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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.

The loss in quality in video games must also be mentioned. I don't know enough about the field to understand how improving technology has changed it; I assume as engines and graphics continue to improve, the demands for their effective functioning also rise, so studios, to a point, need to hire more people than teams of the past. At the same time the lovely little LOZ-riff indie title Tunic was mostly done by 1 guy, and while to modern standards for graphics and length it's unremarkable I do think its brilliance, and of course the other 1-guy masterclass of Stardew Valley reveal the core problem in the gaming industry: too many people.

Halo 3 to the day is one of the most technically impressive games ever made and compared with modern studios it was a skeleton crew of some dozens of staff. The campaign, though quite brief compared to CE and 2, is memorable, has excellent setpieces, and still holds up (just played through it again.) After the campaign, their attention was not spared when it came to the multiplayer. First was a robust replay system, it wasn't the first replay system, but it was fantastically done, I filled my 360 hard drive with noscope clips I was able to pull via downloading the replay at the end of a match, then cutting the segment from the replayed game, often recording at additional angles for pierce-through-multikills or sniper ricochet shots. Then there was the excellent map editor, allowing significant customization of what weapons and vehicles spawned on maps, where players spawned on maps, and the gameplay rules for those maps. Where Zombies had been a popular custom game mode in Halo 2, they gave it full support in the Halo 3 mode of infection and variants of maps designed to have fortified positions from which to mow down the endlessly-respawning zed team. The real meat of these were basically gone at the launch of Halo 4 despite it also being on the 360 and "despite" them having significantly more employees. Again I don't know the field, but I know enough to know about Brook's Law. What are all those extra hires really doing?

Overproduction of managers/elite is a known thing, I'm sure someone else has made the observation of this really seeming to be a problem in everything, overproduction of ostensibly qualified workers for every sector. Video games went from very niche to an industry where single companies could make a billion dollars per month, it's no wonder so many people started graduating after an education pipeline meant to get them in the industry, in whatever specialty. People who didn't really want to work on video games, but think it's something they could do because they like video games, or people who didn't think much of their options. A lot of them being "writers" who would prefer to be authors or working in Hollywood, but while they don't have the chops to do any of that, they have a degree and they know someone in the industry or especially they fill the right checkboxes, and they're hired in and their incompetence makes it into the game, either in the writing or downstream of their slow and low-quality asset/programmatic work on the game.

All that said, my GOAT stack is the probably-normiecore of Cyberpunk 2077, Baldur's Gate 3, and Red Dead 2. It's a good time to be playing games, industry struggles ignored.

tl;dr: IMVHO, because of the size of the industry, too many people resort into working in video games rather than the earlier days of the field being mostly obsessive nerds powerfully driven to create

Also, AI is coming for video games just like it's coming for Hollywood. Bug testing and QA may never go away, but in our lives we will soon enough see a wide field of auteurs like Eric Barone and Andrew Shouldice, except they'll be putting out titles on the level of Deus Ex and Halo.

Brookes law

You mean marginal utility of labor goes negative. Econ 101 stuff.

I'm not disparaging you for citing it, but I am a bit dissapointed that there are so many "<Pronoun>'s Laws" out there that are just reskinned version of a well known generalized pattern.

The global knowledge base needs a refactoring just about now. There's too much redundancy.


Fuck you Brooke. I can reskin econ 101 shit too and apply it to Basket weaving or rice farming, or something. Where is my Wikipedia page ?

Probably generally fair but as Fred Brooks wrote the Mythical Man-Month in 1975 it seems appropriate in talking about overstaffing issues in software projects nearly 50 years later.