Hey! Listen! Here's why games use 'nag lines'
A few months ago Metroid Prime 4 was shown to press, and caused a small, localised stink in the chattosphere. We don't care much about Nintendo games at Jank, and I have no emotional stake in Metroid (Samus is the Ninty equivalent of John Halo - an extremely boring person vacuum-packed in fancy metal) but I do enjoy divining the stinklines that emanated from the first-person shoot 'n' splore, and the complaints by folks who got hands-on time with it.
The odour was familiar: a sidekick character would verbally needle you about performing the next correct action. "Samus, there's something interesting over there," a sidekick called Myles will say if the player strays too far in one direction. "Are you sure we don't need to use that?" Somebody in the resulting shiteswirl of social media discourse called this a "nag line". A succinct moniker for a trend that has existed in games for a long time without being given a name.
Nag lines are common enough, you'll know one when you hear it. Spend ten seconds inspecting a cool-looking prop while an NPC waits by a door, and they might say: "This way, McBloke, we've got a war to win!



