Going back a few days...
black winged fighter said:
For fantasy/sci-fi world building, I find that minor characters offer excellent opportunities for injecting world structure. They have minor, everyday experiences and talk about them, a sidelines-commentary on the world. Also, pubs (or space bars, in SF) provide an easy fix to insert some explanation dialogue.
I'm currently mulling over Noah Lukeman's "The First Five Pages." Lukeman's a commercial/literary agent, and has what seems like a lot of good insight into writing.
On "informative" writing, the kind BWF seems to be talking about here, Lukeman has this to say (typos, if any, mine):
There are many ways in which dialogue can be "fake." The most common example is informative dialogue, that is, dialogue used as a vehicle for conveying information"...
...This type of dialog may fill the reader in on some missing facts of the plot, may provide him with a piece of information that the writer could not get across otherwise, but the price paid is great: it is dialogue that characters would never use in real life, interchanges that are not artistically real, that don't spring from characters' needs, desires, and relationships. Instead, this is dialog imposed on them by the writer...
...By using dialog to convey information, you prevent yourself from getting to the core of who your characters are, prevent interesting character growth...
Now, I've also heard it said that carefully crafted dialog--dialog that reveals character, frex--is a better place to provide information to the reader. So maybe Lukeman's just mostly upset about "As you know, Bob" dialog. Which, okay, no problem.
But, on the other hand, when an agent says something like the above, it makes me at least think twice about using dialog the primary purpose of which is to convey information.*
FWIW...
*One thing I can see is the MC sitting in a bar and overhearing an argument, a b*tch session, or a problem-solving attempt that might reveal world.