alice_ashpool
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"Game is ok but writing is bad."
A classic steam review. But what does "writing is bad" mean? It is often provided unqualified, but it must resonate with some people because it is considered a perfectly acceptable thing to say - perhaps even totemic.
I think undoubtably, most video game writing is bad - from an aesthetic empirical critique. But there is very little actual analysis of what it is about the writing that makes it "bad". My first thoughts from Pillars of Eternity are that a major criticism is a lack of any sort of meaningful call to arms/adventure. Instead you get multiple which instead of calling you harder, actually calls you less.
1) you are sick with something unknown, you need to find a cure
2) You are "moving house" as a settler to some area the player knows little about. This is particularly weak but seems strangely front and center. it is left to the player to make meaning from this in the early stage.
3) All the people you are travelling with are killed
4) There is a mysterious storm you need to flee from
5) You are forced by circumstances to explore forbidden ruins
6) You witness a strange ritual which kills your last remaining companions. This is initiated by a mysterious figure who speaks some cryptic bullshit words.
7) The storm/ritual awakens some sort of strange ability to interact with strange figures called "Kickstarter Backer NPCs". This is bad.
8) All the children are being born without souls
9) There is a baron? he's hanging people on a big tree? He says you can't live here....?
The point of this is that there is a near fatal whiplash effect immediately. Any one of these: the Storm, the Sickness, the Forbidden Ritual, the Flight From Danger, the Soulless Child is strong enough of a Call to Adventure to initiate the story - instead I'm in a story where the writer seems to hit you with constant and then!s. What am I, the player meant to focus on? Contrast that to perhaps Baldur's Gate: Bad man murders your father, his assassins are hunting you! It's tighter, more immediate and understandable. Icewind dale 2: the town is under attack! Baldur's Gate 2: Escape from the bad man prison! Tyranny: Deliver this letter. Morrowind: Deliver this letter. Fallout new vegas: deliver this letter. Neverwinter nights 2: bad man kills your friend. Wrath of the Righteous: Escape the underground. Kingmaker: kill man 2 become baron.
In PoE in contrast I am left with cognitive overload - what should I be doing, what is important? So many things to care about that instead I feel lost and confused, why should I care about anything? And why is the prioritisation that the baron wont let you have a house because his child is dead? What's all that about? Who is meant to care about this? Why do I want to live here!?
You can see what I mean. The more "shit" you throw at the wall in the hope that it all sticks, the more it feels like the writer had lots of ideas and instead of picking one to focus on felt too attached to all of them and put them all in regardless. It feels like a middle school story because of the unwillingness to wield the editorial knife.
So it makes me think, what makes good writing in video games - especially those where a front and centre story is prioritised by genre conventions - like cRPGs.
A classic steam review. But what does "writing is bad" mean? It is often provided unqualified, but it must resonate with some people because it is considered a perfectly acceptable thing to say - perhaps even totemic.
I think undoubtably, most video game writing is bad - from an aesthetic empirical critique. But there is very little actual analysis of what it is about the writing that makes it "bad". My first thoughts from Pillars of Eternity are that a major criticism is a lack of any sort of meaningful call to arms/adventure. Instead you get multiple which instead of calling you harder, actually calls you less.
1) you are sick with something unknown, you need to find a cure
2) You are "moving house" as a settler to some area the player knows little about. This is particularly weak but seems strangely front and center. it is left to the player to make meaning from this in the early stage.
3) All the people you are travelling with are killed
4) There is a mysterious storm you need to flee from
5) You are forced by circumstances to explore forbidden ruins
6) You witness a strange ritual which kills your last remaining companions. This is initiated by a mysterious figure who speaks some cryptic b
7) The storm/ritual awakens some sort of strange ability to interact with strange figures called "Kickstarter Backer NPCs". This is bad.
8) All the children are being born without souls
9) There is a baron? he's hanging people on a big tree? He says you can't live here....?
The point of this is that there is a near fatal whiplash effect immediately. Any one of these: the Storm, the Sickness, the Forbidden Ritual, the Flight From Danger, the Soulless Child is strong enough of a Call to Adventure to initiate the story - instead I'm in a story where the writer seems to hit you with constant and then!s. What am I, the player meant to focus on? Contrast that to perhaps Baldur's Gate: Bad man murders your father, his assassins are hunting you! It's tighter, more immediate and understandable. Icewind dale 2: the town is under attack! Baldur's Gate 2: Escape from the bad man prison! Tyranny: Deliver this letter. Morrowind: Deliver this letter. Fallout new vegas: deliver this letter. Neverwinter nights 2: bad man kills your friend. Wrath of the Righteous: Escape the underground. Kingmaker: kill man 2 become baron.
In PoE in contrast I am left with cognitive overload - what should I be doing, what is important? So many things to care about that instead I feel lost and confused, why should I care about anything? And why is the prioritisation that the baron wont let you have a house because his child is dead? What's all that about? Who is meant to care about this? Why do I want to live here!?
You can see what I mean. The more "shit" you throw at the wall in the hope that it all sticks, the more it feels like the writer had lots of ideas and instead of picking one to focus on felt too attached to all of them and put them all in regardless. It feels like a middle school story because of the unwillingness to wield the editorial knife.
So it makes me think, what makes good writing in video games - especially those where a front and centre story is prioritised by genre conventions - like cRPGs.