I agree it's forced in so many games to give you exposition about something... But, I talk to myself all goddam day. I always assume people think I'm crazy as I'm driving home from work, because I'll talk outloud to myself about prepping for a meeting.
Petty shit that bothers me in games...
Kinda like someone else said either 'no jump button' or arbitrary points where you can't get to an area that your character should be able to get to. Now, nobody will say that GTAV or Fallout 4 have great traversal or movement systems, but something I do like about them is that generally if you can see an area or a thing, you can pretty much get to it. In GTA they do have the "Steep hill ragdoll fall" thing, but I kind of appreciate that, rather than a game like Uncharted or Tomb Raider, where your character will leap huge distances, climb up ropes, ascend any number of walls, but there is a 3ft tall road blocker at the end of a road and he/she is suddenly frozen in fear trying to climb it. I get it, the worlds are only so big, but it feels uncreative for me as a way to block your character. Uncharted is pretty bad at this because of its mix of urban environments where, in the wild, Nathan can scale massive rock formations to get up above his enemies, but in a city, a half-height fence is too daunting of a task to even let you try it.
GTAV, for the most part, doesn't prevent you from trying to get anywhere. If a wall is too high, try backing a truck in front of it, climbing the truck and jumping in. I love that. In GTA San Andreas, you weren't allowed to go to the Los Santos airport for most of the first 1/3 of the game, but if you stole a truck near the airport you could park it near a lower wall, jump over, jump into one of those airport baggage trucks, and go steal a plane. I love stuff like that, it just sells the world so much rather than capping the user's abilities for no reason.
I don't even mind how Assassins Creed does it, which is cheap, but at least it's in the confines of the game... "Memory desynchronization" or "Ezio never went there," or something, and the game slowly fades out and resets you to a previous "memory." Sure, that's holding you back, but at least it's creative... The developers thought about it and implemented something consistent with the world, instead of just suddenly turning off Ezio's ability to climb, walk, swim, or something else.
Dishonored is one of my favorite new series, and I replayed Dishonored 1 recently and it suffered from this problem, where as Dishonored 2 did a good job at masking where you could go with just "very tall buildings" or nothing to climb. In Dishonored 1, though, especially if you play similar to the play style of Dishonored 2 (using height to your advantage), you'll climb up a building and have a short roof that you should be able to easily scale... Heck you just blinked up 20ft to get to where you're standing, but the game just won't let you do it. It's good tht they give you the indicator whether you can get to an area or not, but it's half-thought out and makes certain levels feel less immersive (Dunwall streets levels and in the DLC the Bridgemore Manor especially). Dishonored 2 seemed to focus on this and created these levels at scale so that you could get pretty damn high, but then a building would just be too high to scale, or it would have an imposing wall around a section to "keep the bloodflies out," or what have you. The Dust District in DH2 did this really well, letting you scale a lot of the tall towers, but "because of the high winds, wind breakers had been setup around the city to prevent dust storms," and it's a very creative, perfectly acceptable and believable explanation for why you can't just go scale every building using powers.