I know there was a trend towards game developers hiring specialist 'creative writing'/humanities grads, but that doesn't seem to have worked out. They're people with no love or experience of interactive gaming, even in a 'interactivity as art' sense, and no idea how to write outside the linear 'cinematic gaming' crap. The best game writers have always been designers/developers who happen to have a side-talent for writing and creativity, because they understand it's an interactive medium, and that good film/book writing is terrible rail-roading when applied to games.
But that's exactly the kind of situation where they need a bunch of sub-editors to look over every inch of dialogue and in-game text. The designers should still have the ultimate authority over what goes in, but no sane designer is going to complain about having someone pick through their writing with the express aim of making them look good. They wouldn't be losing control over their ideas, but simply getting techincal assistance with implementation of those ideas.
There are imo couple big reasons why game writing is nowdays so shit, my impression is that nowdays game writers and designers aren't actually interested of doing great games.
There are imo couple big reasons why game writing is nowdays so shit, my impression is that nowdays game writers and designers aren't actually interested of doing great games.
Nah, most games are poorly written because most developers are not gifted writers. It makes sense because it is difficult to be a writer, and even more difficult to be a good writer and a developer at the same time. Some few games tried to change this and make things more interesting (FO, FO2, PS:T, etc.) and then developers realized that writing should be handled more professionally. Thus, was born the writer profession in game design. The problem now is that the so-called “professional game writer” is composed almost exclusively by loose cannons with social commentary agendas attempting at the same time to imitate the classics. The result, well, the result is predictable: pretentious verbose wiki dump diarrhea that takes itself too seriously and has nothing to do with the tastes of the actual costumers, the gamers.
So what we have is basically the worst of both worlds: not the simplicity of functional cRPGs, neither the interactive gameplay of FO or PS:T. The truth it has nothing to with the lack of passion for games. I bet that most writers think they are improving the genre. It is just that by an accidental combination of events, which includes the misguided prejudices of developers themselves, that generated social incentives to attract these “types”. I finally get it why there is so much hate about storyfagism on the Codex. I sympathize, but the problem is not about our expectations about writing in cRPGs, it is the lack of decent human material. It is not as if Obsidian would suddenly make awesome cRPGs if they abandoned writing either.
I agree about writers being nowdays mostly about "muh social commentary", which afaik comes from their education where their teachers tells them that what they write should be trying to "say something about society"
instead of being interested writing "Good yarns!" (like the great film director/writer Samuel Fuller used to say).
I agree about writers being nowdays mostly about "muh social commentary", which afaik comes from their education where their teachers tells them that what they write should be trying to "say something about society"
Like the first act of Tyranny, which the review approved of?
instead of being interested writing "Good yarns!" (like the great film director/writer Samuel Fuller used to say).
Like the "juvenile power fantasy" second and third acts?
This is why I think many of the Codex's current theories of RPG decline lack coherence
I agree about writers being nowdays mostly about "muh social commentary", which afaik comes from their education where their teachers tells them that what they write should be trying to "say something about society"
Like the first act of Tyranny, which the review approved of?
instead of being interested writing "Good yarns!" (like the great film director/writer Samuel Fuller used to say).
Like the "juvenile power fantasy" second and third acts?
This is why I think many of the Codex's current theories of RPG decline lack coherence
And that's what I was trying to get across, those "professional game writers" don't tend to be rpg aficionados, so IMO they don't understand what's required for to be good "rpg writing".
I agree about writers being nowdays mostly about "muh social commentary", which afaik comes from their education where their teachers tells them that what they write should be trying to "say something about society" instead of being interested writing "Good yarns!" (like the great film director/writer Samuel Fuller used to say).
One of the reasons why mechanical interactivity for storytelling or advancing the game is nowdays rare is probably because the (lead) writers and designers tend to be afaik separate. Big teams like nowdays probably makes it harder.
