{"id":52945,"date":"2021-10-05T06:00:12","date_gmt":"2021-10-05T10:00:12","guid":{"rendered":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=52945"},"modified":"2021-10-05T09:57:59","modified_gmt":"2021-10-05T13:57:59","slug":"why-is-game-writing-so-terrible","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=52945","title":{"rendered":"Why Is Game Writing So Terrible?"},"content":{"rendered":"<p>Leslee Beldotti sent a question to <a href=\"?p=52936\">our podcast this week<\/a>. As I thought about the topic, I realized it was too big and I&#8217;d never be able to do it justice on the show. We&#8217;ve touched on this topic many times in the past, but we&#8217;ve never gone in-depth. So here it is&#8230;<\/p>\n<blockquote><p>Dear Diecastians,<\/p>\n<p>Greetings from Berlin!<\/p>\n<p>For the past few months I have been playing Outriders, from Polish developer, People Can Fly.<\/p>\n<p>I realize that as a 54 year old woman, I am probably so far outside this game&#8217;s intended demographic that I could be in the next galaxy, but this game is emblematic of worrying trend I have been seeing in AAA gaming: THE WRITING IS ATROCIOUS!<\/p>\n<p>Everything about this game&#8217;s writing &#8212; the story, the characters, and the dialogue &#8212; is juvenile, emotionally immature, and downright mean-spirited.<\/p>\n<p>What is going on?!?! Why does it seem that game studios no longer prioritize quality story writing and dialogue in their games?<\/p>\n<p>Am I just getting old?<\/p>\n<p>Your devoted fan,<\/p>\n<p>Leslee Beldotti<\/p><\/blockquote>\n<p>So let&#8217;s interrogate this. The first thing we need to acknowledge is that&#8230;<\/p>\n<p><!--more--><\/p>\n<h3>Money Isn&#8217;t the Problem<\/h3>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/stock_money.jpg' width=100% alt='If all it took was money to make a story good, then we&apos;d be drowning in brilliant stories by now.' title='If all it took was money to make a story good, then we&apos;d be drowning in brilliant stories by now.'\/><\/div><div class='mouseover-alt'>If all it took was money to make a story good, then we&apos;d be drowning in brilliant stories by now.<\/div><br \/>\nThe curt answer that people typically throw out goes like this, &#8220;Game companies figured out that bad writing doesn&#8217;t hurt sales, so they don&#8217;t bother to spend money making it good.&#8221; And if you&#8217;re happy with that answer, then you probably won&#8217;t have any use for the rest of this. But I find that explanation kind of unsatisfying, so I want to look deeper and see if we can find some systemic faults to blame this on.<\/p>\n<p>For one thing, I think bad writing <b>does<\/b> hurt sales. (Or if you prefer, good writing boosts sales.) <i>The Last of Us<\/i>, <i>Portal 2<\/i>, and <i>Borderlands 2<\/i> were all bolstered by the widespread praise of their writing. <a href=\"https:\/\/www.youtube.com\/watch?v=RqFm1ei6mjo\">Metroid Other M<\/a> and <a href=\"?p=48491\">Hitman: Absolution<\/a> were singled out for their terribly mishandled stories. As it turns out, critics don&#8217;t enjoy <a href=\"?p=48852\">bad writing<\/a>. <span class='snote' title='1'>At least, <a href=\"?p=42228\">when they have the time and skill to detect it<\/a>.<\/span> And while the narrative tastes of the average videogamer cause them to <a href=\"?p=27085\">give a free pass to crappy stories<\/a> when paired with solid gameplay, in the end they <strong>will<\/strong> complain if the story is bad enough. That means that bad writing will drag down Metacritic scores. And we know that publishers believe that those scores are important. So cutting corners on writing doesn&#8217;t make a lot of sense as a money-saving measure.<\/p>\n<p>Moreover, developers do lots of things that don&#8217;t directly drive sales. You can&#8217;t make a business case for having a custom font and an animated scene for the title screen \/ main menu. You can&#8217;t point at a spreadsheet and say, &#8220;If our main menu options slide around and animate as the user scrolls through the list, then it will result in us selling N additional copies.&#8221; Games are a creative and collaborative medium, and thus lots of effort gets spent on little details that don&#8217;t fit the barebones &#8220;Tentpole AAA Video Game Template&#8221;.<\/p>\n<p>People who make games don&#8217;t like making stuff that sucks. So even if the publisher doesn&#8217;t care about writing quality, that doesn&#8217;t mean that the people making the game will go out of their way to make sure the writing is terrible.