site banner

Culture War Roundup for the week of April 15, 2024

This weekly roundup thread is intended for all culture war posts. 'Culture war' is vaguely defined, but it basically means controversial issues that fall along set tribal lines. Arguments over culture war issues generate a lot of heat and little light, and few deeply entrenched people ever change their minds. This thread is for voicing opinions and analyzing the state of the discussion while trying to optimize for light over heat.

Optimistically, we think that engaging with people you disagree with is worth your time, and so is being nice! Pessimistically, there are many dynamics that can lead discussions on Culture War topics to become unproductive. There's a human tendency to divide along tribal lines, praising your ingroup and vilifying your outgroup - and if you think you find it easy to criticize your ingroup, then it may be that your outgroup is not who you think it is. Extremists with opposing positions can feed off each other, highlighting each other's worst points to justify their own angry rhetoric, which becomes in turn a new example of bad behavior for the other side to highlight.

We would like to avoid these negative dynamics. Accordingly, we ask that you do not use this thread for waging the Culture War. Examples of waging the Culture War:

  • Shaming.

  • Attempting to 'build consensus' or enforce ideological conformity.

  • Making sweeping generalizations to vilify a group you dislike.

  • Recruiting for a cause.

  • Posting links that could be summarized as 'Boo outgroup!' Basically, if your content is 'Can you believe what Those People did this week?' then you should either refrain from posting, or do some very patient work to contextualize and/or steel-man the relevant viewpoint.

In general, you should argue to understand, not to win. This thread is not territory to be claimed by one group or another; indeed, the aim is to have many different viewpoints represented here. Thus, we also ask that you follow some guidelines:

  • Speak plainly. Avoid sarcasm and mockery. When disagreeing with someone, state your objections explicitly.

  • Be as precise and charitable as you can. Don't paraphrase unflatteringly.

  • Don't imply that someone said something they did not say, even if you think it follows from what they said.

  • Write like everyone is reading and you want them to be included in the discussion.

On an ad hoc basis, the mods will try to compile a list of the best posts/comments from the previous week, posted in Quality Contribution threads and archived at /r/TheThread. You may nominate a comment for this list by clicking on 'report' at the bottom of the post and typing 'Actually a quality contribution' as the report reason.

5
Jump in the discussion.

No email address required.

This is based off a comment I made to a group of friends, and it was suggested I post it here; I've edited it to be more approachable but please forgive any poorly explained references.

I am continuously boggled by how bad the drop off in video game writing has been. Inversely, it’s shocking how passable and even good it is coming from (mostly text based) games in the 90s and early 2000s. The people making those stories were often programmers with no creative history, so it’s surprising to me that they were able to put out such quality writing with any level of consistency.

Take the Mac game Marathon. There are definitely duds in the writing, mostly Durandal (a recently gone-insane AI) being wacky, but the majority of the writing is pretty good. Even the “computer being crazy” was a somewhat fresher concept, so I’ll excuse the missteps. More than that, the writers Jason Jones and Greg Kirkpatrick were still in/barely out of college when they made Marathon. That’s just astounding to me given the quality of some of the terminals.

The other example is Ares, another 90s Mac game (guess when and how I grew up). It's a much smaller game, with a less sprawling story, but what is there is pretty good quality. It’s not Marathon level writing, but its development was even smaller scale - basically a one man show. One guy was able to code an entire game, write the music, and write the story, and it’s all passable at absolute worst. Even more than the overall story, the quality of the writing on a basal level is quite good.


My question is how did this happen? Thinking on it has given me three main possibilities:

The first is just that the people making games - and particularly their stories - have changed. As the coding and graphics and scale get more complex, you can’t juggle everything as the project lead and reasonably be able to produce anything above indie level. I definitely think this is the majority of it. But I also think culture has an effect on this, and my second and third theories touch on that.

Second is that I think it’s an indicator of the quality of education, and especially higher education, falling significantly. I have no evidence for this, but the amount of knowledge the creators of old had in their back pockets to make their stories feel genuinely vast and deep, not entirely myopic.

