TLDR
Your argument is constructed on a non existent presumptions and hence is hot air.
Writing in vidya sucks cause its done by talentless suckers.
--- Relatively Few People Can or Would Be RPG Writers - and they suck...
It is thanks to ... passion for RPGs that there are good writers in the genre
What are you talking about? Chris A literally cannot comprehend how to play Arcanum.
People like Hamburger Helper literally hate video games.
YOU have not played a game in years!
Have you seen the picture of Obsidian writers? These women love their stories, but not games.
Its like developers not using their product - which is often the case - but is never good.
To write for RPGs with robust dialogue trees, one must be able to: (1) write compelling dialogue; (2) design an interactive, branching, reactive conversation; and (3) operate the software to implement that conversation.
This is such a apologist stretch. You can literally daydream in a shitbox about branching interactiveness. You have to be dead inside not to be able to create interesting paths to glory.
And the tools in use are not some arcane commandline scripting terminals held together by spit and tears.
Its point and click.
The only thing to do is write above fanfiction level.
With Torment, the nature of structuring the dialogue meant that the writing was chunked into nodes and each node required a deliberative act. The fugue state was impossible. Every labored step was a conscious and conscientious act of discomfort.
You are doing it wrong...
You have to write what you want in a classic way and look for breaking points later. Managing branches is easier when the real ones are few.
Isnt that what famed, fired Chris A is doing? Just chucking out page after page and letting someone else enter it into boxes...
I think there is a reason why you don't see RPG writers stick around for long: most do three or four games, tops, before switching to some other role.
How do you know? What role?
Given that the job demands competence in two different fields of endeavor
Repeating this argument wont make it true.
and given that the pay is worse than what one can make writing software documentation or teaching SAT test skills
How much did you get paid for TTON?
Nevertheless, the number of people actively seeking it out can't be that great, and the number of those who are realistic in doing so is even smaller.
And they all suck because they dont have any skills beside writing fanfics.
The people who wind up doing this work do it because they love RPGs; otherwise, why not do something else?
Because they suck at anything else. And flipping burgers is not an alternative.
Didnt you hear a single english major joke in your life?
--- RPG Writers Cannot Meaningfully Develop Their Talents Before Their Work Goes Into a Game
This is bullshit because it builds on the previous assumption that RPG writing requires certain specialty talents. Which is just bullshit.
--- But All That's Also True of Interactive Fiction Games, and They're Great!
But isnt it exactly the available talent development that you wanted to see previously?
You dont need to compare CYOA quality to vidya. Arguably they give you the exactly required practice to
form structure in branching dialouge. You dont need reference some ancient IF games either.
There are modern CYOA that read well and are critically well received.
--- It Is Totally Unclear What RPG Writing Should Be
Yes it is.
Form and Content.
The form should be good. Read "On Style" or some shit. Copy Hemmingway, idunno. You are the writer.
The content should be interesting. Harder to achieve. But still, copy and rearrange what you know.
But the heart of RPG writing is not the node-or-smaller level execution, but the overall structure.
BBbullshit. Its not the structure. To the player, the structure is practically invisible - if it exists in any categorically recognizable state at all!
Its the ideas (hopefully stolen and metamorphed from older, better works).
Should conversations be long or short? How many options is too many or too few? Should dialogue choices be ordered according to consistent logic (as in Bioware games) or have organic chaos (as in Arcanum)? Should NPCs be romanceable? Should the game offer broad and deep lore that goes beyond the four corners of the player's adventure? Should dialogues include prose elements like description, or just the spoken word? Should paraphrasing ever be used (i.e., "He tells you that X, Y, Z happened" rather than "He tells you 'X, Y, Z happened")? Should there be a narrative voice or should any narration and description be neutral and detached? Should characters speak in the "high mimetic" heroic mode typical to fantasy until 30 years ago, or should they speak naturalistically according to modern diction, as is more common in the grimdark fantasies of today? Should stories be epic or personal? Should NPCs invite you to opine on their moral quandaries? Are more words better or are fewer more careful words better? How predefined should the PC be? How active and interactive should companions be?
All those questions have obvious answers... And they are mostly not structure either...
In fact, you are mixing up form and content in there too...
--- The Classics Offer No Formula
They do. Buts its the content, the ideas, not the form that makes them your favourites.
The form barely qualifies them.
The good thing is, you dont need great form! But you are not allowed bad form and bad form is visible and trainable and a failing writers problem.
--- Criticism Is Doomed
I dont think there is a single creative individual who listened to professional critics...
And you are lamenting their absence, calling it a big problem...
And then disprove yourself even!
I find you lack of "structure" disturbing.
--- The Market Is Too Multivariate and Too Limited
I find myself running out of steam, and I suspect this point is fairly obvious, so I will be brief.
I dont think you have a point at all here..
If there were a thousand BOOKS a year, and somehow customers knew what each one offered well enough to choose among them, it might be possible to isolate the good writing variable from the others and use the market as an experimental laboratory. And there are, but it isn't.
Or is it?
The "market" does not decide quality.
--- Exogenous Influences Can Only Take You So Far
There is a reason why good games make such terrible novelizations and movie adaptations, and that is because so much of what is going on in a game is not the telling of a linear story.
*doubt*
What games narratives where novelized and filmed? Doom and ResEvil? And run he did?
Its not interactivity that creates shit. You can reduce games down to one path, one protag and make an interesting narrative.
In conclusion, you shovel so much distraction on top of your thesis as if to dilute the message and core.
--- The Production Cycle Does Not Allow for Major Revisions
Do you remember how certain companies advertise nr of lines of text as a feature?
How many lines does Fallout 1 have?
Is Fallout a benchmark for possible full revisions?
Was Dostoyevskis "Poor Folk" in a production cycle?
Whats your point? That revisions would save PoE?
Didnt you start this thinkpiece claiming that greed/money was a nonfactor?
--- Bottom Line
Vidya writers suck, as you properly recognized, because its a shit job and it attracts low brow shit.
A modern english major does not even make them well read... Let alone practitioners of writing.
At best they write YA content in YA form... But I am not YA...
You know, if you actually follow your argument - good RPG writing, in fact writing and its improvement, becomes borderline impossible!
Why did all the great TTON writers write shit?