Taking itself/themselves too seriously is a problem yeah, but I think the opposite is also true, games nowdays are taking themselves too seriously or they are too ironic, self-aware or sardonic. I miss the whimsicality and earnestness of the older games, from the more modern games I'd say Knights of the Chalice and The Age of Decadence had this.
What you said about Vault Dweller's maturity, I have to agree, AoD shows that he has maturity and experience, unlike most of the game devs/writers nowdays who have probably lived and consumed shitty pop culture.
And that's what I was trying to get across, those "professional game writers" don't tend to be rpg aficionados, so IMO they don't understand what's required for to be good "rpg writing".
I disagree with you here. There is no such thing as good cRPG writing. If there were such a thing, it would be cRPG common themes, i.e., underwhelming generic fantasy settings and hero narratives. But that it’s precise what games like Tyranny offer. The reality is that there is good writing and bad writing, period. I think that good writing must provide some sort of experience that we would not have in our personal lives, and do this with some degree of verisimilitude based on a understanding of how the world works, more specifically, how people work. There is no particular school to be a good writer. You need a broad and solid cultural development, the habit to cultivate the language with care, a keen sense of how things work and a sense of relevance and elegance. The SJW individuals that are created in the cultural study assembly lines have none of these attributes and think they have all of them, because they are used to low standards of culture and rigor.
I agree about writers being nowdays mostly about "muh social commentary", which afaik comes from their education where their teachers tells them that what they write should be trying to "say something about society" instead of being interested writing "Good yarns!" (like the great film director/writer Samuel Fuller used to say).
Yes, but even if they abandoned their activism, the result would not be stellar, for they have no talent.
One of the reasons why mechanical interactivity for storytelling or advancing the game is nowdays rare is probably because the (lead) writers and designers tend to be afaik separate. Big teams like nowdays probably makes it harder.
Yes, but here is the thing. The intellectual structure of the medium cRPG studios is based on inconsistent design sensibilities. You need to have a bunch of trash mobs and messy combat like in BG2 to please the ex-bioware fans, but you also need replayability, heavy writing, etc, to please the ex-interplay fans. The two things don’t go well together, but you stick to them, because you need to sell more. The result is PoE, Tyranny, etc.
Taking itself/themselves too seriously is a problem yeah, but I think the opposite is also true, games nowdays are taking themselves too seriously or they are too ironic, self-aware or sardonic. I miss the whimsicality and earnestness of the older games, from the more modern games I'd say Knights of the Chalice and The Age of Decadence had this.
I agree. The problem is not seriousness per se, but pretentiousness and shallowness. FO2 would be more better if wasn’t so filled pop culture and wacky stuff.
What you said about Vault Dweller's maturity, I have to agree, AoD shows that he has maturity and experience, unlike most of the game devs/writers nowdays who have probably lived and consumed shitty pop culture.
They don’t read books beside pop fiction and their explanation about everything can be found of facebook and twitter, that’s all you need to know. Nothing good can come out of this.
Many of Samuel Fuller's films try to "say something about society". Shock Corridor and The Naked Kiss are good examples of this, and both are very liberal/progressive. It is important to note that Samuel Fuller was a very skilled film director, whereas most video game writers are not skilled at what they do.I agree about writers being nowdays mostly about "muh social commentary", which afaik comes from their education where their teachers tells them that what they write should be trying to "say something about society" instead of being interested writing "Good yarns!" (like the great film director/writer Samuel Fuller used to say).
Many of Samuel Fuller's films try to "say something about society". Shock Corridor and The Naked Kiss are good examples of this, and both are very liberal/progressive. It is important to note that Samuel Fuller was a very skilled film director, whereas most video game writers are not skilled at what they do.I agree about writers being nowdays mostly about "muh social commentary", which afaik comes from their education where their teachers tells them that what they write should be trying to "say something about society" instead of being interested writing "Good yarns!" (like the great film director/writer Samuel Fuller used to say).