>>500820825>>500820325I don't think they are patronizing and treating the player like an idiot, the problem with this kind of writing is that the authors probably wanted to convey a sense of harmony between the main cast, and to convey this in their opinion there is a need for constant oral communication, some sort of "dialogue is important to understand each other yay!" and every character becomes a sort of "I'll-tell-you-everything-I-see", one of the worst in this sense is when you arrive with Bellara at the market: "Oh there used to be a lot of people here, now I don't see anyone but how strange today is market day" BITCH I CAN SEE THAT there are tentacles of blight everywhere
the biggest problem that I think is the cause of this is that to be a good writer you have to know how to build a series of experiences that can be useful to your work, and many of these people have no real life experience to draw from for these situations, so they have to fill them with generic tropes, phrases already heard in hundreds of other media
take for example Space Marine 2, and those little moments of confrontation/clash between the main cast and then after a few seconds get their shit together and "lets proceed with the mission"
I know it may seem absurd but great stories are full of moments like this, in the Lord of the Rings (written by someone who actually went to war) the most wholesome moments and that create union between the characters are those small pauses of genuine serenity in which small gestures of relatable daily life can slip in that make the characters real, with their problems and idiosyncrasies
here we only have carebear hugs to give to our "friends"