A game writer friend has some thoughts:
Two of the most boring games I've played this gen. Pushing the stick forward and pressing A is not what I want from gaming. These aren't games to me.
I don't need a good story, I need good gameplay. Like DOOM for example.
Study the entire Witcher franchise. Writing doesn't get better than that.
Yeah I'm talking about the dialogue specifically.lol the games industry has shown repeatedly in the last 20 years that it has no problem throwing millions of dollars at motion capture, voice acting, scripted setpieces, tacked-on multiplayer modes, cutscenes, state-of-the-art graphical effects, and on and on, but somehow most publishers just cheap out and put the intern to pen the story.
The dialogue and voice acting might be better than the usual tripe, but the events and character development are pretty supbar and ultimately meaningless. The game didn't even care about its core premise (escaping a partner with Alzheimer's)
I find the notion that if you don't like the premise of a game it can't be well written to be incredibly bizarre, myself. Good writing can exist in an otherwise absurd context, just as bad writing can exist in an otherwise compelling scenario.
It's probably been mentioned before but this list is sorely missing Oxenfree. It's easily my top game of this year. Fantastic writing, sound design (seriously some of the best in gaming in many years), characters, story, unique gameplay mechanics (that even incorporate into the plot), etc. etc.
Oxenfree is so damn good.
Didn't see it mentioned, but Tales from the Borderlands is amazingly well written.
Yes, I'd vote for Oxenfree, too. Really nicely done, especially for such a small team. .
...reviewers and perhaps gamer culture more broadly. Critics are fine with shitting on Mafia 3 despite its great characters and interesting story, yet they have no problem handing out 9's, applause, and GOTYs to Rise of the Tomb Raider, which has without a doubt one of the worst narratives of this generation, if not all time...
That sounds awful.A game writer friend has some thoughts:
I couldn't finish Oxenfree cause I hated all the characters so damn much, especially the girl you played as. The writing was just bad. The entire game tried to have some sort of somber, spooky atmosphere and then you have your character spouting snarky wit at every opportunity. I guess I wasn't supposed to take anything serious maybe?
A game writer friend has some thoughts:
I'm guessing that good writers are busy writing novels, movies, and TV shows. Probably getting paid a hell of a lot more too.
Also, with respect to "gaming culture" more broadly, I think Steven Poole's thoughts on MGSV are worth considering, as I mentioned elsewhere.
...Good writing can exist in an otherwise absurd context, just as bad writing can exist in an otherwise compelling scenario. Lots of people can't separate whether they like a game, a character, or a genre from whether they like the writing...
...For example, I consider games like Half-Life or Call of Duty 4: Modern Warfare to have some of the best writing in the medium because even though they don't present complex stories of interpersonal relationships that "resonate with adults", they do just what they set out to do. And it works really really well in the end...
Gotta say, playing CoD: Infinite Warfare's campaign and while the core story is pretty typical militaristic nonsense, the actual dialogue and camaraderie between your sortie of shipmates is wholly believable and impressively directed and captured throughout. Was actually quite surprised and is partly responsible for keeping me fully engaged...
...It has some bright moments, but it falls apart if you look at the bigger picture. You just can't make a serial killer nonsense simulator, and then make me care about the personal struggles of its characters... it needs a context and some interconnection between what happens in the cut scenes and what you play...
https://thepointmag.com/2015/criticism/metal-gear-solid-v
...Yet while Kojimas games are berserk in many ways, they are not the standard kind of first-person shooter in which thousands of indistinguishable enemy grunts (always Middle Eastern or Russian) die at the point of the players phallic rifle... In their dynamic procedure as well as their scripted rhetoric, Kojimas games are stealthily anti-war war games. In contrast to the fairground bullet-shower of the billion-grossing Call of Duty series (the equivalent in war-themed video games of Michael Bay movies)... The player may thus feel dirty and guilty for doing what is mere routine in other games. As well as in other art forms: MGSVs emphasis on fanatical caution and planning, as well as the humane neutralizing of enemies, works too as an implicit rebuke to gung-ho war moviesin particular, in this case, the Afghanistan-set Rambo III (1988), whose hero deals very differently with the Soviet occupation...
