Too much thinking, argues a blacksmith in the new “King's Quest,” leads to inaction. She says this as if thought were a lamentable trait. Let's be thankful she's a fictional blacksmith and not a video game publisher.
Conventional game design wisdom often puts forth the theory that the new, the technologically advanced and the action-packed are greater than something with a lived-in feel and many a conversation.
Conventional game design wisdom is sometimes wrong.
It's the difference between, say, the personal and the mechanically sound — a watch with slick, up-to-the-minute tech versus the clock with old-time appeal. With history come stories to tell, and occasionally...