<\/p>\n<p>And finally, good writing doesn&#8217;t cost <b>that<\/b> much. Sure, maybe a talented writer can demand a higher salary than a bad one, <span class='snote' title='2'>Assuming the employer can tell the difference. We&#8217;ll come back to that in a bit.<\/span> but it&#8217;s not like they make five times as much. Most writers &#8211; good or bad &#8211; are going to fall into a fairly predictable salary band. <b>Maybe<\/b> the great writer makes 50% more than the lousy one, but on the scale of a AAA project that spans years and involves hundreds of people, the salary of one person doesn&#8217;t matter that much. Writing is so important to the quality of the final product, and the difference between good writers and bad is basically a rounding error in the overall budget. Cutting corners on writing to save money is like leaving the tires off your car to save on fuel. Sure, your car won&#8217;t be as heavy, but maybe there are less critical systems you could start with for weight reduction, you know?<\/p>\n<p>I know I&#8217;m always complaining that the AAA publishers<span class='snote' title='3'>EA, Activision, and Ubisoft are the big offenders here.<\/span> don&#8217;t know what they&#8217;re doing, but even those doofuses ought to be savvy enough to spot the inherent contradiction in this:<\/p>\n<ul>\n<li>Aiming for a cinema-focused design with lots of cutscenes.<\/li>\n<li>Obsessing over metacritic scores.<\/li>\n<li>Funding $100 million projects.<\/li>\n<li>Trying to save a few thousand dollars by having some dumb kid write the story rather than a professional writer.<\/li>\n<\/ul>\n<p>That sounds implausibly idiotic, even for a AAA publisher. So if you&#8217;re willing to humor me for the next 3,000 words, then let&#8217;s set aside this idea that stories suck due to budget limitations and look for other systemic problems that we could use to explain this.<\/p>\n<p>(In case it&#8217;s not clear, I&#8217;m focusing this discussion on story-driven AAA games with cutscenes and dialog, since those are the games we&#8217;re usually talking about when we complain about bad writing. I&#8217;m making this clear up front to <a href=\"?p=49168\">ward off<\/a> all of the objections along the lines of, &#8220;But what about <em>Dark Souls \/ Minecraft \/ FIFA 2020 \/ Spelunky 2<\/em>? Nobody found anything wrong with the writing in those games!&#8221;)<\/p>\n<h3>Writing Looks Easy<\/h3>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/stock_incompetent.jpg' width=100% alt='Oops. I accidentally slipped and made a story with a poorly-motivated protagonist, an incoherent antagonist, contradictory themes, cringeworthy jokes, glacial pacing, wooden dialog, annoying sidekicks, no stakes, needless exposition, obvious twists, and tons of internal dissonance. Oh well. Maybe we can fix it in post?' title='Oops. I accidentally slipped and made a story with a poorly-motivated protagonist, an incoherent antagonist, contradictory themes, cringeworthy jokes, glacial pacing, wooden dialog, annoying sidekicks, no stakes, needless exposition, obvious twists, and tons of internal dissonance. Oh well. Maybe we can fix it in post?'\/><\/div><div class='mouseover-alt'>Oops. I accidentally slipped and made a story with a poorly-motivated protagonist, an incoherent antagonist, contradictory themes, cringeworthy jokes, glacial pacing, wooden dialog, annoying sidekicks, no stakes, needless exposition, obvious twists, and tons of internal dissonance. Oh well. Maybe we can fix it in post?<\/div><br \/>\nThe <a href=\"https:\/\/en.wikipedia.org\/wiki\/Dunning%E2%80%93Kruger_effect\">Dunning-Kruger Effect<\/a> was a really popular topic of conversation a few years ago. Among laypeople, the idea has since fallen out of favor and it doesn&#8217;t carry the weight it used to. People claim that newer studies have trouble replicating the effect, or that the effect is an overly-simplified explanation for a much more complex phenomenon. I don&#8217;t know. All of that is outside my area of expertise.<\/p>\n<p>In case you missed it, the DKE goes something like this: People who are ignorant regarding $TOPIC tend to vastly overestimate their mastery of it. The classic example is the boss who watches a documentary on $TOPIC and then decides he&#8217;s now an expert in the field, because he&#8217;s blind to the vast oceans of details, exceptions, controversies, and complexities that weren&#8217;t shown in the film. In the workplace, someone suffering from DKE will have a lot of self-confidence in a job interview, and they&#8217;ll be hilariously overconfident when taking on new projects. They&#8217;ll eventually be dragged down once their perceptions collide with reality, but only after they&#8217;ve created a ton of problems for everyone else.