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Two years ago, Darth Roxor wrote a fierce editorial where he tore into the various deficiencies of modern RPG writing. Unbeknownst to us, the esteemed MRY - creator of cult adventure game Primordia and the upcoming roguelite Fallen Gods - wrote a full-length response to Roxor's polemic, which he ultimately chose not to make public due to his then-recent involvement with Torment: Tides of Numenera, one of the games it criticized. Well, that was then. Recently MRY decided on a whim to share his editorial in a thread about the literary qualities of Planescape: Torment (which has since been derailed by random nonsense as Codex threads tend to be). It's a great piece, and so with his permission we've decided to give it a proper home. In truth, it's less a response to Roxor's editorial than it is an analysis of the issue at a deeper level. It attempts to explain why RPG studios find it so difficult to produce consistently high quality writing - and why we should still cut them some slack. Here's an excerpt:
Read the full article: RPG Codex Editorial: Without Map, Compass, or Destination - MRY on RPG Writing
Unlike in other fields, an RPG writer reaches a professional level in the near complete absence of coaching, junior leagues, and "practice" -- particularly with regard to the design and implementation of conversations.
The first point, about coaching, is the easier one to prove. I'm not a good basketball player, but to the extent I can play at all, it is because many better basketball players taught me, informally and formally, from the time I was very young. It's not necessary to be a professional basketball player to receive basketball coaching, and in fact totally inexperienced and untalented players receive coaching from relatively experienced and talented players all the time: for example, I received coaching, formal and informal, from a variety of college-level basketball players and one Olympic player, albeit before he played in the Olympics.
There is no such coaching for RPG writing. I have been, in one form or another, endeavoring to write RPGs for many years. But the only coaching I ever received came after I already had secured a job as an RPG writer (for Bioware, and later for inXile). To be sure, I have seen occasional instances over the years when experienced RPG writers advised amateurs, and I've tried to do that myself. There are few ridiculous for-profit trade schools you can go to and attend courses in game design, perhaps in RPG writing. There are lectures at conferences that you can stream on YouTube. There are message boards like the Codex where people debate and critique RPG dialogue. But the chance of having a skilled practitioner watch an amateur in action and provide advice over a sustained period of time, or even to "play against" or alongside an amateur, is essentially zero. I can't think of any other field of endeavor in my life (academic, legal, athletic, literary) in which this is true. (I'm sure there are other examples, but they aren't obvious.)
The second point about "junior leagues" is harder to prove because it is undeniably true that a form of junior league exists in the modding community. But in other fields what you see is a very wide base to a very tall pyramid, whereas in the field of RPG writing what you see is a very short inverted pyramid, with the top (i.e., professional RPG writers) larger than the base (i.e., non-professional RPG writers actually producing playable works). Millions of children play full games of basketball, write short stories to be read or listened to by dozens, compete in math Olympiads, play clarinets at concerts, and so forth. The opportunities narrow as the skill level increases: fewer will play high school varsity basketball, and fewer will start; fewer of those who start will play college ball, and fewer of those will start; a tiny fraction of those will make professional leagues, and fewer of those will start. But there is no comparable winnowing going on in RPG writing. A guy like me basically goes from unsuccessfully making an amateur RPG to working on Dragon Age: Origins, albeit with a mostly irrelevant interlude at TimeGate in the middle.
One reason for an absence of "junior leagues" is that RPGs involve many component other than writing. To make even a NWN module entails a number of additional skills (like map layout, encounter design, balancing, etc.). And you can't "play" at being an RPG writer by scripting once-off characters -- you need to build something larger and more complete. The result is that there are high barriers to participating in the kind of amateur development that could constitute such a junior league. Moreover, the junior leagues themselves lack coaching, rigorous feedback, and -- in many instances -- even non-rigorous feedback because most mods go mostly unplayed.
Finally, my point about practice is the least significant, but I think it's relevant all the same. In most professional endeavors, the ratio of performance time to practice (or preparation) time is skewed heavily toward the latter. Actors and musicians rehearse; athletes have many practice days before every game day and entire off-seasons of training; lawyers do moot courts and mock trials. But essentially everything an RPG writer does is performance, not practice. Indeed, the "writing test" I took to win a spot on the Torment team consisted of writing two conversations for use in the game. I believe the same is true of the test I did for Bioware on Dragon Age: Origins. (This would be equivalent to auditions being used in movies, right?)
