In a lot of games these days, the most recent one I played being (drumroll) Bioshock Infinite, the games seem to get away with telling their stories through items you pick up or computers you hack (I'm looking at you Deus Ex HR)
In my opinion this is a sloppy method of telling a story. You're making a story optional. In Splinter Cell, Bioshock Inf. and many other games, I didn't really have the patience to search every inch of every room, I did lots of exploring and found most of them, but not all, missing sometimes crucial notes (like how Vigors got onto the island)
Perhaps this wouldn't be bad if the place was deserted and there were no other characters in sight, but this is not the case. That these notes/logs are in ridiculous places makes matters even worse. Who leaves heir most personal diaries next to the cash register in a shoe store? Or on a table in a hotel?
In my opinion this is a sloppy method of telling a story. You're making a story optional. In Splinter Cell, Bioshock Inf. and many other games, I didn't really have the patience to search every inch of every room, I did lots of exploring and found most of them, but not all, missing sometimes crucial notes (like how Vigors got onto the island)
Perhaps this wouldn't be bad if the place was deserted and there were no other characters in sight, but this is not the case. That these notes/logs are in ridiculous places makes matters even worse. Who leaves heir most personal diaries next to the cash register in a shoe store? Or on a table in a hotel?