Breaking the fourth wall can be seriously cool if, rather that being in your face and stuff, it's subtle and adds more the games meaning.
Case in point; (spoiler for anyone who somehow hasn't played it yet)
Case in point; (spoiler for anyone who somehow hasn't played it yet)
Bioshock. It never says 'LOLS YOU ARE PLAYING A GAME' but the revelation at the end makes you question everything you've been doing as A PLAYER even more. That is effective fourth wall breaking right there. I realise now this thread is related more to RPG games but it's still useful, nonetheless. Subtlety is a great tool in every aspect of writing and design regardless.