That leads me into my third theory, which is nerd culture at large falling apart completely. This isn’t a new idea, but it used to be that being a nerd required you to be immersed in whatever passion you had, often alone. Greg Kirkpatrick admitted he read a ton of sci-fi and played a ton of DnD, and he drew on both of those for Marathon. As a personal anecdote, my recently deceased grandfather is universally considered to have had Asperger’s. The breadth of how he lived is astounding, though. He built a house, engineered rockets, became computer literate on his own (well past when he'd have been expected to do so), raced bikes, and played music. Absolutely a renaissance man in every way. In all I don’t see nerds and the autistic (they’re correlated) having near as comprehensive an upbringing. Maybe it’s the death of reading, maybe it’s being terminally online. It's all just sadly lacking. I don't think I have to illustrate that the barrier of entry to "being a nerd" is basically just saying you are. On that note, there's a trend of “nerds” that are just English majors who played games, which might explain how a lot of dedicated professional AAA video game writers are so bad.

As a counterpoint, Prey 2017 had its story written by its lead developer, as well as some of the music. I think the fact that it’s so good is a testament to the need for a game to have its own solid vision, even as the scale increases. Maybe that’s the root cause more than anything else.


Some additional considerations (and my responses to them):

  1. Video games have exploded in popularity. The amount of quality writing (and writers themselves) may have actually increased, but the signal-to-noise ratio has increased exponentially. I often find myself completely blindsided by games that I find quality, in that I've never heard of them before either being told via word-of-mouth or essentially stumbling upon them. I find this very much to be like music. If you look at the most popular music, I'd argue that it's in an awful spot, being borderline unlistenable while also being more popular than ever before. However, if you take the time to look for a niche, you can find some amazing stuff, even today, and it's all at your fingertips on YouTube. This of course torpedoes a bit of my thesis that quality has gone down, but I'll similarly pivot it as I do with music: Why is it impossible for games at the highest level of production and scale to have quality stories?
  2. I've noticed that sci-fi games are far more likely to qualify as "quality writing" for me. Even my contemporary examples (such as Prey) are sci-fi as well. That's not to say I can't enjoy other types, but I'm wondering if I either have a bias; if sci-fi lends itself to deeper writing, or attracts writers who can do so; or both. Note that I can give some very bad sci-fi examples of games (I am outspoken in how much I find Mass Effect completely awful in almost every way).
  3. I mentioned that my best examples are games with text-based dialogue and story. Perhaps those are easier to write, given that the player can mentally fill in lines in a way that makes sense to him. If you've ever looked up videos about Marathon, you have most definitely run into people reading the lines from the story out loud. I've yet to find a reading that hasn't made me cringe. I'm wondering if voice acted dialogue is just harder to write (and harder to fill with competent performances). But even then, a game I really love called Alpha Centauri has both written and voiced dialogue, and the voice lines are so good that they are literally chilling at times. That's a game from a group of about eight people, so that's an indicator that they just had to have the direction, wherewithal, and talent to see through their stories properly.

As regards structural changes in how games are made, I wonder if it would be useful to compare similar works written by the same authors?

To take a straightforward example - has Chris Metzen's writing, for instance, gotten better or worse over time? I'd argue that the original Starcraft has a compelling, well-written plot that serves the needs of its gameplay very well, but that Starcraft II is less well-written. This isn't the case for every mission, and of course some blame might attach to other SC2 authors like Brian Kindregan or James Waugh, but given that SC2's epilogue was all Metzen, and it's by far the worst part of that game's story, and of course he was involved in overall story development, it still seems a reasonable comparison.

Likewise his other franchises - World of Warcraft infamously has a horrible, broken plot, but how does it compare to Metzen's works in the 90s and early 2000s, like Warcraft II or Warcraft III? On the one hand, as much as WC3 is remembered as having a good plot, if you read it with clear eyes it's obvious that its script is extremely rough. (I am generally a big advocate for only judging game stories in the context of gameplay, rather than ripped out and read in isolation, but even just on the line-to-line level, a lot of this dialogue is just bad.) Perhaps you could make a case that Metzen's story writing ability was always relatively mediocre, especially when it comes to naturalistic dialogue (certainly his biggest weakness), and as such the restricted environments of WC2 or SC1 played to his strengths and concealed his weaknesses.

