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We Should Expect Better: Writing
Bugsport | 10:26 AM on 11.03.2009 14 comments


We live in the age of the story. Mankind, since the dawn of human civilisation, has been host to an ever evolving and changing form of make believe, the narrative. Over hundreds of thousands of years we have refined and perfected our story telling ability to what is now considered an art form. We evolve and change and adapt our art, as it is now considered to fit into different forms; written medium, mass printed medium, dramatic medium, visual medium, audiovisual medium, visual printed medium and most recently interactive medium.


However, the emergence of interactive narrative has resulted in a peculiar reversing of refining process and created a situation where the actual quality of game writing is cheapening overall.

There are always exceptions to the rule, examples where the prevalence of quality writing vastly outweighs the dreck. For example there is the decade spanning period of the golden age of adventure games, where the writing and narrative were paramount to the success of game even more than the quality of gameplay/puzzles themselves. There are the exquisite science fiction thriller narratives of the System Shock and Deus Ex franchises, the dark thematic resonance of Bioshock and Pathologic, The nostalgic Uncharted stories, Half Life 2 and related content, the underrated Pariah, the comedy of Tim Schafer and Oddworld Inhabitants, the sublime horror of Silent Hill 1-4, the quality stories put forth by developer Origin systems with games such as Bioforge, or even the primarily visual games of team ICO.

However, for the most part, game writing is often flat and uninspired with poorly plotted stories and preponderance on action and gameplay over subsequent narrative and pacing and using rote concepts or just variances on classic stories (a new game, Dark Void is very much a rocketeer fuelled play on the Flash Gordon or Buck Rogers story). Games nowadays use narrative as loose framework to build varying levels and call them coherent. In some cases, such as the incredibly fun to play Oblivion and Fallout 3, the writing is simply terrible. Even now, a growing group of games such as Call of Duty and Gears of War are typically evolving its own form of narrative play which I like to call situational writing. It involves a random set of levels created by the developers which is the forced upon the writers to arrange them in a manner that can be called coherent, and then write a story to give it general context.

Despite the growth of the situational writing model, we see a constant leaning towards the influence of mainstream blockbuster films, as the primary writing model for most games, which generates stories that tend to be as uninspired and flat as the source material often tends to be.

People tend to excuse this behaviour for poor writing as merely the product of focusing on gameplay. They say that if the gameplay is sufficiently excellent enough, the story could be simply terrible (see painkiller, Mario, and generally most games released by ID software). And while this is true of the fact that the game will be enjoyable to play, there is still no excuse for not even trying.

People look at the situation we face and call the developers and writers lazy or uninspired or even unfocused. However, I prefer a better label without the preponderance to coddling or enabling the developer to escape blame. I call them stupid.


It may sound childish and irrational, but the simple fact that all games that have bad writing tend to be a result of simple idiocy rather than laziness. Most people who generally write for games seem to have absolutely no practical knowledge of or even the conceptual will to understand the basic fundamentals of pace, plotting and dialogue and as a result decide to imitate the success of other stories (God of War to Clash of the titans, every fantasy game to Lord of the Rings or Conan etc, Halo’s marines as to Aliens’ Marines, Area 51’s Marines to Alien’s Marines, Doom’s marines to Alien’s Marines, Quake’s marines to Aliens’ Marines, Crysis’ specops to Aliens’ Marines, Chrome’s Marines to Aliens’ Marines, Killzone’s soldiers to Aliens’ marines, Gears of War’s Cogs to… Aliens’ marines, Space Marines to… oh you get the damn picture). As a result we simply get a simple variant on the same story over and over with no discourse over any form of unique plotting.

The second form of mass stupidity in the game industry is the developers themselves. They are wrapped up in the delusional belief that they are the most important part of the game. They force their ideas first and then use the writers to clean it up and make it presentable. This may also be a source for desperate overuse of Aliens’ marine idea but it stands to fact that writing is desperately necessary. If a game is written in true conjunction with development and there is exchange of ideas between writing staff and the development team, then significant increase in the quality of the plot is inevitable. It may still be rote and unoriginal but at least there is significant context to the events in the game. The writer would write the plot, the developers would take this and tell the writers what does and doesn’t work with the described levels, the writers tweak the description to fit better to a game mold, Developers make the game, changing the levels to adhere to coherency of design, writers tweak the story to fit the redesigned levels. It may not be particularly any good, but you still get a plot that is coherent to the order of levels you play.