What all of these factors mean is that the overwhelming majority of RPG writers will start out on professional projects without being seasoned in the craft. They may be good at writing in an abstract sense, and they may have a feel for RPG conversations from playing RPGs, but some of what you are seeing in commercial titles is the work of raw recruits. Of course, veterans take time to train and review that work, but the veterans themselves have writing responsibilities, so much of it is learn-by-doing -- you are seeing the equivalent of the failed Tolkien pastiche that some novelist wrote in college, rather than the third novel he wrote when such mischief was beaten out of him.
The first point, about coaching, is the easier one to prove. I'm not a good basketball player, but to the extent I can play at all, it is because many better basketball players taught me, informally and formally, from the time I was very young. It's not necessary to be a professional basketball player to receive basketball coaching, and in fact totally inexperienced and untalented players receive coaching from relatively experienced and talented players all the time: for example, I received coaching, formal and informal, from a variety of college-level basketball players and one Olympic player, albeit before he played in the Olympics.
There is no such coaching for RPG writing. I have been, in one form or another, endeavoring to write RPGs for many years. But the only coaching I ever received came after I already had secured a job as an RPG writer (for Bioware, and later for inXile). To be sure, I have seen occasional instances over the years when experienced RPG writers advised amateurs, and I've tried to do that myself. There are few ridiculous for-profit trade schools you can go to and attend courses in game design, perhaps in RPG writing. There are lectures at conferences that you can stream on YouTube. There are message boards like the Codex where people debate and critique RPG dialogue. But the chance of having a skilled practitioner watch an amateur in action and provide advice over a sustained period of time, or even to "play against" or alongside an amateur, is essentially zero. I can't think of any other field of endeavor in my life (academic, legal, athletic, literary) in which this is true. (I'm sure there are other examples, but they aren't obvious.)
The second point about "junior leagues" is harder to prove because it is undeniably true that a form of junior league exists in the modding community. But in other fields what you see is a very wide base to a very tall pyramid, whereas in the field of RPG writing what you see is a very short inverted pyramid, with the top (i.e., professional RPG writers) larger than the base (i.e., non-professional RPG writers actually producing playable works). Millions of children play full games of basketball, write short stories to be read or listened to by dozens, compete in math Olympiads, play clarinets at concerts, and so forth. The opportunities narrow as the skill level increases: fewer will play high school varsity basketball, and fewer will start; fewer of those who start will play college ball, and fewer of those will start; a tiny fraction of those will make professional leagues, and fewer of those will start. But there is no comparable winnowing going on in RPG writing. A guy like me basically goes from unsuccessfully making an amateur RPG to working on Dragon Age: Origins, albeit with a mostly irrelevant interlude at TimeGate in the middle.
One reason for an absence of "junior leagues" is that RPGs involve many component other than writing. To make even a NWN module entails a number of additional skills (like map layout, encounter design, balancing, etc.). And you can't "play" at being an RPG writer by scripting once-off characters -- you need to build something larger and more complete. The result is that there are high barriers to participating in the kind of amateur development that could constitute such a junior league. Moreover, the junior leagues themselves lack coaching, rigorous feedback, and -- in many instances -- even non-rigorous feedback because most mods go mostly unplayed.
Finally, my point about practice is the least significant, but I think it's relevant all the same. In most professional endeavors, the ratio of performance time to practice (or preparation) time is skewed heavily toward the latter. Actors and musicians rehearse; athletes have many practice days before every game day and entire off-seasons of training; lawyers do moot courts and mock trials. But essentially everything an RPG writer does is performance, not practice. Indeed, the "writing test" I took to win a spot on the Torment team consisted of writing two conversations for use in the game. I believe the same is true of the test I did for Bioware on Dragon Age: Origins. (This would be equivalent to auditions being used in movies, right?)
What all of these factors mean is that the overwhelming majority of RPG writers will start out on professional projects without being seasoned in the craft. They may be good at writing in an abstract sense, and they may have a feel for RPG conversations from playing RPGs, but some of what you are seeing in commercial titles is the work of raw recruits. Of course, veterans take time to train and review that work, but the veterans themselves have writing responsibilities, so much of it is learn-by-doing -- you are seeing the equivalent of the failed Tolkien pastiche that some novelist wrote in college, rather than the third novel he wrote when such mischief was beaten out of him.
Read the full article: RPG Codex Editorial: Without Map, Compass, or Destination - MRY on RPG Writing