![](http://images.eurogamer.net/2013/articles/1/6/8/1/2/8/7/watch-dogs-a-game-stuck-in-the-unfunny-valley-1401449718405.jpg/EG11/resize/300x-1/format/jpg/1681287.jpg)
Funnily enough, I stumbled on that autocorrect-inspired gem while browsing Reddit on my phone during one of the game's many soporific cut-scenes. And the very fact that I'm still regularly looking away from blockbuster games at moments like these got me wondering: why are the things I find most memorable in open-world games often stuffed into the margins?
Watch Dogs isn't the first AAA game where the cut-scenes suggest the characters' clothes have had more time invested in them than the flaccid dialogue, of course, but this phenomenon of looking away during story bits is something I tend to notice more in open-world games, and I think it starts with the fact most of them are so enormous and expensively assembled. As a result, they often think it's important to play things straight in order to be taken seriously, when in fact the outcome is often that they are not taken seriously at all - or worse, that they fail to hold the player's attention.
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