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Varric and Harding in Dragon Age: The Veilguard.
Product Reviews

We can’t keep making videogame stories for players who aren’t paying attention to them

by admin August 18, 2025



Harvey Randall, Staff Writer

(Image credit: Future)

Last week I was: Talking about entropy in MMORPGs, and being a busy bee in World of Warcraft.

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.


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Given the game’s troubled development history, and the fact that some of its writers have produced perfectly fine work before (Mordin Solus, for cryin’ out loud), I’m led to believe this pattern comes from the top. Well, I have a hunch.

When Varric says “That ritual is going to tear down the Veil—the only thing separating us from the Fade and an endless number of demons” to Rook, his mission partner, who should know all of this already, I can’t help but think of one thing. Second screen viewing.

In this excellent article in the International Journal of Communication, Daphne Rena Idiz recounts a time where an interviewee told her that Netflix had insisted: “What you need to know about your audience here is that they will watch the show, perhaps on their mobile phone, or on a second or third screen while doing something else and talking to their friends, so you need to both show and tell, you need to say much more than you would normally say.”

Now Harvey, one might say, that makes absolutely no sense. Videogames—with some exceptions in genre, like idlers—aren’t played as second screen activities. To which I would reply: You’re exactly right, but since when has that stopped executives from chasing trends against common sense before? These are the people who thought Veilguard still should’ve been a live service game. After everything.

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This is conjecture, but I don’t think it’s out of pocket to assume some of these companies are chasing the narrative successes of streaming services. Or that in doing so, their big bosses might adopt all sorts of “wisdom” designed for making media meant to be consumed, not enjoyed.

After all, in these second-screen shows, nothing is left up to chance. If your audience gets lost, it’s bad. If your audience gets confused, it’s bad. Bad stories are confusing. Good stories are understood. I know these things because I’ve looked at other good, popular stories.

The Veilguard follows in this trend, because it’s a game that’s terrified of audiences getting lost at any point. As fellow PCG writer Lauren Morton put it, it’s “desperate to chew my food for me”. And whether the problem lies with big movers and shakers at EA, or their selected testing audiences, it doesn’t matter. Because we’re shooting ourselves in the foot, here.

Everybody loses

Videogames are enjoyed in a ton of different ways—some are even designed for you to tap out of the story entirely, or to only engage with it as an option. And this is fine. But you cannot, as EA did, reach for other audiences on the assumption that the nerds will like whatever you give ’em.

(Image credit: BioWare, Electronic Arts)

Some players will skip every cutscene, glaze over every dialogue entry, and hammer their skip button ’till the face button’s worn out. And I have no qualm with these people—they simply value a different set of things from me. We can coexist. It’s the design assumption that we must be met in the middle that’s messing us up.

For this player, a story that’s impossible to ignore will barely register for them. If anything, it might backfire—making them feel coddled or pushed into situations they don’t care about. And for me, dialogue that’s written for people who aren’t paying attention makes my brain want to crawl out of my skull and autonomously go do anything else.

Here’s the thing: Good writing advice says to ‘show, not tell’ not because everything must be shown as soon as it comes up, lest the audience be lost, but because it’s inherently more interesting to give us the pieces we need to draw conclusions. Crucially, you don’t always have to actually give people information.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster. It’s okay to let a question mark float above your player’s head, or to trust they’ll get the gist from context clues. We can tell the ritual Varric and Rook are trying to stop is dangerous because they’re trying to stop it. I promise.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster.”

I feel like there’s this phantom assumed viewer who, without a full set of narrative cards in their hand, will throw their controller and immediately do something else. And that makes me sad, because it assumes your players aren’t curious. That they don’t want to have questions, or aren’t interested in seeing where something leads.

Some aren’t, sure, but if you design videogame stories for them, you rob from your most invested players the simple pleasures. Analysing the story, looking deeper into scenes, discussing it with each other online. And as someone who watched Final Fantasy 14 reach a fever-pitch of over-explaining during Dawntrail, that stings, let me tell you.

I’m sick of seeing games with an air of corporate weight sitting on top of them. I’m tired of watching a scene and going “yep, that probably tested well with audiences”. I’m exhausted by this pervasive idea that writers are to be resented, or that I have the memory of a goldfish (I do, but that’s besides the point).

I want to get a little lost. I want to have to think about what a scene I just watched meant. I want to see where your story goes, rather than be told where it’s headed. We simply cannot keep making videogames for people who aren’t paying attention, because it won’t change anything for them—and it’s making the rest of us bloody miserable.

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KeyGo keyboard
Gaming Gear

KeyGo’s hybrid keyboard brings Apple Touch Bar dreams to life with a 12.8-inch touchscreen, making every workspace instantly more versatile

by admin August 18, 2025



  • KeyGo 12.8-inch screen offers sharp visuals despite a compressed 1440p layout for multitasking
  • Scissor-switch keys provide a tactile typing experience suitable for serious work or long sessions
  • RGB lighting enhances visibility in low-light conditions while allowing personal customization

Small external screens have steadily become essential for those seeking flexible workflows and improved multitasking capabilities.

Yanko Design’s new KeyGo keyboard merges a 12.8-inch touchscreen monitor with a full-size keyboard.

It aims to create a hybrid device that extends the traditional workspace without requiring a full desktop setup.


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A screen built for precision

This concept is ambitious, but its practicality is limited by the absence of a built-in battery, meaning users must remain connected to a power source for extended use.

The integrated display delivers a resolution of 1920×720 at 60Hz, which might initially raise eyebrows among those accustomed to conventional 1080p monitors.

However, the design essentially compresses a 1440p screen across a wider layout, producing a pixel density that keeps text sharp and visuals reasonably crisp.

For professionals who rely on portable monitors or a monitor for video editing, this width-oriented resolution provides a usable secondary screen for reference materials, timelines, or notifications, even if it cannot fully replace a main 4K display.

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The keyboard uses scissor-switch keys, which offer a responsive typing experience comparable to high-end laptops.

This design minimizes the often-criticized “mushy” feel of cheaper units, enabling fast and accurate typing.

RGB lighting is integrated with three modes, supporting work in dimly lit environments and allowing a degree of personalization.

While the visual flair may appeal to gamers, business users may appreciate the practicality of illuminated keys during extended work sessions.

Connectivity is handled through USB-C, simplifying connections to laptops, tablets, or smartphones across Windows and macOS platforms.

The single-cable solution handles both power and data, which reduces clutter and streamlines setup for mobile professionals.

Despite its thin CNC-machined aluminum build, which gives it a premium feel, the device remains somewhat limited by its dependence on external power.

It also comes with a 180-degree hinge, allowing users to orient the touchscreen above the keys or stand it fully upright as a second monitor.

While the KeyGo revisits ideas reminiscent of Apple’s Touch Bar, it expands the concept into a standalone, multi-touch interface.

Pricing begins at $538, although early backers can purchase the KeyGo for $249, representing a 54% discount.

The product also includes global shipping and a one-year warranty, and the company claims only 23 of 200 units remain.

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