<\/p>\n<p>Personally, I imagine that the DKE is a bit situational. It&#8217;s not just ignorance, but ignorance combined with arrogance, optimism, and a personality that is fundamentally incurious and dismissive of criticism. Moreover, this problem can only be expressed in a domain that allows for it.<\/p>\n<p>In the world of programming, it&#8217;s very hard for a know-nothing to get anywhere. If you can&#8217;t program, then you won&#8217;t know what to type. A bad carpenter will still be able to pick up a length of wood and shove it into a table saw, but a programmer that doesn&#8217;t know how to program will have trouble even beginning the task. Even if they figure out what to type, their wrong code won&#8217;t compile. Even if they get it to compile, it&#8217;ll probably crash on startup. And even if it manages to run, it will probably malfunction obviously and catastrophically.<\/p>\n<p>It takes a lot to overcome those basic hurdles, which probably does a half-decent job of weeding out the people at the very bottom. You might not realize you&#8217;re bad at programming, and you might be able to fool the interviewer, but you can&#8217;t bluff your way past the GNU C and C++ compiler. Sure, there are still bad programmers out there. I&#8217;m just saying the floor is higher in some domains than in others.<\/p>\n<p>For contrast, writing (particularly writing fiction) is one domain where you can plausibly fake your way through the early stages. Assuming the writer is skilled enough to form complete sentences and get everything spelled right, then it&#8217;s not hard to bang out a couple of pages of imitative dross that seems &#8220;good enough&#8221; to the layperson.<\/p>\n<h3>The Hidden Complexity of Storytelling<\/h3>\n<p><table class='nomargin' cellspacing='0' width='100%' cellpadding='0' align='center' border='0'><tr><td><iframe loading=\"lazy\" width=\"1024\" height=\"576\" src=\"https:\/\/www.youtube.com\/embed\/3V0K-qPdH5Q\" frameborder=\"0\" allowfullscreen class=\"embed\"><\/iframe><br\/><small><a href='http:\/\/www.youtube.com\/watch?v=3V0K-qPdH5Q'>Link (YouTube)<\/a><\/small><\/td><\/tr><\/table><br \/>\nPeople have a hard time judging the quality of writing, because a lot of it involves non-obvious structural work that the audience sort of takes for granted.<\/p>\n<p>Leslee cited Outriders specifically in her question. I haven&#8217;t played it myself, but I&#8217;m going to use it as a jumping off point for talking about structure. Specifically, I want to draw attention to a tiny moment that appears at 1:07 in <a href=\"https:\/\/www.youtube.com\/watch?v=3V0K-qPdH5Q\">this IGN review<\/a>. It goes like this:<\/p>\n<div class=\"script\">\n<h4>Girl With Too Much Eye Makeup:<\/h4>\n<p>You must&#8217;ve lost people.<\/p>\n<h4>Dumb Meathead:<\/h4>\n<p>Yeah. (Pause. Suddenly quiet and introspective.) We all did.<\/p>\n<\/div>\n<p>I can&#8217;t find that exact moment in the agonizing <a href=\"https:\/\/www.youtube.com\/watch?v=xhVpNfNc9hM\">two hours of cutscenes<\/a> that make up the Outriders story. Maybe it&#8217;s an optional conversation, or maybe the game branches, or maybe I&#8217;m just blind. Whatever. I want to focus on this moment because it allows us to look at how large-scale story construction will impact small moments in a story. I&#8217;m not saying this specific moment is bad,<span class='snote' title='4'>Although I gotta say, I&#8217;m not enthralled so far.<\/span> I&#8217;m just using it to illustrate how bad moments are created.<\/p>\n<p>The scene we&#8217;re looking at here is very clearly aiming for the &#8220;trauma confessional&#8221; trope where one character opens up and reveals some moment of personal trauma from their backstory. Yes, it&#8217;s clich\u00e9. But lots of great movies have clich\u00e9 moments in them. You can find examples in the Matrix, Star Wars, and Marvel movies. As TV Tropes will tell you, <a href=\"https:\/\/tvtropes.org\/pmwiki\/pmwiki.php\/Administrivia\/TropesAreTools\">Tropes are Tools<\/a>. And the difference between a trope and a clich\u00e9 is mostly about execution.<\/p>\n<p>The trauma confessional is a powerful moment in the story. It serves a dual purpose: It reveals something about the character doing the confessing, and it also acts as a bonding moment between them and the listener.<span class='snote' title='5'>It might also serve a third purpose by telling us more about the world or our adversary.