The third and most fundamental idiocy are the publishers themselves. Executives and producers are what are best described as high paid morons. People with cookie cutter business degrees (executives) or even just over promoted secretaries (producers, don’t argue with me as I know this based on family experience) who, for the great majority of these people, have no practical knowledge of the medium they work with, attempt to make high profile artistic and entertaining products. They are so focused on maximising profits and share value they have no concern for creativity and attempt to force as much high concept into their products as possible. To force what sells above all else tends to result in three problems. Games are rushed and have incomplete stories. Games are forced to be high concept and thus be exactly like the next best selling game or intellectual property (ie copying Aliens’ marines). And Third and finally, Games are forced to shove out as many sequels as possible which stretches the ability of the already mentally handicapped writing staff even more. Despite a few exceptions to the rule, this corporate atmosphere tends to kill creativity or even the chance for good writing in any game’s industry, creating a barren creative wasteland.



To write a decent, if not original story is not difficult, it just takes time. You have to understand that there are essentially three parts to a story; a beginning, a middle and an end. The beginning sets up the conflict and emotional connections for the players. The middle heightens the conflict, danger and panic and ends on a critical moment. The end uses the critical moment to drive the player towards the source of the situation and deal with it directly. The plot should have a logical flow of one event to the other utilising the basic and unastounding concept of cause and effect. Don’t randomly introduce characters objects or events that conveniently appear to solve the situation or save the day when their existence and place in the plot makes no sense. Also, it’s ok if the story doesn’t have a happy ending. Dialogue should sound exactly as how regular people should talk and emote and utilise uncommon phrases and patterns of speech to heighten the mood. Most of the time, people tend to speak candidly about something but often have a double meaning. The second meaning often is inconsequential or innocent rather than devious, secretive or malicious, but it’s still a double meaning nonetheless. Attempting to make a character edgy, dark, badass, or deliberately cool immediately results in something that just sounds stupid. Example, Nathan Drake works so well as a character because he is a likable, relatable human being, albeit in an extraordinary situation and profession. He’s cool because he is weathered and accustomed to his profession and not some icy dark anti hero like Lara Croft or forced superfly guy from the most recent Prince of Persia (the most offensively whitewashed QTE game ever made).

But for all my complaining and attempting to reason away my and hopefully many others’ dissatisfaction with terrible game narratives, I know that this will never make a difference. People unquestioningly buy what’s popular and poorly written, the morons keep making money and the cycle of submediocrity inevitably starts again. I can beat and scream and even attempt to defy them by modding and becoming a writer myself. Nobody pays for their ineptitude and nobody ever learns. People may argue with this statement but this is just how I feel about games nowadays.



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14 comments | showing # 1 to 14

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Elsa's Destructoid Blog
... some games still do have incredibly good stories... I'm playing the newest Ratchet and Clank game and both the story, humour and gameplay are top notch!
Bugsport's Destructoid Blog
I mentioned in like the second paragraph that there are always exceptions to the rule
walkyourpath's Destructoid Blog
I disagree with the opinion that it is the idiocy of the writers causing the lack of quality writing. It is the fault of the developers who work on all the other aspects of a game and bring in the writer towards the end of the process to write dialoge and flesh out plot points and cheracters.

There can be no sense of pacing or plot, etc, like you mentioned, when the writer has no control over them. They are given very little latitude, very little information to go by, and very little time with which to accomplish their task.

The development model needs to change to incorporate the writers at the beginning of the process before you'll see a marked improvement in the industry at large in this area.
Bugsport's Destructoid Blog
I mention and agree with you that the development model needs to change. even then, in games where story is/should be paramount to actually guiding the player, say like heavenly sword (which I actually like to play), Oblivion, F3, God of War and even dead space and the resident evil games, the dialogue is so overwrought and crappy that it takes you out of the experience.

Even bioshock can't stay well paced by the end and that game had great dialogue and writing.

I argue that it is idiocy across the entire board. Writers who can't write (and express no compulsion to improve), developers who gimp the witers, and the publishers who limit the projects creativity from the outset.
Gatsby's Destructoid Blog
I feel that the main problem is that Game Developers are trying to adapt the methods of Hollywood into a medium of entertainment that doesn't mix well with those techniques.

Everyone tries to make the story as that one thing that's expanded in all the cutscenes, but then you get to the gameplay and it has zero bearing on anything else happening in the game. If I play Solid Snake as a complete moron who gets caught by every single guard, he's still the genius super soldier once the cut scene roles.

I think games like Heavy Rain are going to be massive step forwards in this respect because our choice and said interactivity is the main part of the story. It can unfold in a myriad of ways depending on how we want to play it. It we play like an idiot, the character can very well be killed off. If we constantly mess up when trying to figure things out, that character wont just be "incompetent in the gameplay and a mastermind in the cutscenes", he'll be incompetent in your telling of the game.

