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Culture War Roundup for the week of April 15, 2024

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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.

another 90s Mac game (guess when and how I grew up)

Just to point out the obvious: Macs in the 90s were very much not the main gamer platform. It was almost a joke, how few games got ported to the mac. I mostly used macs in school, where I think it was seen as a plus that the only "games" on the mac were educational games. Instead it had its own, somewhat artsy-tartsy culture. I've never heard of those games you mentioned, but i'm not surprised the platform might have attracted some games with more sophisticated writing than the mainstream of Nintendo and MS-DOS.

Overall I'd say, "game writing was never good." Most classic games barely even had writing, either because it was pointless for an arcade-action game, or because there just wasn't enough memory or disk space then to handle a lot of text. Japanese games had an especially tough time with text.

And, aside from technical issues, a lot of games just don't need a lot of writing, and made a design decision not to include it. They tell the story in other ways. Famously John Carmack decided to put only the bare minimum of story into Doom because “Story in a game is like story in a porn movie, he said. “It's expected to be there, but it's not important.". It's only in more recent years that it's just expected that every game must have some sort of story, with full-time writers cranking out the content. And so much of that content is just blatantly regurgitated from the limited Nerd Canon of Lord of the Rings/DnD/Star Wars/Star Trek, it's long since been exhausted, and the whole medium of "interactivity" just doesn't fit with having a fixed pre-written story.

Overall I'd say, "game writing was never good." Most classic games barely even had writing, either because it was pointless for an arcade-action game, or because there just wasn't enough memory or disk space then to handle a lot of text. Japanese games had an especially tough time with text.

And, aside from technical issues, a lot of games just don't need a lot of writing, and made a design decision not to include it. They tell the story in other ways. Famously John Carmack decided to put only the bare minimum of story into Doom because “Story in a game is like story in a porn movie, he said. “It's expected to be there, but it's not important.". It's only in more recent years that it's just expected that every game must have some sort of story, with full-time writers cranking out the content.

I think this actually explains why game writing in the past was good compared to now; having barely any writing because they didn't need a lot of writing can be very good writing, if it serves it purpose exactly as needed. To build on Carmack's analogy, a film whose entire script is: "Did you order the pizza with extra sausage?" "Yes, but I'm afraid I don't have any money. How ever will I pay you?" or the like has much better writing than something like Rise of Skywalker. The writing in the former doesn't need to be any longer or deeper than that in order to accomplish its goals, and trying to accomplish more with the writing would likely be counterproductive. With the greater production values and focus on narrative in many modern AAA games, writers have a lot more degrees of freedom, which means more room for error and also more rope to hang themselves with. That's even without considering the overt attempts at injecting ideological messaging that has plagued much of modern writing, in games and other media, which was much less common in older games, in a large part just due to older games not having as much writing.

This I can get behind, and says better what I was trying to say below about game writing being load bearing. Game writing is, or was, engineering, just like making the rest of the game was. Both on the level of "How much room do we have on the screen/in memory to fit words" and also "What is the greatest economy of language we can use to maximally support the world being built?" Many times a lot of this writing was only found in the manual.

I'm going to riff off Diablo for a minute. Grabbing my ancient manual off the shelf, it has so many casual hints of a greater world. Like King Leoric sending the warriors off in a war against a northern kingdom of Westmarch. The rogue is from a mysterious order, who's purpose is never disclosed. The sorcerer is just one of many mage clans from the far east. And then of course the bestiary and the history, written from the perspective of an in universe character, vastly flesh out the world.

And what is the actual game? 16 levels of a dungeon in a singled ravage town. Unknown "black riders" recently came through devastating it. Lazarus had just lead a party into the dungeon to be trapped and killed by the Butcher. Now go. 95% of the lore in the manual doesn't directly come into play. It just builds a world hinted at. A world, IMHO, Diablo 3 largely ruins. Never bothered with 4. 2 did alright I guess.

It actually reminds me that a lot of my favorite fantasy novels or CRPGs emerge from home brewed table top RPG settings that the creator steeped in with his friends for years before he put pen to paper for the first time. I believe that's how Malazan Book of the Fallen got it's start. I think Record of Lodoss War as well?

You are reminding me of a childhood where I toted around Blizzard game manuals in my school backpack so I could read them on the tram and show them off to friends. I also played through D1 recently after maybe 15+ years or so, and found the writing and atmosphere holds up superbly even without all the extra worldbuilding from the printed pages.

When people say D1/D2 are better written than the following sequels, there's often some pushback that wants to eagerly point out how little story and dialogue were in those first two games. To which I say "Yes, and how did Blizzard manage to fuck that up so much".

You are reminding me of a childhood where I toted around Blizzard game manuals in my school backpack so I could read them on the tram and show them off to friends.

Are you me? I got yelled at so much in my middle school geometry class for reading the WarCraft II manual instead of paying attention. There were some absolute gems among manuals back then. Blizzard had some of the best, but Interplay and Westwood tried too. I got this Encyclopedia Frobozzica with Return to Zork, had me howling with laughter despite not having played any of the games before. The diary that came with Zork Nemesis that may have been from a version of your character that time travelled into the past and got killed seeded the plot well too.