<\/span><\/p>\n<p>However, the trauma confessional shouldn&#8217;t come out of nowhere. We need some sort of catalyst scene. Maybe a loss or a setback. Maybe our heroes have a disagreement and this confessional moment is where they make amends. The important thing is that this moment needs to be motivated by the scene preceding it.<\/p>\n<p>But wait, there&#8217;s more! The confessional scene is a <b>payoff<\/b> scene. Its purpose in the story is to answer a question that the writer posed earlier. In <a href=\"https:\/\/en.wikipedia.org\/wiki\/Lethal_Weapon\">Lethal Weapon<\/a>, why is Martin Riggs such a whacky loner?<span class='snote' title='6'>His wife died.<\/span> In <a href=\"https:\/\/en.wikipedia.org\/wiki\/Die_Hard#Cast\">Die Hard<\/a>, what made Al Powell afraid to draw his weapon?<span class='snote' title='7'>Earlier in his career, he accidentally shot a kid.<\/span>\u00a0 In <a href=\"https:\/\/en.wikipedia.org\/wiki\/Guardians_of_the_Galaxy_Vol._2\">Guardians of the Galaxy 2<\/a>, what made Nebula want to kill her sister despite them both being victims of Thanos?<span class='snote' title='8'>Thanos forced his daughters to fight each other. Gamora always won, and after each fight Thanos would replace some part of Nebula&#8217;s body with cybernetics, in an effort to &#8220;improve&#8221; her. Why did Nebula blame her sister for this? Eh. It&#8217;s complicated.<\/span>. <a href=\"https:\/\/www.youtube.com\/watch?v=nf0s10kCdfU#t=6m36s\">What brought Nico Bellic to Liberty City<\/a>?<span class='snote' title='9'>He&#8217;s looking for the person who betrayed his unit and got (almost) everyone killed.<\/span> The writer needs to ask the question, or the audience won&#8217;t care when we get the answer.<\/p>\n<p>But it&#8217;s not enough to just pose a question. The writer needs to make the question <b>relevant<\/b> to the story. The growth of this character needs to be tied to the events of the story, either practically,<span class='snote' title='10'>The character must overcome this personal problem before they can overcome the antagonist.<\/span> thematically, <span class='snote' title='11'>This character&#8217;s personal problem helps to illustrate or underscore some aspect of the story.<\/span> or (preferably) both. For example: Maybe this character makes poor decisions based on personal greed, and this causes them to make mistakes. So then when they are brought low, they do a Trauma Confessional where they explain that they grew up in desperate poverty. Their recent behavior is actually driven by the fear that they&#8217;ll somehow fall back into poverty, and this fear highlights what the writer is saying about the damaging effects of being poor.<\/p>\n<p>That&#8217;s nice, but none of this will mean anything if we don&#8217;t <b>care<\/b> about the character in question. So before they do any of these other things, the writer must first kick off the story by introducing us to this person, humanizing them, and getting us to root for them despite their flaws.<\/p>\n<p>All of this leads to a dependency chain:<\/p>\n<ol>\n<li>Introduce relatable character.<\/li>\n<li>Reveal the central conflict of the story.<\/li>\n<li>Illustrate the character&#8217;s flaw.<\/li>\n<li>Pose the question of why the character behaves this way.<\/li>\n<li>Tie their flaw to the central conflict.<\/li>\n<li>Have a catalyst event that causes introspection or candor.<\/li>\n<li>Stop for the Trauma Confessional where we finally learn the source of the behavior<\/li>\n<\/ol>\n<p>That&#8217;s <b>seven<\/b> different scenes \/ story beats, all of which need to be done in the proper order and all of which need to land in order for this confessional scene to really work. And keep in mind that all of this stuff is linked to the other character arcs in complex ways. A well-told story often forms an interlocking structure of moments that depend on one another.<\/p>\n<p>And then a game designer &#8211; thinking himself to be a writer &#8211; watches the movie. He only understands the Trauma Confessional scene in isolation. &#8220;Bah. That&#8217;s easy!&#8221; he says. &#8220;You just need character A to tell a sad story to character B. I can totally do that.&#8221; So he has a Trauma Confessional scene without laying any of the necessary groundwork. The result is concentrated, weapons-grade cringe.<\/p>\n<p>The same goes for countless other kinds of scenes. A confession of love. A promise of vengeance. A betrayal. A cataclysmic showdown. A poetic death. A tragic death. <a href=\"?p=28646\">A shocking surprise death.