Title.
You might’ve heard the fancy term ludonarrative dissonance, which describes something a lot of modern games suffer from. It’s the way games often tell stories that don’t fit within their gameplay loops. How a character can take 20 shots to the head in gameplay, and then die from a single wound in a cutscene. Or how in the story, characters can act like people who would never do the things they do do in gameplay.
This conflict doesn’t actually ruin a game most of the time. But the pictured game is one which is renowned for showcasing what can be done when gameplay is used as a narrative device, reinforcing rather than conflicting with the story. Using every element of a game in concert.
I try to be encouraging when it comes to discussion threads, and also I’m not sure which of my many replies to commenters you’re referring to.
LLMs do do that weird sycophancy thing, but often while getting details wrong.
Yeah, sorry, that reply was put in the wrong place. 🤦
No worries, I appreciate your positivity! Just making a light hearted observation. Probably means I’m spending too much time with LLMs