I’ve noticed a trend—particularly in some recent RPGs—of, well, let’s call it ‘Netflixiness’.
Dialogue designed to leave absolutely nothing to interpretation, to exposit information in the most direct way possible, devoid of any real character or context. There’s an assumption that any moment the audience spends confused, curious, or out-of-the-loop is a narrative disaster.
I hate to keep knocking Dragon Age: The Veilguard about, especially since I still had a decent time with it all told, but the thing that made me break off from it after 60 hours really was its story. It’s a tale that does get (slightly) better, but it gave me a terrible first impression I never quite shook.
I am ashamed to say how long it took me to get the pun in the title for this game.
It’s actually a triple entendre.
Blue Prince
Referring to the protagonist, Simon P. Jones
Blue Prince
Blueprints, which enable the drafting mechanic the game is centered around
Blue Prince
Ilex x meserveae, a species of blue holly of which the male version is called Blue Prince. (referring to Mt. Holly, where the game is set)