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.
The biggest "narrative dissonance" in adventure games set in the modern day is the lack of retail stores. angielski
Need a screwdriver? Better hope there’s one lying under a brick in a back alley somewhere!...