I think what frustrates people is the pace, more than the writing itself. I love MGS but there's no denying earlier entries bulkload a lot of dialogue and information, though fully in character and well written. I love all that info but that's just my take on it, I can see why people dislike it. Think back to the B&B explanations given by Drebin after defeating a boss. Sure, the stories themselves were fine, well-written and voice acted, but it was basically a long plot dump about a boss at the worst time: After fighting them.
"That tech" wouldn't exist without the "talentless hack" Cage. As flawed as his writing definitely is, he sure knows how to manage a business and deliver a game on time and on budget to satisfactory sales. Without that they wouldn't even exist today, let alone have good tech. And he is working on the writing aspect since he hired professional writers for the next game on PS4 years ago.It's such a damn shame because on a technical level, Beyond: Two Souls looked amazing. That tech could be used to make some amazing "interactive movies" like The Walking Dead but it's all squandered by that talentless hack Cage.
Stuff like MGS is not poorly written.
But that's still a metric of good writing. You can't somehow separate exposition bombs in both their usage and content from being something other than part of the overall experience. A movie can still run longer than it should despite that extra unnecessary length being consistent with the overall quality of the writing. That movie would be worse because of it and the overall evaluation of the writing would be lower. This working from the assumption that the content itself in MGS is good, which I disagree with.Yes, it's what I said. There's too much, YES THERE IS! They could use less codex as well IMO, but that doesn't mean it's poorly written.
Poorly written is a lot of scenes in FFXIII (which despite liking, some stuff there goes to the point of breaking characters), poorly written is the guy meeting a mayan god, getting matrix powers and running around sides of the buildings, for no reason whatsoever.
Stuff like MGS is not poorly written.
SHIMASANI!!!
I'm actually impressed QD managed to hit so low. Hopefully Cage learn from his mistakes, but past entries indicate a no.
You see dead people all the time in the game appearing as if they were alive. I see nothing wrong with that shot, considering its something that was established of happening.Remember this cut after the native Americans fight ghosts? Corpses just phasing into the shot with little narrative merit or meaning?
I thought it was an interesting take on the cliche you don't see often in games so I don't really hold it against it. I mean the last few sections of the game are basically just running away from the island yelling FUCK FUCK FUCK FUCK FUCK which is a nice change of pace from being the super-powered badass everyone else is running from.
Humans are selfish and greedy creatures which pillage the world and ruin its natural beauty
Pokemon serve humans and are used for selfish and greedy ends by them
All life must be wiped out to preserve the world
That is literally his motivation and plan
Good characters =/= good writing. You could have the Count of Monte Cristo with the plot and characters be the exact same but have it be written by a five year old - see the many MANY horrible adaptations of it. In turn you can also have good writing but boring story/characters. Like, technically The Joker is a pretty poor character in the Dark Knight; he is the low form chaotic evil trope, not personality beyond destruction, but the way he is presented elevates him to the iconic status the role garnered.
It's up to the creators to find a way to present a story in a nicely absorbed way. If they're two bad ways to present something then they need to either get rid of it or go back to drawing board.
But that's till a metric of good writing. You can't somehow separate exposition bomb in both their usage and content from being something other than part of the overall experience. A movie can still run much longer despite that extra length being consistent with the overall quality. That movie would be worse because of it. This working from the assumption that the content itself in MGS is good, which I disagree with.
Oh. My. Fucking. God.
MGS has good writing? Are you high? Lol
Bethesda comes to mind. For such a prominent RPG developer they've got a really shitty writing team. No idea why people get so invested in their stories.
Stuff like MGS is not poorly written.
Ground Zeroes.
I'm curious how Guerilla Games rpg is gonna be like because they really dropped the ball in the writing department of the killzone franchise. Killzone never lived up to its potential story and writing wise.
It's not bad because I don't like it -- that's solipsistic. I don't like it because it's bad. "Telling much more than a story" is Kojima's problem. He doesn't understand the relationship between someone who has written a piece of dialogue and the person who experiences it for the first time. At some point a piece of writing finishes what it needs to tell me causing me to then reflect back upon it. Depending on how that reflection goes is how one usually judges the quality of writing. Kojima's issue is that he either attacks a theme with a lack of restraint or such utter specificity that you stop caring about your own thoughts and realize that you are simply a bystander to this developer who is about to masturbate for 15 minutes to what amounts to a D-grade essay on nuclear proliferation and the balance of power.Then that's because you don't like it, it's not bad. If the game's objective is not to just tell you a story, but it's creating characters and relationships along with it, why would that automatically be bad? A movie can't be longer because people have a set expectation, they won't stand 5 hours of movies that can be told in 1 and a half. Games are not like that. MGS sets out to tell much more than the story, and it tells it pretty well.
