Decernment and the power of video games

seedling

One thing that comes as 'clear'/'normal' in video games is the handholding descriptors on much of the world that you interact in. This is something that was learnt very early on in the game development world. That a game must come with a manual or very few (not all, important to look into who those people are), can have fun with whats infront of them. In fact, many story telling games intentionally use this mechanic to direct story pathways, it has become almost blindingly forgotten that somehow the main character (player, the first person) knows what is infront of them. Especially in the heavily symbolically rich contexts. Occasionally devs remove this dicernement capacity for important pieces, however, to the experienced player, this is almost the largest flag that can exist for something important under correct contexts. The classic story telling beat of (show dont tell, preload then fire gun shown in the background, then used in a following scene etc). Players in this sense are often playing from a position of almost godlike dicernement capacity. But the 'real world' often doesnt label things. You dont walk up to a bookshelf and 'select: picks up right book' for the plot to continue... Or do you? Is the trick to become the dev? To say, this is the interaction? An external observer ('NPC') who is a thirdperson observer, would look at the player and question, why the fuck did they pick up only one book when their job was to search the shelf for the right one? And then they proceeed to actually have done the right thing and complete the quest and no one bats an eye. That thirdperson would seriously start freaking out under our 'normal modern' frame. Although there are many schools out there, many frames that function just as well and include this effect.