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There exists somewhere, in game design and game development, a borderline mythical sweet spot between substance and readability. You want games that are full, that are rich, that have plenty to say and plenty for you to do. Simultaneously, you want something legible - I remember turning on Assassin's Creed Syndicate, the first in-game pop-up telling me I had 150 Codex entries I could read, and immediately feeling encumbered and lost to the point that I didn't want to play.

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