Book Publisher Wants to Improve Videogame Stories

lodo_bear

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Therumancer said:
Okay after reading this and some of the responses I had to keep myself from ripping out my hair and screaming as I slammed my head into my computer desk. I've never been the most stable person in the world, but really this has gotten a pretty strong reaction from me.

Let me be honest, writing never used to be a major problem with video games. Going back to works like "Ultima" the writing and dialogue was usually top notch and got better as technology improved. "Ultima 7" being one of the all time classics of RPG design, even seeing programs like "Exult" being created simply to keep it playable. The last Wizardry trilogy also had a lot of people talking about the storyline and trying to second guess how it was going to turn out. There are numerous other examples. Granted some of this stories (excepting Ultima) were short on exposition, but managed to convey what they needed to in their own ways.

The problem with bad writing has largely been a recent one with the arrival of the "mainstream" gamer and his search for immediate shooty gratification. Your typical gamer no longer caring much about storyline except in the most superficial sense. People who roleplay and care about the lore in a game like "World Of Warcraft" are oftentimes mocked. Heck, one of the biggest "questions" of modern gaming comes from people wondering how someone in an RPG can play a character of the opposite gender, simply because the idea of creating a persona totally seperate from your own is alien to them. The "toon" or "avatar" being seen as the extension of the person behind the character (which isn't a character, but then). That pretty much illustrates on a lot of levels how far the intellectual capabilities of the general gamer have fallen. We are no longer a bunch of "smart guys" who tend to overlap with the PnP RPG crowd and such.

This has been fine with game companies, who pretty much churn out shooter after shooter, realizing nobody cares much about the plotline. Yahtzee pretty much summarizes it with how he has "cut off" RPG reviews in the past, and complained about exposition and storylines that were beyond the extremely trivial.

Oh sure, everyone TALKS about storyline and how they would like to see it improved, but in reality a comparitive handfull of gamers really care. I've had people talk about epic storylines that were really pretty bad admittedly, but I don't think a really good story would have done much except be mocked by most of the gaming community.

The point of this ramble is that while superficially a good thing, I can't see it going anywhere because in the end the majority of gamers aren't that critical. That's part of the problem with anything going mainstream.
You, sir or madam, are cold, jaded, and cynical...and you're right on the money.

The hunger for quick gratification has brought doom to quality writing in every medium. Before it happened in games, it happened in movies, and before it happened in movies, it happened in books, and I would guess that before there were books, there were bards reciting bawdy wish-fulfillment tales.

People love a quick fix and a cheap thrill, and every hated cliche in the industry exists to fulfill that desire. Everyone knows that the gritty space marine is a Mary Sue, and that's why space marine games keep finding an audience.

If we want good writing, we must learn how to dig for it, because there's a huge market of people who want bad writing.
DevTrek said:
This could be good. My advice to these writers, not that they'll ever hear it or anything, is that video games excel in setting. If you can create an interesting world there's nothing like a game to let people explore and interact with it. I think most book writers care mostly about characters, rightly so even since books allow an author to detail thoughts and other nuance of a character that other media can't do as effectively. Video games are on the other end of the spectrum though. In some, or heck most all, games, the main character isn't yours. It's the player's. In some games that goes right down to if your character is male or female and what he/she looks like. With that understood, I fear that book authors will try to transfer the 'this is how the main character is' system of a novel into video games, and it won't work. Their character writing could end up giving a great addition to the characterization of staples such as shop keepers, sidekicks, mission control type supporting cast, but video games are a different type of storytelling. The main player has to be able to be wear a few different masks to take full advantage of it. Even in a game like Portal where the player is essentially on rails through each different level and the has a well defined character appearance what makes it involving and interesting is "What is Chell thinking or feeling?"
Is she a scared little girl who wants her mommy after GLaDOS the surrogate protector figure betrays her? Is she filled with rage at her betrayal and determined to hunt down and kill GLaDOS? Is she a true believer who feels that she just has to pass the final test to get her cake, keeping her faith the the mysterious voice even when it seems like it's against her?
These are all valid interpretations, and this ability of the player to imagine a character as they see fit are a major strength of video games. In a book the reader imagines what people,places, and events look like and are mostly told what they feel. It's opposite in a video game.
The Escapist has had some excellent [http://www.escapistmagazine.com/articles/view/issues/issue_236/6999-Gordon-Freeman-Private-Eye] articles [http://www.escapistmagazine.com/articles/view/columns/game-people-calling/7015-Games-and-Movies-Apples-and-Pears] on this subject. Let's hope someone is listening.
 

