God, how much these author's comments get in the way between dialogues...
"The author looked at this comment on the screen and asked himself, should he answer, should he not, the situation left him perplexed."
...
Sorry, could not help myself... ^^
Joke aside, I understand your feeling, but I guess it's a question of style and personal taste, I know that myself in a lot of games I just couldn't get more bored than when there was long ass dialogues of explanations and monologues, often not needed, so I went a bit the opposite way, with short dialogues that generally go to the point, intertwined with narration queue that give an idea of the action and what's happening, though I know it goes against the rule of "show, don't tell" that you have with movies... But despite that, I can't help myself, apart from the scenes heavier on dialogues, the narration queues help give some rhythm in the renders, and it's just a preference of mine, the "show, don't tell" work well with movies and animated scenes, but I think far less so with static renders (but I guess it's debatable
).
That being said, the game being experimental, I'm always exploring a lot on how to go about things, I may go a different road on the next game, not sure yet, since I was thinking on going another way visually (maybe going into the jrpg style of having a background and making the characters pop up during dialogues (apart for naughty scenes I think)), this style may ask for more narration even.
Short version, I understand your point and I'll have to think on it (you're not the first commenting on that), but it won't change for this game.