So if we consider a few possibilities, it strikes me as plausible that he hasn't gotten worse, but rather the more high-fidelity environments of modern games have made his shortcomings more evident. There might be something like the shift between theatre and stage - in SC1, for instance, detailed character acting is impossible, so every character speaks in long, hammy monologues, and dramatic speeches and over-the-top voice-acting need to carry most of the personality. Characters cannot emote any other way. Metzen's writing suits this style quite well, or perhaps that style trained him at an early stage to write in this super-broad, hammy way. However, this style is much less well-suited for a game like SC2, which has cutscenes shot much more like an animated TV show.

Anecdotally I feel like I see a similar transition in other game series, even if writers there have changed over time. If I compare the writing in Baldur's Gate II to the writing in Dragon Age: Inquisition, it's hard to resist the feeling that there's been a significant step down somewhere. Even going from BG2 to the critically-acclaimed Baldur's Gate III, it's hard to avoid the feeling that setting detail and plausibility, immersion, character depth, appealing dialogue, etc., have all taken a step for the worse. (Admittedly for setting this might be in part because BG2 was directly based on the extremely-high-quality setting material of AD&D2e, which for my money remains the apogee of D&D worldbuilding.)

Or even if we step away from RPGs - you're correct that going from Marathon to Halo Infinity feels like a major decline, but even within the same series, I'd argue that if you play the original Halo: Combat Evolved today, its writing is remarkably snappy and evocative, and compares favourably to its successors. As the series grew more popular, it also grew more bloated? Continuity bloat in long-running series can be a serious issue - this may also be one of Metzen's issues with WoW.

But I'm not sure continuity bloat can cover everything. If you go from the original Fallout (1997) to Fallout 4 (2015), there's a decline that I don't think you can blame entirely on franchise bloat. It might just be a less competent writing team (especially since New Vegas was so high-quality); I'd buy "Chris Avellone and Josh Sawyer are just good writers, and most people aren't as good" as an explanation (cf. recent well-written games by them such as Sawyer's Pentiment) in that specific case, but there may be other industry-wide trends as well.

So while part might be just that I remember good writing from the 90s but not the bad, I would also speculate that the changing nature of game writing due to technological shifts are a factor, as is the natural course of franchise decline and continuity bloat. Most long-running series, and this goes for literature, film, television, etc., decline in quality over time, and games are no different.

With Metzen... man, I just don't know. I never followed whatever the fuck happened with World of Warcraft past the vanilla experience. The cracks were showing in WarCraft III, at least for me, and StarCraft II was heart breaking in how profoundly stupid and masturbatory the story was. Do a thing, undo a thing, redo the thing. I hated it.

I just don't think Metzen's ability to story craft grew with his ambition to be "epic". He was perfectly able to do some rudimentary world building and a pulp fantasy storyline, largely following Carmack's old formulation that story in games was like story in a porno. When he tried to make the story good for it's own sake he fell flat on his fucking face. Maybe he got lucky with StarCraft, probably the singularly good story he did.

I think this is just part of the broader signs that our culture is dying. Nobody tries to tell a tried and true story with any sincerity anymore. Everything is endless subversion. Heal turns, face turns, pointless soap opera drama. I've come to loath all that deeply. It feels like we can't even create stories anymore, much less anything more substantial.

I believe there's a G. K. Chesterton passage somewhere about age and fatigue in a society. A society created last week might have very high average age, and be senescent and likely to die soon; a society created a thousand years ago might be full of vigorous members of a young age, and set for the future. I wonder if something similar might apply - the more a people's storytelling is obsessed with the young, the new, the innovation, the deconstructive, the more that's a sign of the people's age and stagnation. Meanwhile retelling the old classics is not a sign of decrepitude, but rather one of vigour.

If nothing else, what types of stories do you tell to children? It's the old classics and the tried-and-true. Daring deconstructions are stories for old, cynical people. The young and vital like to hear the same old thing.

That said, I think there are some older stories out there if you look for them, though sometimes you might have to look to non-Western developers. I've heard good things (and am slowly making my way through) Unicorn Overlord - it seems refreshingly straight-down-the-line, and is gorgeous to boot.

I've heard good things (and am slowly making my way through) Unicorn Overlord - it seems refreshingly straight-down-the-line, and is gorgeous to boot.

Funny you mention that. I'd heard enough positive chatter about it that I bought it on sale and jumped in almost completely blind. I've been very pleasantly surprised, and I'm about 4 hours in.

I am tremendously salty about the lack of PC port.