Newbiespud

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Well-written dialogue is one good thing, intellectually stimulating plotlines without holes are another good thing...

But above all, I hope that the people at this publisher have read Robert McKee's Story. Because stories aren't just plots and words.

That's my two cents.
 

kawaiiamethist

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Flying Dagger said:
Am I the only one who thought mass effect's main story was rather bland?
I'm told the story only gets worse in the second one, which is the main reason I haven't bought it.
I wasn't blown away either, but then my expectations were pretty high after finishing Dragon Age.
 

fanklok

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I do say those gents at Random House are heroes, nary again shall my ears be assailed by unspirited voice acting and my brain freed from the harrowing onslaught of lackluster writing.
 

Pingieking

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This will most likely improve the overall quality of games. However, I expect a few years of painful trial-and-error where the game developers and writers try to work out how to blend their skills together and make it a complete package.
 

heyheysg

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I'm cautious about this, there's already been good writing in games, Bioshock comes to mind
as well as BAFTA winning Uncharted 2. Portal was written by fresh graduates. Those are the exceptional ones.

As for ordinary writing, most games do it well enough. God of War, 2008 Prince of Persia, Team ICO games

I guess the primary offenders would be MW2, FPS's in general, LOTR MMO? Not sure
about WoW, but it was pretty good the last time I played.

And maybe translations. In that case, they should write in Japanese.
 

Jinx_Dragon

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I don't know how this will go honestly, but I am curious to see. Given the quality of story telling, on average, it can only end in improvement.
 

viciouspen

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Gotta say the writer in me is torn on this.

One half is saying "yay, about damn time something like this happened".
I've always been that crazy writer that says there's something of worth to be had in games.

The other side of me is apprehensive about what will actually become of this.

Here's hoping. I salute Random House *salute*
 

AgDr_ODST

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Oct 22, 2009
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I've not played many games that lacked in the story department(that I can remember anyway) but regardless. The thought of Random House offering thier assistance to ensure that story(in future games) doesn't suffer has me very excited for the future prospects of the industry. Exactly how also has me curious as it sounds like thier services will be more along the lines of consulting work than exclusively working with certain publishers(or thats what I hope it means anyway)
 

G1eet

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Synergy kicks ass. I suppose they had to learn from Drew Karpyshyn at some point...
 

Denmarkian

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While I am excited to hear that a major book publisher is interested in writing for games, there are several things I feel Random House would need to address as it moves some of its book authors over to the wilderness of game writing:

Thing the 1st:
There are two types of games: those that tell a story of which the player is but a small part of, and those that tell a story of the player's character from their perspective. I think the most egregious game design errors is when someone chooses to make a game in a genre that supports one type of game, and then attempts to tell a story the other way.

Half-Life 2 and Portal are exceptional at telling a story about a character, from the character's perspective, and leaving enough room for the player to feel like they are adding some of their personality to the characters of Chell or to Gordon Freeman. Sure, other things happen completely outside of their control, but never does the game put its foot down and say, "You want to make this decision because that's what Gordon Freeman wants to do". The player is never ripped out of Gordon's head and forced to watch him make a decision without the players input.

On the other side, you have games like Monkey Island, or Tales of Phantasia, Gears of War, or just about any other game where the player-character can talk. Having the player-character speak is not an immediate detraction in immersion, you just can't put this in a game where you want the player to feel like they "are" the character they're playing. I mean, what would happen if there was an extended ending cutscene in Portal where Chell goes and robs a convenience store to celebrate her new-found freedom from Aperture? It would kill the immersion because the writer has taken away the decision-making control from the player in a game where the player was given that decision-making control from the very beginning.