MGSV: Ground Zeroes (2013) saw the hero tasked with rescuing prisoners from a CIA black site prison in Cuba... visually the camp was obviously Guantánamo: the prisoners were dressed in orange jumpsuits, some with hoods over their heads and the victims of torture... at one moment, the games will clownishly revel in the clichés of the form; the next moment they will deconstruct those very clichés and force the player to confront real suffering... What Metal Gear Solid is satirizing in particularalmost uniquely for high-budget blockbuster products in this medium, or for that matter in cinema and TVis so omnipresent in most modern fiction that it almost escapes notice. It is what I have called national-security ideology. Its key tenets are familiar: the enemy is fanatical and unreasonable, while Western government operatives are empathetic heroes; killing civilians with drones is just regrettable collateral damage in a righteous mission against the irrational fanatics (as in season three of the TV series Homeland); and torture always works to elicit time-critical information, as in Zero Dark Thirty (2012), Homeland, and of course 24...
In the newest game the Soviet occupation of Afghanistan is explained to the player in ways that make the parallels with the later American adventure there inescapable. Briefings on (virtual) audiocassette explain that the army of the USSR has invaded in order to counteract the spread of Islamic revivalism, and that Afghanistan has become the Soviet Unions Vietnam. Knowing nods to the present day are littered subtly everywhere: in the TV-style opening cast list for the games episodes, there is a credit for Enemy Combatants: a phrase familiar from the Bush-Cheney governments rhetorical creativity in attempting to avoid acknowledging any prisoners of war to whom duties of care would be owed under the Geneva Conventions. Here, the Enemy Combatants are the Soviet soldiers, but the casting note works to plant a seed of ambivalence in the players attitude towards them...
In the past, the series has had as its satirical targets global conspiracy theories, terrorism scares, and modern military Keynesianism, according to which increased defense spending promotes economic growthMetal Gear Solid 4 (2008) was all about private military contractors and the war economy, and had the player buy upgraded weapons from a cynically wisecracking arms dealer named Drebin. The hero of all the games, Snake, is always caught up in the madness of a war-obsessed world. Reluctantly, he must make more war to try to stop it... the film Zero Dark Thirty, for example, was predicated on the ideapromoted by insider consultants to the moviethat U.S. torture of prisoners resulted in actionable intelligence. (A canard that has been repeatedly refuted.) Some media critics considered this objectionable, yet the conversation was conducted respectfully. An art-film blockbuster can get things wrong, but it is still considered a serious contribution to such debates. A video game is not... Hideo Kojimas games notoriously combine sharp reflections on contemporary political themes (The Phantom Pain concerns itself at length with issues of nuclear proliferation) with overscripted, didactic longueurs... Yet as a cultural figure Kojima may be... someone who first introduces a player or reader to the iniquities perpetrated in modern history by the good guys. In a still-young medium whose most successful products are deeply conservative, he insists that video games can and should convey critical arguments about international relations and jus in bello...
Uh.. probably making more than your average game writer.Not if they're writing novels.
Uh.. probably making more than your average game writer.
The writing in A Night in the Woods is amazeballs. It's really punchy and pithy without being pretentious.I feel frustrated by the current state of writing in games.
Off the top of my head, I can only think of a few examples of recent games with good writing:
1. Undertale, which is funny and charming.
2. Tyranny, which has some good writing, but also suffers from some bad voice acting and a little bit of upfront lore bloat.
3. Firewatch - adult themes, and an interesting narrative about a depressed man. It's tightly written, and I think easily has some of the best writing in recent years.
4. Inside. No actual spoken or written words, but the story and themes on display are extremely interesting, and I feel like I should mention it here.
And that's about all that comes to mind...
So why are novelistic, well-written games like Firewatch so scarce? Whyaren't there more games about human adults with adult problems?
Is there a source of well-written games that I am just missing? Are there some gems on twine that I should play?