We are at the change of am epoch, moving from a time where we would mockingly tell someone to read the manual when they became stuck to now having to literally instruct people to read the screen.
"READ THE SCREEN!"
If it is not an in your face, center of screen obscure everything until you dismiss it; or worse still a ping followed by a side of screen chat bubble; then users simply do not engage with it.
Time and time again issues arise where some user declares they are stick, some player derisively mocks a game as hard, or bad, because their little monkey brain did not tell them to read the screen.
Away from computer screens, apps and games, in the classroom their are standards to be met in fluency, fluent readers just see the text and can not but help to read the text. One can forgive none fluent readers, or non-native speakers, when they struggle in this regard.
However the seeming trend one can observe is for native speakers of the language software is delivered in are unable, or unwilling, to engage and read the screen.
This trend seems doubly emphasized in gaming, where modern games design bread crumbs and way markers and all sorts of mechanisms to point the player to a conclusion or action.
Gone are the games of leaving the content and the player to mull over the opportunities, the sandboxing, in a game world. There can be no more sandboxes, you can not leave a player washed up on a beach and expect them to work out all the mechanics and order to survive:
They are simply unwilling or unable to do so and instead opt for any game play sequence which achieves their aims and that internal self-satisfactory dopamine hit on achievement the quickest.
I believe the major driver to this change in play style is an absolute lack of willingness to engage with the screen and especially players avoiding reading. The reading comprehension levels have dropped, I can make assumptions that some of this allowed drop in prerequisite levels can be draw between who is playing games along with the kind of games being played.
I do not believe anyone can deny video game players have taken this turn. And in the market space it is understandable, if frustrating for those of us wishing for a more engaging and interesting game play loop.
Game makers have had to follow the trend to maintain the mass number of players and major titles, they can not and do not take the risk of making a game which is too hard, or has too high a cost of entry. They want as many customers as possible directed to the short cut the masses to the feeding trough.
The recent vogue of playing World of Warcraft Classic in Hardcore mode is perhaps a phenomenon we can point to where players sought their own meta, to make the game harder and more engaging and I believe more fulfilling because it broke this trend. If you played badly you died, you were not rewarded, if you did not engage with other players you died and you got them killed, you were ostracized not rewarded.
A literal case where if you were not up to spec you were actively nulled out of the pool, as perhaps Darwin Theory states nature should be. It was refreshing, if nerve wracking, to see.
Beyond large new titles or established franchises indie makers are a little more able, and some of the most amazing experiences come out of that style of play, a style of play today considered niche, we must remember many of the game play tropes considered niche today were once mainstream.
I remember fondly feeding coins into a machine to keep playing and death reset you to naught; without wishing to raise a tangential thought too eagerly, I would highlight that feeding coins into an arcade cabinet was the original micro-transaction driven game play loop and I'm surprised it isn't leveraged more widely today (it may very well be and I'm simply ignorant).
All this concern in the drop in seeming fabric of the game play experience all seems to me to stem from the audience attention spans having dropped, memory skills have dropped, social skills having dropped and crucially language skills have dropped.
We no longer interact like group oriented beings, even in team forming experiences, too many games proffer group finding, raid finding and instant way to find two, four or thirty players you hope to maybe mold an effective fighting force out of and it does not work. I personally believe this is yet another tangential thought, but it is closely related to this degradation in attention and communication skills, as group finding actively assists such lone wolf selfish players to remain competitive, if not dominate, a play experience.