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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.

I want to do a sense-check to see if I agree with your core hypothesis. Here are a list of video games which I consider particularly well-written:

  • Vampire: The Masquerade - Bloodlines (2004)
  • Spec Ops: The Line (2012)
  • Soma (2015)
  • Max Payne (2001)
  • Metal Gear Solid: 1 (1998), 2 (2001), 3 (2003)
  • System Shock 2 (1999)
  • BioShock (2007)
  • BioShock Infinite (2013)
  • Portal (2007)
  • Psychonauts (2005)
  • Detention (2016)
  • Oxenfree (2016)
  • Gone Home (2013)
  • The Stanley Parable (2013)
  • Bastion (2011)
  • Silent Hill 2 (2001)
  • Far Cry 3 (2012)
  • Legacy of Kain: Soul Reaver (1999)
  • Blood Omen: Legacy of Kain (1996)

I count three games which came out in the past ten years, ten which came out in the ten years prior to that, and eight which came out in the ten years prior to that. This suggests that stories in games were finding their feet in the PS1 era, achieved a creative peak in the late PS2-PS3 era, and have been declining in quality since the onset of the PS4 era, with most of the interesting creative stuff happening in the indie space. However, this is a biased sample, as all of my gaming is done on PC and prior to a few months ago my laptop wasn't powerful enough to run any game which came out in the past five years.

This is a great list of narratively strong games but I think this misses something unique in how video games deliver narrative. The interactive nature of video games means that the reader/player can experience narrative through gameplay itself. Video games are distinct in this player experiential means of narrative communication.

Sekiro: Shadows Die Twice for example has the player personally experiencing being beaten down by it's punishing combat system, then getting passingly good at that system, getting over their fears within that system, and then experiencing mastery over it. The endboss line "Hesitation is defeat" is not just a good character line, it is an expression of what is being experienced by both the in-game character and also the player. You the player have to get past your desire for safety and instead fight on the knifes edge, and overcome. Your experience mirrors the character's own experience of repeated trial, overcoming of the desire for safety, and success. But there is little dialogue, just experience.

Victoria 2 has no narrative at all. It's a grand strategy game full of mathematical expressions of interest groups, migrations, military power, & prestige. But through repeated games you the player experience the narrative of what it means to be a nation amidst Great Power politics. Of the iron faced incentives structures set by the world around you. Play as france and you may find yourself willing to go to war over this pointless piece of land in Africa no one had ever heard before called Fashoda just as an excuse to start a war to devastate a nation simply to avoid them overcoming you economically and subsequently militarily. So you have to go to war now, before it's too late. But there is little dialogue, just experience.

Frostpunk is a city builder that takes place in a steampunk Victorian Era cold driven apocalypse. There are a few dialogues to set the tone or inform you about what's causing the next crisis. But overwhelmingly the narrative is told through decision making. The first time you play (before repetition causes desensitization) you sit grim faced at each challenge. You may demand people work extreme hours with no rest. Children into coal mines. The butchery of innocent sick and wounded just to make room for the next batch and because it's not worth it to recover them when food is so low. The sincere temptation of dictatorship or religious fanaticism just to keep control of the populace long enough to make it to the next day. 'we can always loosen things up later' you tell yourself. Your jaw has been clenched for three hours without realizing it as you make Sophies Choice tradeoff decisions that you deem necessary because your people are all that's left and The City Must Survive. But there is little dialogue, just experience.

I think video games have a really powerful means of getting a person to emotionally understand a narrative or setting in a way that books and movies simply canot. It's different to read an idea or see it versus being personally constricted by a system and condemned to navigate a world within it's rules. So while I think your list is a fantastic set of games, a golden age even, I think your comment on decline since the ps4 overlooks how games more broadly can communicate narrative outside of the traditional considerations of dialogue or imagery.

I got to agree that the highest achievement for a game is to be able to carry its narrative in its gameplay. To do the opposite of the often mentionned ludo-narrative dissonance and achieve ludo-narrative convergence.

Another example that attempts to achieve both kinds of narrative crafting (both through writing and ludo-narrative convergence) I'd say is Death Stranding. It only achieves ones of them (ludo-narrative convergence), the writing being symptomatic of a man who has been told too much he is a genius and started believing it. But the way the gameplay is structured seems to be tailor made to reinforce the game's theme: cooperation is better than isolation. The game forces you to forge ahead in areas that are without any infrastructure, and that is where things are at their most risky. Once the region is connected, you can build infrastructure, but the costs are usually exorbitant, requiring unfun grinding to achieve. But the online system sometimes puts other people's constructions in your game, the more time you spend in a region helping the NPCs the more help you get from other players, and what was once difficult treks across inhospitable terrain becomes trivial milk runs due to all the roads and bridges you've made. And eventually you're spending hours building a zipline network in the most challenging region of the game not even for yourself since you don't have to stay there anymore, but for other players to enjoy. The game makes you altruistic. Not by forcing cooperation onto you or by heavily incentivising it, that would be meaningless, but by making you feel grateful for other people's help and by making you feel the gratitude of others (those almost meaningless likes you get when someone mashes a button on infrastructure you built).

I don't know if I can think of any game in older generations that have achieved such a tight integration of narrative in its gameplay. It's the exact opposite of Spec Ops: The Line.

In a rather similar vein, I really enjoyed the narrative and dialog in Firewatch (2016), even if, in some ways, it's more of an interactive novel. It's probably not for everyone, but the menu option to play with only a map and compass is an interesting vibe, too.