Originally Posted by
Berkilak
Don't get me wrong - I do think there's a universe in which Shadowlands was done right. You can definitely have players visit a high concept setting successfully without torpedoing the credibility of your overall setting. You simply follow the foremost guiding rule of any visual storytelling medium: show, don't tell. As far as video games go, From Software is probably the only developer that does this well. A few hidden hints at direct information here and there with the vast majority of the narrative of the world explored environmentally rather than via an actual narrative.
Could you imagine in Elden Ring took the Shadowlands approach to storytelling? Wherein, as soon as you're dropped into the world, you are told explicitly where you fit in, why you are the most important being in the universe, followed by a tour of every zone explicitly narrating to you the inner workings of every faction, organization, nation, and god present in the setting? No mystery left to our imagination? It certainly would have been received differently.
Now imagine, in exchange, we get a Shadowlands wherein we are dropped into the setting with the relatable goal of rescuing our leaders, but that's it. Same setting, but the denizens of the Shadowlands are as inscrutable as they were meant to be. Instead, we learn about the world through environmental storytelling and piecing together the lore ourselves from a scant few direct clues. Some may complain about "no story," but it would be a different conversation regardless.
For example, in this alternate universe, the "Maw Walker Theory" speculation thread on Reddit would get downvoted into oblivion when someone tried to figure out how we were able to escape the Maw. The community calls it a trash theory because they don't want this "Chosen One" narrative applied to the player character. And it is quickly forgotten, aside from the odd meme. He was, of course, completely accurate. But the power of artistic interpretation of the material ensured that Blizzard was not "on the hook" for such a contrived narrative choice.
If you have a high concept setting, you should endeavour to only let the reader know directly what the protagonist needs to know to tell the story. Emphasis on "need." We don't need to know what Zereth Mortis is to follow the Jailer there, nor how it works. Leave that to the lore hounds to sniff out. Hell, in this thread alone, we already theorized exactly what it was based on the name alone, not to mention a few creative suggestions that were heads and tails above Blizzard's writing. Allow the players to actually think and come to their own conclusions. We are always saying that the art team carried Blizzard - let them carry the bulk of the storytelling as well, if the alternative is superfluous exposition dumps in lieu of character-driven narratives. Letting the players themselves elevate the material by filling in blanks that were never meant to be filled.