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However, these storytelling elements go far beyond the main narrative, with cutscenes and dialogue seamlessly integrated throughout the experience to build a truly immersive world. Diablo Immortal also builds on its narrative by periodically adding expansions, which add additional playable areas introduced through new story content.
This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Wider, spread out, less dense.
unlike Outer Wilds, golden loop here is heavily hard-gated by quest progression, not a "true" information game, compromise with AAA market? Or at worst, they are leftover consequences of the design and they had to fudge some random content for it. sorry if your game happens to crash, or you get a dreaded UI freeze.
A secret is a bit of content – a part of a level, an item, a character, or any other thing in the game, which is (for lack of a better term) “missable” I hate to use the term missable, because that has a negative connotation, but it also points to an important part of what secrets are. What are secrets in videogames?
AAA games are first and foremost products and their “smooth functionality” is prized above all else. The first example that comes to mind for me was the courtroom scene in Chrono Trigger, wherein the fact that I went to pick up a piece of jewelry before checking if my companion was okay was used against me in court!
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