kevin
@ January 9, 2009


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4

This is a pretty self indulgent rant for nerds so I am putting the bulk of it after the jump, but the short version is that games have shit writing, but continue to put increasing amounts of it in anyway.

Recently, I've been playing the extraordinarily Japanese game Persona 4 and been annoyed by the writing.  Normally you expect paper thin plot, cliched characters, and terrible dialogue in games.  But Persona is different because both it and its predecessor are maddeningly close to being legitimately well written.  Don't get me wrong, it's not, despite the overwhelmingly positive reviews (92/100 on Metacritic, 9.3 from users), but it at least tries.  It attempts to have relatable characters, a more restrained plot: a murder mystery set in modern Japan rather than dudes swinging giant swords and melodrama, and even attempts to have actual themes.  Ultimately it fails, with a textbook 'one twist too many' resolution to the plot, only about half the characters are truly three dimensional, and the theme is glossed over for large chunks of the game and muddled towards the end.  Then I started wondering if this was so flawed, what game had better writing?  I came up totally blank, because writing in games is fucking horrible.

But at least it tries, and that's more than you can say for most games, right?  Unfortunately, it's not even the case that terrible writing can be forgiven by being an oversight or irrelevent any more.  The latest Mario game has a painfully long, unneccessary introduction that boils down to 'The Princess is In Another Castle".  And then there's the absolute walls of text you get from the last few Zelda games.  Grand Theft Auto IV cost over 100 million dollars to make and has countless lines of ingame dialogue and hours of cutscenes, including like the Persona games, plot-irrelevant socialization scenes meant to endear the characters to the player.

But it all is written worse than a Dan Brown novel.  At it's best it might approach one of Stephen King's more forgettable books.  It certainly shares the longwindedness.  But it certainly doesn't compare to even a good TV show.  There are no Sopranos, no Mad Men, not even a Battlestar Galactica in games.

Why?  As far as I can tell, game developers do not believe that you need writers to write.  The creators of the $100 million GTA, which thought that a good game required flying to Jamaica to convince musicians to rerecord their songs with references to the fictional city didn't bother to hire actual writers.  It was written by game designer and VP of Rockstar Games Dan Houser and someone named Rupert Humphries who's not listed as ever writing anything else in IMDB or Wikipedia.  Is it a union issue, a dispute with the Writer's Guild? 

Here is a note to game designers:

YOU ARE NOT A WRITER

FUCK YOU THAT IS NOT WHAT YOU ARE GOOD AT

Lots of games don't need professional quality writing.  But if your game doesn't need good writing, it probably doesn't need very much at all.  Sometimes, it's ok to just say 'The Princess is in another castle" with no explanation.  You don't need a fifteen minute unskippable cutscene to try and rationalize how Sonic suddenly turned into a werewolf (my brothers got the new Sonic game for Christmas).  "We thought it would be cool" is fine. 

 

...Holy shit this is a lot of words about video games.  I kind of hate myself now.


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Short answer: There's no perceived market for it.

nerd.

Portal has good writing, partly because it is so sparse, and rest because it is integral to the gameplay. By definition, cutscenes in videogames are bad, even if the writing was interesting, because you don't want to be watching a cutscene. You want to be playing a video game. GET OUT OF MY WAY AND LET ME PLAY THE GAME.

I'm with Jesse on the cutscenes issue. And I agree with you, Kevin, about the utter lack of good (even decent) writing in videogames. I think if you mix those two points together, you get my current feeling: writing is not necessary for good videogames. The parts of any GTA game I've loved the most: the action. Be it driving around on a mission, or just camping out in the perfect spot racking up a million stars for fun. No writing necessary for those moments... just gameplay (and level design and so on).

Getting away from GTA, some of my other favorites are old games like Robotron 2084 or Ms. Pacman or Metroid, or newer games like Katamari Damacy or Rez or Knytt Stories. None of these are all that heavy on writing. Don't get me wrong, some of them have story. In Metroid, the player feels the story and infers the story. Same with Knytt Stories. (Rez, Robotron, and Ms.Pacman are more about subconscious hand-eye co-ordination, though.)

This is the thing about videogames and modern videogame makers: there is an ever-growing trend to emulate movies and to emulate reality. But this is unnecessary for games. That is not to say that you can not have a good, realistic game, just that it isn't a necessity. Nintendo (and now the world) knows this, and that's precisely how they bumrushed the videogame world with the Wii. (disclaimer: I would still rather have a 360 than a Wii. I _need_ to shoot some Manhattanites, err, Algonquinites!) But the other videogame companies are not willing to admit that they've had their priorities wrong. Yes, Sony and Microsoft now have their online marketplaces where you can buy things like N+ and Geometry Wars. But they rarely develop non-almost-photorealistic-3D games for their main releases, because that would be an admission of failure, in a way. President Bush doesn't admit failure, does he? And _he_ got re-elected, right?

Jesus, I've run out of steam and forgot what my point was... So, in summation: cut scenes are bad.

(However, I don't agree with you citing IMDB and Wikipedia as proof of Dan Houser and Rupert Humphries lack of writing credits. Neither is a good source of information for videogames. But, well, no, I guess I can't actually think of an alternative.)

Thanks for the interesting replies, first a few quick notes:

I hate citing Wikipedia for anything, and particularly for this. But brief Google searching seemed to back it up, and I double checked the manual, which confirms those two gentlemen as the sole writers.

Portal is a great example. Valve actually did hire an outside (albeit not particularly good) writer, Marc Laidlaw, for Half Life, and brought in internet humor writers for Portal. He also wrote Mass Effect, which is a good example of a game trying to be a B-movie. And succeeding, actually.

I agree with most of your points Joe, although I'm a little warmer on cutscenes. My general take is that cutscenes are horrible right now because they're so overused, overlong, and dreadfully written. But none of those have to be the case in theory. And a lot of the games you mention get it right. Even Metroid is submitting to the trend though, the latest Wii incarnation has a dreadfully dull opening sequence that's essentially a long cutscene that you have to walk through.

The reason, though, is characterization. If you want your game to have characters that are anything more than blank slates or cliches, you have to use dialogue or animation at the very least. Not all games need it, but some do, or at least try.

So my summation is:
Some games need characterization and dialogue. These need talented writers.
Most do not, but right now they are trying anyway. They just need to stop.

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