<\/a> A resurrection. A tense standoff that ends peacefully. These are all scenes that &#8211; when executed properly &#8211; will leave an impression on the audience. Some of those audience members will fail to understand the time and care required to set these moments up. And some of <b>those<\/b> people will go on to write videogames.<\/p>\n<h3>Bad Cinematography<\/h3>\n<p><a href='?p=48870'><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/rage2_cross1.jpg' width=100% alt='Sure, our cutscenes are long, boring, and unpleasant to look at, but we make up for it by having lots of them!' title='Sure, our cutscenes are long, boring, and unpleasant to look at, but we make up for it by having lots of them!'\/><\/div><\/a><div class='mouseover-alt'>Sure, our cutscenes are long, boring, and unpleasant to look at, but we make up for it by having lots of them!<\/div><\/p>\n<p>A lot of bad stories have the additional problem of being badly told. While the two aren&#8217;t necessarily linked, <span class='snote' title='12'>It&#8217;s possible to have a great story with a bad presentation, or vice-versa.<\/span> they do have a common root cause: Someone watches a movie, perceives only the superficial details, and then assumes that they can easily make their own work of similar quality.<\/p>\n<p>Bad cinematography is different from bad writing, but the failings of the cinematographer can end up being blamed on the writer. Excessive <a href=\"https:\/\/en.wikipedia.org\/wiki\/Shot\/reverse_shot\">shot\/reverse shot<\/a> can make serviceable dialog feel stilted and boring. Zooming in on rendered <a href=\"?p=44397\">faces that don&#8217;t emote<\/a> will create dissonance between a hammy voice actor and a stoic face, and that can make the dialog feel &#8220;bad&#8221;, even if there&#8217;s nothing strictly wrong with the script as written. A failure to visually establish props and geography can leave the audience with the nagging impression that elements are entering the scene from out of nowhere. A lack of a proper soundscape can make the world feel fake and lifeless. Too little color filter can leave the footage feeling kind of flat and boring. <a href=\"?p=30940\">Too much color filter<\/a> can make it numbing, distracting, or confusing.<\/p>\n<p>If the art team aims for photorealism, then everything gets harder. Animated characters can sit still and blink, because they&#8217;re drawn by hand and we&#8217;re used to their stillness as a cost-saving measure. But flesh-and-blood actors fidget. They emote. They redirect their gaze based on mood. They change facial expressions based on what the other person is saying. But if a game designer tries that same scene with aspirationally photoreal models, then their stock poses and limited facial movement will give the whole scene a weird &#8220;community theater&#8221; vibe.<\/p>\n<p>Maybe the writer imagined a moody, intense meeting with a stranger in a shadowy corridor. But then they didn&#8217;t explicitly tell the cinematographer about it in the script. Or the cinematographer didn&#8217;t understand the directions. Or the game engine couldn&#8217;t create the required mood with the given art assets. Whatever. Someone dropped the ball, and so this &#8220;moody&#8221; meeting ends up taking place in uniform lighting and the stranger ends up looking like a bored nobody instead of a faceless enigma.<\/p>\n<p>Making movies is really hard!<\/p>\n<h3>Writing is Treated as Modular<\/h3>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/stock_frustrated3.jpg' width=100% alt='I don&apos;t understand why you keep asking people what the gameplay is like and where the story takes place. Look, just write us a story and we&apos;ll add it to the game when you&apos;re done. Don&apos;t bother everyone else with your weird questions.' title='I don&apos;t understand why you keep asking people what the gameplay is like and where the story takes place. Look, just write us a story and we&apos;ll add it to the game when you&apos;re done. Don&apos;t bother everyone else with your weird questions.'\/><\/div><div class='mouseover-alt'>I don&apos;t understand why you keep asking people what the gameplay is like and where the story takes place. Look, just write us a story and we&apos;ll add it to the game when you&apos;re done. Don&apos;t bother everyone else with your weird questions.<\/div><\/p>\n<p>All of this is made worse by the fact that game designers often see writing as just another game asset. Modelers make the polygons, animators make stuff move, and writers make the words. But if you&#8217;re going for that &#8220;cinematic&#8221; vibe, then you need a finished script<span class='snote' title='13'>Or at least, a completed story-arc and worldbuilding notes.