So, figure out what type of game you're writing for before deciding how much freedom you're giving the player to guide their character, because it works great when it's done right, and it's really bad when it's done not right.


Thing the 2nd:
Remember to WORLD-BUILD

Games are about exploring, they are about going somewhere else and doing exactly what you would do normally in a new environment if you didn't have any demand on your time.

I mean, what would you do if you were dropped off in Rio De Janeiro, London, Madrid, Sydney, New York, San Fransisco, Seattle, Paris, Copenhagen, Oslo, Moscow, Tokyo, or any other place you've never been with absolutely no limits on what you could do? You'd explore every goddamn square foot of it, right? The same thing goes for in-game worlds. We humans are curious by nature and want to discover everything we can about where we are. Or, at least I do.

There's nothing that destroys the flow of a story more than having an arbitrary roadblock because someone thought setting a linear game or level in a giant city would be awesome. This goes back to my first point in how much control you give to the player; give them more control and they will want to spend more time exploring the world. If you are prepared to let the player know they are playing an interactive-fiction story and the character won't want to go down the 5th dark alley they come across for some reason, that's fine, you can write any goddamn reason you want because the player understands they are not in complete control of the character they are playing.

Again, don't limit the options a player has after you've given them free-reign with the character they are playing.


A corollary to my second point, when you world-build, make things interesting, and give them a sense of internal logic. I just finished re-reading Dune, and I feel it is a smart example of world-building because everything works together; the Sandworms, the desert, the Fremen, the Fremen tools to survive in and exploit the desert, the Spice and why it is a commodity in such demand throughout the galaxy, they feel like they evolved, rather than were just placed there out of convenience, or to serve as a deus ex machina.


Thing the 3rd:
Watch the expositional dialogue.

No one in real life talks like that, and you can't take people seriously if they do. Internal monologues are risky, too.


Thing the 4th:
The writing does not carry the story entirely like it does in a book, or a movie.

Again, this goes back to arranging an understanding with the player on whether or not they are role-playing the character, or they are participating in a work of interactive-fiction.
 

S.R.S.

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Kick-ass! I'm sure they'll make some good and bad. Not that we were in trouble or anything.
 

Therumancer

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NeutralDrow said:
Therumancer said:
Oh sure, everyone TALKS about storyline and how they would like to see it improved, but in reality a comparitive handfull of gamers really care. I've had people talk about epic storylines that were really pretty bad admittedly, but I don't think a really good story would have done much except be mocked by most of the gaming community.

The point of this ramble is that while superficially a good thing, I can't see it going anywhere because in the end the majority of gamers aren't that critical. That's part of the problem with anything going mainstream.
In other words, you insist that it's a net positive that's not worth the effort?

As one of those minority gamers who likes well-written stories, I totally fail to see the problem.

No, what I am saying is that we already have had good writing. It died because people generally speaking do not want it. I don't see anything really incredible about "oh hey, look we've got this publishing company willing to step forward to write quality game storylines". I think the problem has not been a shortage of quality writers and creators as companies like Bioware, and to a lesser extent Bethesda (if you read a lot of the books and such they put into their games) have proven "currently", and guys like Richard Garriot proved with Ultima back before gaming was so big.

In general there will continue to be an audience for well written games, as things like "Dragon Age: Origins", "Mass Effect", and a few others have proven. On the other hand they will continue to be eclipsed by big budget shooters like "Gears Of War" and "Modern Warfare" whose plotlines are somewhat lacking in a comparitive sense.

A new group of writers coming forward does not seem likely to change things, since the problem isn't the writing, it's the demand.

I am like you, being one of those people who are in the "minority" who appreciate the good writing.

What I'm trying to say is that what this article is saying is not a bad thing, I just don't see how it's relevent. I also disagree with the implication that the lack of good writing in the game industry has been due to a lack of good writers. It's mostly been due to the nature of the fanbase.