Zeus
Cipher
- Joined
- Apr 25, 2008
- Messages
- 1,523
Portal does have great writing, mostly in that it's clever, brief and unexpected. The story is good (in a spoiler-free environment, no one would expect the twists it took in a puzzle game--it'd be like Tetris turning into Silent Hill midway through), some of the lines were genuinely hilarious, and the villain was my favorite in a good long while. But the thing I liked most is that they used self-restraint.
Word vomit has been a bane to RPGs since the late 90s, when games like Xenogears and Planescape: Torment hit, seemingly with the goal of including every word the designers ever thought of, without a bit of editing.
I blame the CD-ROM. There was a time when space was so precious, Goldbox games had to include most of the story in a printed manual. And you can bet your ass they combed over every paragraph, omitting useless words. Then games hit a point where text space is basically limitless, which game designers took as a sign they should stop editing themselves. Dialog? Why bother! Just unleash a stream of consciousness of James Joyce proportions.
To be fair, Torment's writing wasn't bad, so much as excessive to the point of making the game poorly paced. But Xenogears was not only excessive, it was badly translated and riddled with typos.
I didn't read the article, though, because Oblivion's story is not that great. Open worlds are, by nature, at odds with good storylines. And including it on a list of best stories is basically including yourself in the doopity boop be doo club.
Word vomit has been a bane to RPGs since the late 90s, when games like Xenogears and Planescape: Torment hit, seemingly with the goal of including every word the designers ever thought of, without a bit of editing.
I blame the CD-ROM. There was a time when space was so precious, Goldbox games had to include most of the story in a printed manual. And you can bet your ass they combed over every paragraph, omitting useless words. Then games hit a point where text space is basically limitless, which game designers took as a sign they should stop editing themselves. Dialog? Why bother! Just unleash a stream of consciousness of James Joyce proportions.
To be fair, Torment's writing wasn't bad, so much as excessive to the point of making the game poorly paced. But Xenogears was not only excessive, it was badly translated and riddled with typos.
I didn't read the article, though, because Oblivion's story is not that great. Open worlds are, by nature, at odds with good storylines. And including it on a list of best stories is basically including yourself in the doopity boop be doo club.