Athelas
Arcane
- Joined
- Jun 24, 2013
- Messages
- 4,502
watFallout 2 (...) good writing
watFallout 2 (...) good writing
Oh well, I guess it's a matter of taste. I think it fit in the world and contributed to the atmosphere of "irony, dark humor and cruelty in post-nuclear warfare conditions". As for the now-famous "inconsistencies", I've never noticed them. I doubt many people here would have noticed them if they hadn't read they resulted from the way development was organized. I liked the game's writing, but not going into analysis.
Can't argue with that. But I can neither see it through my eyes as a 15 year old. I would have probably been much more forgiving.And i can tell you, writing in poe is just fucking awful
There was a certain mindset when writing shit in the 80s and 90s that is not present nowdays, it was playful, it had fun with its premise and subject, at times it was a little obvious about what it was trying to evoke, but it didnt matter, it still worked. They knew their writing wasnt good so they used it as a vehicle for gameplay.
Shadowrun Returns - really really good writing, it's dynamic as fuck and should be used as an example for text based CRPGs,
Bro, if i was 15, after playing it half an hour i woulda quit and uninstalled and reinstalled BG2, cant believe they fucked up so hard in every way that matters.Can't argue with that. But I can neither see it through my eyes as a 15 year old. I would have probably been much more forgiving.
Sure, i guess, you have to want to make a fun game to make a fun game.Yeah, that's true. I think this mindset you are talking about stems from the limitations they used to work under - technological and budget. When you realize you're making a game that's small and unpretentious, this more or less forces you to be inventive in the little amount of content you have the time/ability to produce, and the humorous writing style comes naturally, because, just as you said, you are not taking yourself that seriously. Ironically, this factor usually leads to you making a short game that's nevertheless worth the player's time.
More is more, less is less. its just that more is not always better. But when it comes to rpg systems its usually cool to have more if you can keep a certain quality.Less becomes more.
What? are you insane nigger? if you want an rpg writer all you gotta do is say the word, and youll get 2000 applicants that have read everything by salvatore and the other hacks and that can put together a good module in a matter of days, and hell do it for free (you may even get away with charging them for the opportunity to do it)Regarding present day writer wannabes flooding the video game industry - that's a fact. It's enough to open up their linked in profiles and count the pink and red-dyed hairs. Once you acquaint yourself with the people behind the writing, you may even come to consider yourself lucky to have the quality you have in PoE. I guess this is all a result of the industry's demand for labor in that department outgrowing the supply. They're hiring anyone with a tumblr account who has read a Harry Potter book, or so it seems when you look at the quality of their work in the games.
Wouldnt know, i think hes a good writer. He certainly knows how to keep people interested.I'm not sure but I think good writers are usually in tv series/movies, and don't consider writing for games to be "serious" enough, or are too expensive for games' budgets maybe? I remember that GoT RPG which was supposedly consulted by Martin. True, he isn't much of a writer, but his presence and/or (at least) oversight was still enough to put the game in the "worth playing because of its writing" category for me at least, and I suppose for most people who played it in the first place.
Nonsense. Its just your definition of "good writing" that need a tunning because writing for games and writing a book are two completely different things.Frankly, I think RPGs are usually limited in how good their writing can actually be,
So? cliches can be good. This is not an issue, it never was.because in 99% of cases, their plots revolve around one or two established cliches.
Let me tell you this, fuck writers in the ass, i dont care about fucking writers in my rpg, im not reading a fucking novella, im playing a game, get a guy that knows how to write games to write a game for me. Incidentally MCA is one of the very few game writers around, because he understands hes writing for a game, he understand what this implies, a mere writer simply cannot, they should have no place in this industry.It wouldn't surprise me if that's one reason writing talent is difficult to attract - good writers could be feeling too constrained. Remember how Chris Avellone commented how happy he is that he can write about whatever he wants? I guess that's a rare occurrence.
Np, i like walls of text.Sorry for the long post.
Posting practical examples is great and all but maybe it would be more useful if they weren't backer NPCs written by amateurs, huh?
But since we are on the topic now anyway, do we know if the backer texts have been edited in any way or were they just proofread and checked for tranny jokes and then copy-pasted into the game without changes?
Hiro in Dyrford Crossing. I had no input in the story or what the story was about. In fact I didn't even make a story at all. I left it up to Obsidian to do.
Direction? What direction? Obsidian wrote the story for my NPC.
https://forums.obsidian.net/topic/74461-controversial-limerick-discussion/page-3#entry1616770
Things would be a lot better if one person still was responsible for most of everything.
You don't need to hire a writer for that. You can just hire some intern to scrawl instructions down and have a programmer plunk it in. No need to spend money on quality or anything, just a waste of money that is.Couldn't disagree more with this.
A good video game writer spells out all important information as clearly and succinctly as possible, with as little room for misinterpretation as possible, no matter how unnatural it sounds coming out of the speaker's mouth.
I still think most of the problem is just bad writing (or no proofreading or editing). Even a simple plot or setting can be palatable if written correctly (not genius level, just OK) Bad writing, even if it's not long winded feels like it. Here two Kotaku journalists talked (a lot...) about how great the writing is in PoE, and this is the image they choose to show as an example:
That's not terribly long, I've seen worse things, but it feels like a marathon. It's like they tried to pile up adjectives upon adjectives and the writer had a phobia towards correct punctuation. It's... it's... like a contorted crouching metaphor, surreptitiously alone, hiding behind the untamed haze of the actual symbolic meaning of a scene, beckoning me with its twig-like lies. And it's contagious.
I could pick at random an image from PoE and it's similar (not so extreme, though). It has that academese style but applied to literature, and I suspect people didn't write like that in the 80s unless they were french deconstructionists. I pity the poor guy who had to translate that to other languages.
There was a certain mindset when writing shit in the 80s and 90s that is not present nowdays, it was playful, it had fun with its premise and subject, at times it was a little obvious about what it was trying to evoke, but it didnt matter, it still worked. They knew their writing wasnt good so they used it as a vehicle for gameplay.
I linked that a page or so back as a prime example of bad dialogue, now I'm sure I'm in the right if Shitaku praised it to the high heavens.I still think most of the problem is just bad writing (or no proofreading or editing). Even a simple plot or setting can be palatable if written correctly (not genius level, just OK) Bad writing, even if it's not long winded feels like it. Here two Kotaku journalists talked (a lot...) about how great the writing is in PoE, and this is the image they choose to show as an example:
"Show, don't tell" is a literary technique. You don't need any kind of graphics for it whatsoever.For me, AoD gets a pass on this, because try "showing, not telling" with a 2004 graphics engine and miniature models, and i doubt you'll get far.
This image is so funny, I love it.fucking hate walls of texts and those lore dump "dialogues" where i actually only press continue to force through conversation to update my "journal/codex" with useless lore which i never bother to read anyway.
short, simple and to the point conversations dark souls style 4life