The biggest "narrative dissonance" in adventure games set in the modern day is the lack of retail stores.
The biggest "narrative dissonance" in adventure games set in the modern day is the lack of retail stores.
I think it’s a fun idea to explore.
For example, would you take a shortcut and make items appear because you’re fishing them in the pond (which makes pond a source of “outworldly” items), or rather come up with something more creative? The logistics of it can tell the story better than 1000 words on a wall made to push the narrative. Of course, at the same time, you don’t want to make this a main focus to the player, unless it’s an objective.