How could a 5 year old even think about writing the Count of Monte Cristo? I don't think I understand what you said. I'm pretty sure no kid can write MGS levels of characters and story.
If the characters are good, the dialogue is enjoyable and the plot beneath doesn't break apart, what's bad about it? It's so clear they have too much dialogue as a choice rather than not finding a better way of telling it. You could cut half the dialogue in MGS games and have the same story, but that's not what the game is trying to do. It's not trying to be concise, it's trying to take half an hour to tell you stuff that should take 10mins, because it has to set up an entire conversation and relationships, and it succeeds.
They hired the writer of Fallout: New Vegas. I didn't play that game, but people say the story was decent.
They hired the writer of Fallout: New Vegas. I didn't play that game, but people say the story was decent.
It's not bad because I don't like it -- that's solipsistic. I don't like it because it's bad. "Telling much more than a story" is Kojima's problem. He doesn't understand the relationship between someone who has written a piece of dialogue and the person who experiences it for the first time. At some point a piece of writing finishes what it needs to tell me causing me to then reflect back upon it. Depending on how that reflection goes is how one usually judges the quality of writing. Kojima's issue is that he either attacks a theme with a lack of restraint or such utter specificity that you stop caring about your own thoughts and realize that you are simply a bystander to this developer who is about to masturbate for 15 minutes to what amounts to a D-grade essay on nuclear proliferation and the balance of powers.
My point is that someone can make up interesting characters and stories but not be able to convey them in a well written manner. Imagine Alexandre Dumas wrote out the basic plotline for Monte Cristo. Then someone else with no where near the writing capability wrote the actual book. Honestly some of the scenes in Metal Gear are a pretty low level of writing quality. I'm not even saying that as a criticism really; I love the campy, stupid, overblown, dialogue and moments that don't connect properly but I'm not going to kid myself that makes it good writing.
You literally just described bad writing in your second paragraph. I think you're thinking I'm saying MGS is bad because it has bad writing. I love that series. It's like a crippled dog I found on the side of a street and has been with me since I was 7. Yeah he's a bit wonky and he might occasionally have an accident but it's all part of his charm, and I love him for it. You are allowed to criticise things you love, in fact it's good. Not being able to see fault leads to fanboyism.
That was for their upcoming game, not Killzone.
But good luck to whoever has to write something believable in a game with robot dinosaurs.
I think Dark Sorcerer was pretty flawless at what it attempted to do. Something less serious seems like a good idea though. But yeah, I'm glad he decided to hire two co-writers in 2012, so I'm expecting improvements for his next title.I think that Kara tech demo was just a few lines away from being acceptable. A few more edits regarding timing issues with Dark Sorcerer and that might have also worked. David Cage's ideas per se aren't terrible, he just needs a co-writer to, you know, make them good.
That was for their upcoming game, not Killzone.
But good luck to whoever has to write something believable in a game with robot dinosaurs.
...O suppose Bungie would be mentioned, though I won't say it's BAD, per se, but highly mediocre in several respects. I haven't played Destiny, but from what I've read and heard, the game's writing is a complete joke....
I gotta ask; what is it about robot dinosaurs that prevents believable story telling? Genuinely curious here. I can see how you could make the argument that the ridiculousness of the setting prevents a serious plot, but that's just a small part of the writing (and I'd argue, the least important part).
They stopped giving a shit after Morrowind.
I can only speak for myself but the thing i'm mostly looking forward to in MGSV is the story, because we don't know anything about it and that makes me damn excited.
David Cage.
Not every story needs to have this and sure as shit not every story should try. You can replace relateable and believable with "likeable" and "logical" and that's about all the context necessary. They tried serious political allegory with KZ. 4 games later -- it didn't work. The worst thing for them to do is think that a world filled with robot dinosaurs is ripe for commentary on the human condition. Hint: It probably isn't. No one wants another Rico. And tone where a Visari-like character would work would probably spell doom for the rest of the NPCs.I'm not saying it's impossible. I'm saying it makes it more difficult.
E.g. good luck having relateable characters with believable motivations and emotions, or addressing the human condition when you have motherfucking robot T-Rex walking round and about.
I know a guy who worked on the writing for Destiny. He really hated it, quit working at Bungie really soon after the game was done. I wish he had been allowed to have some type of creative influence on the game cause he's an amazing writer, but hierarchy for the win I guess.
Not every story needs to have this and sure as shit not every story should try. You can replace relateable and believable with "likeable" and "logical" and that's about all the context necessary. They tried serious political allegory with KZ. 4 games later -- it didn't work. The worst thing for them to do is think that a world filled with robot dinosaurs is ripe for commentary on the human condition.
Wow, I actually came here to say Bungie.Y2Kev's thread about writing in Bungie's games got me thinking about this.