sort of thing. Even Disco Elysium added voice as soon as their game blew up and they could afford it- but even then that is a game that has no combat so reading walls of text is kind of the point.
And that's why I don't play any of these game- because I hate hate hate reading text on screens. I just find it mechanically an unpleasant, eye-straining experience. And, yeah, that's why I'm playing a video game- do push buttons and do stuff and occassionaly watch a visual spectacle not read.
I love reading... books, and such. Articles, whatever. Just like I don't want an amime cut scene to appear in the middle of a Pro Publica investigation into the corruption of the pharmeceutical industry, I don't appreciate a wall of text in my samurai action games.
Mechanics is trickier- you gotta 'splain stuff to players and video games are complicated. The thing in the beginning of Dark Souls where you get a little cut scene name-checking all the dumb made-up proper nouns and then you control your dude and get brief in-context controls as you move along is great.
Part of what inspired this post is Cocoon, a game with zero text, and my favorite game of the year, and those two things are related. Now, granted, the game mechanics are extremely simple, it's just a joystick and two buttons, so this is an extreme case, but it does demonstrate how far good design can take you without words.
I'm playing the FF7 prequel remake and it's got tons of text explaining the upgrade nonsense- materia, and fusing, and accessories, and blah blah blah. And, yeah, you need all that text to explain all this nonsense but ultimately I just don't think these mechanics are particularly good because I only use like 5 out of 50 things and even video guides tell me to use a couple, so it's all just noise to me. So if the game design is focused, the explanations can be focused and minimal and you don't need to read bunch of boring crap on a screen maybe?
So I guess I'm saying that volumes of text when it comes to tutorials can be signs of week or bloated game design. While I am suspecting that text for narrative exposition may be increasingly a sign of laziness or lack of imagination as technology and game design capability continue to increase.