<\/span> <b>before<\/b> you start putting the game together. Note that Hollywood occasionally tries to make a movie before they have a working script, and the result is usually <a href=\"https:\/\/www.youtube.com\/watch?v=mDclQowcE9I\">a disaster<\/a>. If the postmortems and GDC talks I&#8217;ve seen are to be believed, then game designers make this mistake constantly.<\/p>\n<p>Like I said before, good stories often have a lot of interdependent scenes. Character arcs need to be relevant to the events of the story, which needs to have a clear central conflict, which needs to fit with the themes, which needs to be revealed through dialog and action, which needs to be carefully paced to keep the viewer interested. This is a difficult task, and it takes time to do it well. Templates like the <a href=\"https:\/\/en.wikipedia.org\/wiki\/Three-act_structure\">three act story structure<\/a> can help the writer by giving them a solid starting point, but having a blueprint does not save you from needing to build the house. You still need to put the work in and assemble the parts.<\/p>\n<p>Cinematic games<span class='snote' title='14'>Or rather, &#8220;&#8221;&#8221;cinematic&#8221;&#8221;&#8221; games.<\/span> have all of the above requirements, <b>plus<\/b> all of those elements need to work with the gameplay. The only way to do that is to make sure the writing is done before you start building the world. Writing isn&#8217;t some cosmetic element that you can staple onto the game later in development.<\/p>\n<h3>The Systemic Dysfunction of Cinematic Games<\/h3>\n<p><div class='imagefull'><img src='https:\/\/www.shamusyoung.com\/twentysidedtale\/images\/swjfo_secondsister4.jpg' width=100% alt='My actions have no impact on the story, just like in a REAL movie!' title='My actions have no impact on the story, just like in a REAL movie!'\/><\/div><div class='mouseover-alt'>My actions have no impact on the story, just like in a REAL movie!<\/div><\/p>\n<p>Usually my blame-chain looks like this:<\/p>\n<ol>\n<li>The publisher wants the prestige (and money) of a Hollywood blockbuster.<\/li>\n<li>Making matters worse is that the company is run by ancient non-gaming dinosaurs. They can&#8217;t judge things like combat mechanics, leveling mechanics, gameplay loops, class balance, and all of the other things that concern the actual consumer. So anyone pitching a game to CEO Oldie McGolfputt needs to have SOMETHING the suits will understand, which usually means a cutscene-driven story game.<\/li>\n<li>As a result of #1 and #2, the publisher is drawn towards storytelling as a central pillar. At the same time, the leadership doesn&#8217;t know anything about moviemaking.<\/li>\n<li>The studios are full of game developers with no training in story construction, cinematography, wrangling voice actors, or directing movies. <b>Which means the company leadership is drawn towards pursuing a kind of product that their own staff is generally unqualified to produce<\/b>.<\/li>\n<li>And finally, every team is likely to have one or two designers who think they can do all of those things, because they don&#8217;t understand just how difficult and complex screenwriting, direction, and cinematography are.<\/li>\n<\/ol>\n<p>This is the way I think of EA, Activision\/Blizzard, and Ubisoft. I think this leadership problem is at the root of a lot of our gripes with this dumb industry.<\/p>\n<p>However, this doesn&#8217;t really apply to <b>all<\/b> publishers. For example, I get the impression that publisher Zenimax is pretty hands-off, and I don&#8217;t see them pushing their developers towards being &#8220;cinematic&#8221;. Bethesda has become infamous for their horrible storytelling, from bad plotting, to cringe dialog, to potato-faced NPCs vomiting clunky exposition from their barely-animated mouths. But I get the sense that Bethesda&#8217;s dysfunction comes from much lower down on the totem pole. My guess is that it&#8217;s more of a problem with company culture than with the people at the very top.