Why do we have to keep liking games in spite of their stories? I know the conventional wisdom is that the industry doesn’t tend to financially reward good storytellers, but that’s no reason to hold the story in obvious contempt. There’s a difference between, “we’re not going to go out of our way to make an incredible story” and “we won’t even make the slight effort to devise a story which is worth seeing and makes some kind of sense”. The cutscenes in Red Faction: Guerrilla are a waste of time. Unless they were designed to be mocked in comics. In which case I guess they’re a middling success.
I will point out that the final two developers in the March Mayhem contest are both companies with strong writing: BioWare and Valve. (And yes, Valve has strong writing. Not a lot of writing. Their games are mostly action. But if characters are talking you can bet they’re saying something worth hearing.) I still maintain the writing is more important than developers think it is, and that Red Faction: Monkeytown could have been a much bigger hit with the exact same budget and setting, but with a writer who knew what they were doing. (In fact, you could probably improve the game just by doing a reverse-Mystery Science Theater and dub over their ridiculous dialog with something smart and genuine.)
T w e n t y S i d e d
