{"version": "1.0", "type": "rich", "title": "\u201c\u2018Environmental storytelling\u2019 just means skeletons on toilets, and teddy bears next to drugs and a gun\u201d\nLike ok that\u2019s...", "author_name": "kontextmaschine", "author_url": "https://kontextmaschine.com", "provider_name": "kontextmaschine", "provider_url": "https://kontextmaschine.com", "url": "https://kontextmaschine.com/post/180548315553/", "html": "<p>\u201c\u2018Environmental storytelling\u2019 just means skeletons on toilets, and teddy bears next to drugs and a gun\u201d</p><p>Like ok that\u2019s specifically the Fallout 3 aesthetic and yeah it wore thin</p><p>But consider that making the gameplay need to provide lootable items work with the artistic drive to evoke an atmosphere or narrative <i>at all</i> was a step forward</p><p>Compare with how before they were in tension like the classic JRPG gripe \u201cwhy is the beloved chosen hero walking into your house and stealing stuff from your drawers\u201d</p><p>Or at best disconnected, healing items in practical medicine cabinets or as non sequiturs, the arbitrary wooden item-bearing crates that inspired the 2000 <a href=\"https://t.umblr.com/redirect?z=http%3A%2F%2Fwww.oldmanmurray.com%2Ffeatures%2F39.html&amp;t=YzQ4NzFkOGQ3YTkyOGJiZjRiNWQ0ZTE5NDlmOTYwZjg0Y2E2MWUxNixiYmVmOTg1ZmI1N2QzZTRjYTM3ZjhmYjNhYzIxMTY2ZjRjOTkzMWQ4\" target=\"_blank\">\u201cTime To Crate\u201d metric</a></p>"}