My point was there are no arbitrary narrative components like computer terminals where you read a dead guy's email that explicitly explains the set up in text format. Or whatever, that seems to be a really common (lazy) way to tell a story.
I would argue that what you said is all about show vs tell. Which is a good thing for visual media.
I love those terminals and books in the Deus Ex series. They flesh out the world with much more detail than could ever be shared in cutscenes or NPC dialogue.
I would argue that what you said is all about show vs tell. Which is a good thing for visual media.