<\/p>\n<p>Outriders is published by Square Enix. Ten years ago, I would have pointed to SE as an example of a company that was doing things right. But things seem to have taken a turn over the last few years. The rebooted <i>Tomb Raider<\/i> series started off a little wobbly and has been in sharp decline since then. <i>Marvel&#8217;s Avengers<\/i> is reportedly a mind-numbing grind designed to funnel people towards the cash shop, but in the rare moments when it can be bothered to tell its story it&#8217;s apparently a cavalcade of cringe. <a href=\"https:\/\/en.wikipedia.org\/wiki\/The_Quiet_Man_(video_game)\">The Quiet Man<\/a> scored <a href=\"https:\/\/www.metacritic.com\/game\/playstation-4\/the-quiet-man\">a humiliating 28% on Metacritic<\/a>, and while the story wasn&#8217;t the only problem with the game, it was still <b>a<\/b> problem. And as bad as those other games were in terms of storytelling, it seems that <i>Outriders<\/i> still managed to attain a new low.<\/p>\n<p>(This is not to say that <b>everything<\/b> released by SE is bad. The <i>Life is Strange<\/i> series isn&#8217;t really my thing, but it seems to really resonate with the intended audience. The <i>Nier<\/i> games are pretty interesting. And we can&#8217;t really complain about the avalanche of legacy titles they&#8217;re re-releasing for new hardware.)<\/p>\n<p>I honestly don&#8217;t know what&#8217;s going on at Square Enix. My guess is that we have a Japanese leadership in charge of western studios, and maybe that makes it hard for the leadership to appraise the quality of the work the team is putting out. We have a Japanese leadership in charge of a western developer, who is imitating western movie studios, by making a western-style story intended for a western audience. Even if the SE leadership has the skills and knowledge to spot the problems with these games, there&#8217;s always the cultural barrier to worry about.<\/p>\n<blockquote><p>Wow, this seems like crap to me. But I don&#8217;t know. Maybe this is what those crazy Americans are into? I can&#8217;t tell. I guess we have to trust these people to understand their own culture. Ship it.<\/p><\/blockquote>\n<p>So that&#8217;s my take on why writing sucks. The publishers aim for cutscene-heavy design yet fail to hire people suited for that sort of work. Writing is bolted onto a game as if it was a cosmetic element instead of making it part of the foundation. The non-storytellers in the trenches wrongly assume they can make a movie. None of the higher-ups know how to analyze a story to see if it&#8217;s working, so there&#8217;s no safety net for a project with a terrible writer.<\/p>\n<p>I know <a href=\"?p=49168\">I give Dark Souls a hard time<\/a> on this site, but I actually think the Soulsborneo design is a really good way to approach the integration of gameplay and story that doesn&#8217;t require every team to have their own <a href=\"https:\/\/en.wikipedia.org\/wiki\/Steven_Spielberg\">Steven Spielberg<\/a> + <a href=\"https:\/\/en.wikipedia.org\/wiki\/Roger_Deakins\">Roger Deakins<\/a> duo. Sure, you still need a decent writer to make passable dialog and build a world. There&#8217;s no magic formula that will make this problem <b>easy<\/b>. But if developers lean towards the approach of making the setting itself the story, they can free themselves from a lot of the complicated structural problems I talked about earlier.<\/p>\n<p>Sadly, I think even this step is beyond them. When a developer signals that they&#8217;ve decided to make their own Soulsalike, they usually mean, &#8220;The game is really unforgiving.&#8221; <a href=\"?p=50501\">SW\u2122JFO\u2122<\/a> borrowed from Souls games in a mechanical sense, but when it came to storytelling it continued to lean on the &#8220;Play the game to see the next static scene in the movie&#8221; school of design.<\/p>\n<p>My guess is that we shouldn&#8217;t expect this problem to get better anytime soon.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Leslee Beldotti sent a question to our podcast this week. As I thought about the topic, I realized it was too big and I&#8217;d never be able to do it justice on the show. We&#8217;ve touched on this topic many times in the past, but we&#8217;ve never gone in-depth. So here it is&#8230; Dear Diecastians, [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[102],"tags":[],"class_list":["post-52945","post","type-post","status-publish","format-standard","hentry","category-weekly-column"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/52945","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=52945"}],"version-history":[{"count":26,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/52945\/revisions"}],"predecessor-version":[{"id":52971,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/52945\/revisions\/52971"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=52945"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=52945"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=52945"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}