There is absolutely 0 reason a dialogue can be GOOD in a movie and a work of literature and be judged under different criteria in a video game. You are trying to abstract away this simple fact in general statements.
No, you are the one abstracting the realities of cRPG gameplay to make superficial and pedantic comparisons that don’t hold water. Dialogues in cRPGs are not just there for narrative sake because they are gameplay or accessories to gameplay. I understand why someone could indulge in this kind of simplistic mistake because it feels easy, but an easy mistake is a mistake nonetheless. Just because you feel eager to indulge in a fallacy to sustain your superiority complex in relation to an entire genre (or maybe an inferiority complex in relation to other mediums?), doesn’t mean that you can back up your claims properly.
It isn't that hard. Can games have good writing, good visuals, philosophy, and reactivity/mechanics? Absolutely. Do they? Fuck no.
Good visuals? Please, define good visuals to me. A nintendo game has good visuals. What amounts to good writing in cRPGS is also good design and world building and not depth in prose. That’s a very subtle difference, but it is an important one. It’s this type of simplistic, pedantic and ignorant mindset that is holding the genre back. We don’t need more cRPGs that attempt to be novel material. It’s the other way around. We need to understand that cRPGs have their own standards dictated by the realities of the genre, and we should stick to that, improve it. Developers shouldn’t be ashamed of their jobs because they won’t receive a Nobel prize for their work. That’s so silly.
You keep acting like I am expecting great works of literature in my games.
Because you do, as your next sentence clearly shows.
If planescape was a book, no one would know about it or even publish it - that is hard reality of what I am talking about. Even the most cherished games for writing which are games in name alone are pretty fucking bad.
It is only a hard reality if you are confused about the subject matter. PS:T isn’t a book and shouldn’t be judged like one. PS:T can allow us to do things that a book will never do. You are not a reader of PS:T, you are embarking on a journey of self-discovery with choices and that’s awesome. The notion that this game is any less important because writers wouldn’t read a book with the written content is laughable.
I,e it is kind of pathetic that the games we all masturbate over are still top of what has been achieved. That's a major F in my book.
The only pathetic things is pretentious cRPG players praising cRPGs as works of art comparable to other genres. It is a wrong way of looking at things, because it suggests that the only way to recognise their value is to make them comparable to something which was intended for different purposes. This will also attract criticisms from pedantic pretentious posters like you who also commit the same fallacy of criticising an apple for not being an orange. Now that I think about it, this fallacy should receive a name and it still doesn’t have one.
Also I want to add that I really don't want to throw artists and musicians under the bus. They generally do a pretty good job.
No, they don’t.
It is the writers and guys responsible for gameplay that make questionable choices. Even when a game does a decent job at writing, every other aspect is absolute trash. We basically have games with decent gameplay that have fuck all for story, and something resembling decent stories that have fuck all for gameplay and might as well be tv shows or books. Both is apparently too fucking hard.
The only questionable thing here is your superficial mindset and unjustified assumptions about the genre. Writing in cRPG is tied to game design. It doesn’t make sense to separate the writing from everything else, and it is silly to talk about good gameplay with bad writing because gameplay is also dictated by writing. JA2 is a heavy combat cRPG with good writing. It doesn’t have much text, but it is brilliantly written. It has the aesthetic sensibilities of an action movie from the 80s. From the character screen to the multitude of gameplay options, it all ties together nicely. It’s an example of a well-written game if you have a solid understanding of the genre.