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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):
Deus Ex released in May 2000 with memorable writing, interesting choices, and a deliriously complicated setting. Between the cool factor and the memes, it’s remained relevant for decades.
Daikatana also released in May 2000, featuring…none of these things. It’s best known today for its questionable marketing.
I don’t take this as evidence of a trend in game writing or production. Our impressions are formed by outliers rather than the mean or median or even modal game for a year. We still get vivid, cohesive experiences from developers with a vision. Have you played Disco Elysium yet?
I loved DE for the most part, but maybe I'm alone on this, but I felt it didn't quite stick the landing. In the early and mid parts of playing the game I was sure I would replay it in the future, at least once. I ended up not doing that because the ending deflated my enthusiasm.I got a "good" one after taking care of my character throughout. It kinda took away the mystique of the whole thing though, ending up pretty much "just-so". It was okay, not unbelievable. But I wanted something more than social realism. A lone, bitter old man who wanted to kill someone who got a woman he couldn't get, or something, partly due to being on the losing side of things as a communist. And some cryptid creature. What was the point of the journey? Harry ending up, for me, as slightly less of a wreck compared to the start. Cool, I guess... I would have wanted to hear more about the whole thing about the world being swallowed up by the Pale or whatever.
I’m aiming to finish the game this weekend, so I won’t get to your spoilers yet. I got up toconfronting her before dying to a heart attack and shelving the game for a bit, and next thing I know, there’s been several patches.
It’s been on my mind recently after reading Sacred and Terrible Air, which…wow, that’s a book for a certain kind of Mottizen.
Good thing I used spoiler tags then. :D Have fun!
Has that book been released in English? Do you recommend it? What kind of Mottizen?
I appreciated the tags.
There are two English translations. I read this one, which was completely a volunteer effort. The other one was commissioned by fans; I’m not sure how the two differ.
It’s brilliantly written. If you enjoyed the prose stylings, the setting, the grotesque cast of DE, you will find more of that. Naturally, it’s also hilarious in that understated way.
There’s also excellent thematic cohesion. I hesitate to call it “commentary,” but…there’s a setting, and a plot, and these characters, and they all come together in service of a very specific feeling, sensation, zeitgeist.
Perhaps you can see what kind of Mottizen I meant. The people who catch a glimpse of this feeling, but don’t just latch on to it unexamined. The ones who want to really interrogate their longing. I can’t stress enough how rare it is, the way SaTA engages with this.
There’s so much more I want to say, though I need to finish DE before I risk further commentary. Suffice to say I found the book very, very technically impressive.
But there’s a catch.
My understanding is that one or two sequels were intended. With the collapse of ZAUM, it’s hard to imagine that we’ll ever get them. And SaTA cries out for just a bit more. It comes to a halt at a bizarre point in both plot and setting. Not rushed, but abrupt. I would describe it as two-thirds of an amazing book.
Depending on which parts of this review line up with your experience of DE, you may find SaTA fascinating or disappointing. Either way, there will probably be some frustration. I feel that, but I don’t regret reading it at all.
I'm still not entirely clear what went on there, but wow. Talk about getting what you wished for and the need to be careful when wishing. One taste of success, and suddenly all the comradeship goes out the window. A shame, I would love a sequel. Hard to know what the story would be, but there's enough of the world and its history that you could set it in a different part of the world, new characters, and still have a fascinating game.
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