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Notes -
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):
It may be related to Geeks, MOPs and sociopaths. When video games were a niche interest, the only people making them were nerds who were passionate about what they were making and had a vision in mind. Over time, the medium swelled into a multi-billion dollar industry, which attracted a bunch of people who didn't care about the video games for their own sake and were only in it for the money/as a stepping stone in their careers/using video games as a vehicle to advance a social agenda/all of the above. I don't know if this is true of video games, but it is definitely true of video game journalism.
This is not to say that passion is a necessary component of great writing (no one is more passionate about their art than some dork writing Sonic fan fiction), but a clumsy story written by someone who cares about what they're writing at least has an endearing quality compared to a mediocre story written by someone who only cares about the paycheque.
Do you mean sufficient effect?
For Sonic fan fiction, I bring you the lowest depths to which the human mind and soul can sink: https://youtube.com/watch?v=LCWoZEXyGU0
I think it's possible to write a great story when you don't feel emotionally invested in it, and equally possible to write a terrible story in spite of feeling very emotionally invested in it.
The former is definitely conceptually possible, but I am not sure it has ever happened. I think Dostoevsky claimed he was more or less a mercenary writer to pay off his debts, but I don't believe him.
Then your hypothesis is unfalsifiable.
The first example to come to mind is Chinatown, widely considered Roman Polanski's best film, which he himself said that he took on as a commercial project only, as a favour to Jack Nicholson.
Charles Dickens, Alexandre Dumas and Victor Hugo were paid by the line.
To quote TV Tropes (I've never read Pet Sematary but my understanding is that it's considered one of King's best novels):
The Money, Dear Boy article includes the following examples:
There are dozens more.
Pet Semetary is good, back before King's ego went the size of Jupiter and he got Too Big To Edit, and way before he finally ran out of inspiration (which is not to say that some of his latest novels haven't been good, there are a couple where he's shifted style to a smaller scale, but he's no longer the giant beast of horror as before).
I loved the ending, because you could see bad choices coming from a mile off, and yet it was understandable why the main character made that (very, very) bad choice. And King didn't wimp out of giving us that ending.
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