Regarding exposition...The cool thing about that is that for literature, you can use a variety of ways to provide more exposition. I've learned how to do exposition from a writer that REALLY loves to do a bunch of it: Hideo Kojima. Play any Metal Gear Solid game with cutscenes, and you'll be blasted with exposition here and there.
After all, exposition in its most basic terms is providing background information (or in the case of AA, extra details) that the player can digest on characters, settings, or events. It's a way to naturally help the player be immersed in a world, or care to invest their time/emotions in a character. In MGS, you usually are provided exposition through long cut-scenes, or through the codec.
Let's try an example, if I know I'm playing a case that's set in the year 2020, that's...ok.
Only thing is, the player needs some context as to why he/she should care about the writers putting the player in this specific time period.
What you would probably do then, is in the beginning of a case, present a time-line of important, relevant events that lead up to the player's 2020 time period. For example: 1999-this happened. 2001: this tragic event happened. 2010: a new technology just got invented. 2015: a conflict just started. 2018: another tragic event happened. Then, shift to 2020: some event is about to happen/some event is happening now.
I just provided exposition, and even though it's very basic example, I've now given you the player a reason why you're set in 2020, and that you should be remotely interested in considering the BACKGROUND INFORMATION I gave you leading to that time period.
Notice I only focused on providing exposition to just the time period? That's just ONE way of providing exposition. You can provide more background information on a character through a time-line base (though it wouldn't be really practical unless it's some historical character).
You can provide exposition indirectly, as it doesn't have to be in-your-face to the player. For example, I can pick up a letter in an investigation gameplay written by Maya Fey that was meant to be seen only by another character (let's say Phoenix Wright), confessing that no matter all her troubles, he was always there for her. And that she may have a thing for PW.
This can be
motivation that the player discovers about late in the game about Maya, whom acts in a way to try to protect Phoenix Wright in great danger, even if she has to sacrifice her life to do so.
Another way to provide exposition is through monologuing. But anyways, I think you get the point. It's not about
how do you exposition really, it's how
much you do it, and
when you do it at an appropriate time.
Here's more information:
http://examples.yourdictionary.com/exam ... ition.html