I feel that's the most important thing. Interactivity is what separates games from movies, and unless it had a role in the story, then you're just releasing pieces of a game instead of a full one.
Bugsport's Destructoid Blog
@Gatsby:

I definately agree with that statement across the board.

And my arguement for stupidity is that it doesn't take even an average person to realize that a 2-3 hour narrative medium doesnt mix well with and 8-100 hour interactive one. the sheer logistics of rigid storytelling with emphasis on camera placement and mis en scene is nearly totally imcompatible with a choice oriented one. And yet here we are with this problem.

I feel that developers need to severely slow the pace of games down and reach the far more egalic and reader controlled speed of that of a novel. People are all trained to be blind ADHD addled goofballs nowadays, wanting their satisfaction immediately no matter the cost to said level of satisfaction. They want their games PACKED WITH ACTION.
Bugsport's Destructoid Blog
oh and I would like to mention what a waste of an opportunity the main quest of both Far Cry 2 and Fallout 3 were. Waste of what could have been amazing stories
DocHaus's Destructoid Blog
If I can play devil's advocate for a second here: In some games like Oblivion or The Sims it could be argued that you (meaning, the gamer) are making your own storyline as you play it. The devs give you a few tools and a skeleton of a plot, and it is up to you to sculpt it the way you want. Doesn't always pan out that way (i.e. the black-and-white "morality" systems that come in many sandbox games nowadays), but it does allow for some creative freedom.

Also, there are occasional times where the story actually overshadows the game. Look at most of the Metal Gear Solid series: #2 and #4 had so many damn cutscenes they felt more like interactive movies than actual video games.

Having said that, I do agree that there is a lack of creativity in big-budget titles with all the bald space-marines and evil Nazis and faceless terrorists that demand to be smacked down. You pretty much respond to your own argument when you say that the big shots in major production companies usually prefer to go with a safe bet that'll earn some profit than take a chance on an untested and possibly creative product with a good storyline. It sucks, but that's the way things are.

At least we can still mock them.
Khazar222's Destructoid Blog
The bigger problem is entertainment in general.

"...game writing is often flat and uninspired with poorly plotted stories and preponderance on action...over subsequent narrative and pacing and using rote concepts or just variances on classic stories"

You could replace game writing with movie writing, or tv writing, or any writing, and this sentence would still work. The fact of the matter is that good writing isn't common, otherwise, we wouldn't call it good writing! It would just be normal writing!

You bring up the issue of derivatives, such as the use of "space marines" in many games, or God of War's borrowing from Greek mythology (which is actually a critique of Greek mythology, which deserves its own post). This isn't just a "game" problem, this is an entertainment problem, everything must be derived from something else. But is this necessarily a bad thing? Think about where we stand as a culture right now. Honestly, we've been getting very good at telling stories for the past several centuries. Its not easy to come up with completely *new* material, rather, much must be re-imagined in interesting ways. Hence God of War's take on Greek mythos.

I think you make an excellent point about the nature of design teams, that writers often have to come into play after much of the actual game has been built. I'd love to see that change to, and in many studios, it has (ie: Valve). However, we can never get away from the fundamental truth: games are only good of they are games. Hence, I think Metal Gear Solid are entertaining (if crazy) interactive movies, but completely terrible *games*. The meeting in the middle between both design and writing is the only way to produce consistent quality in the medium.
Bugsport's Destructoid Blog
can't argue with that statement khazar. However, what elevates games on this pedestal of idiocy is the constant moronic insisitence of the application of narrative structuring (hollywood films) that simply does not mix. It's like oil and water.

Also I feel that all stories should become way more nasty and condemning of people. I demand they should be as full of piss and vinegar as I am. LoL. if anyone played pathologic, they would know what I'm talking about
Khazar222's Destructoid Blog
Videogames seem to borrow much more from traditional drama (plays) than they do from film. However, this only goes so far, since games are functionally not like any other medium.
Bugsport's Destructoid Blog
i can sort of see it but the overuse of the term cinematic in most idiot developer's vernacular tends to make me feel these guys like to watch alot more movies from the 70-80s than plays
pendelton21's Destructoid Blog
Congrats on getting Topsauce in today's Cblog Recaps!

I would add something, but Gatsby and Khazar took all my good points. Fantastic piece, man.
Bugsport's Destructoid Blog
Oh, Just to let everyone know, I'm going to make a series out of this. I'm covering Games from Writing to design to gamers themselves.


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