State of RPG Writing by RPG Codex member

Black Angel

Grand Inquisitor of the Ordo Hereticus
Pretty recently RPG Codex posted an article by one of their member regarding state of RPG writing. An excerpt I copy-pasted from their discussion thread on the article:

The third major issue is an important one for many reasons, primarily because it helps unveil even further the incompetence and lack of creativity that sits deep inside game developers. I am referring, of course, to the shallow copying of elements from other media, which don’t really fit particularly well with video games, followed by developers hailing their products not as “games”, but as “interactive [x]” and the like. Interactive movies, books, shows and whatever other stupid fads that for some reason enjoy popularity are quite possibly the main reason why the whole video game world is stuck in place and refusing to move forward, despite the claims to the contrary that sing praises of “revolutionary new art forms”, which are supposed to be found in these pseudo-genres.

When you consider someone saying that they are making, for instance, an “interactive movie”, what does that really mean? It’s simple – “I can’t for the life of mine come up with anything original, so I’ll just take cues from other, hardly even related stuff.” Why this has been encouraged for years now is particularly puzzling when you try to turn the tables. Imagine someone saying he wants to “write a movie in a book format” or “paint a novel”. Doesn’t this sound awful or, at least, incompatible? Case in point, I read a book recently that started with the author saying, “this is the movie I’ve always wanted to write” – naturally, it’s very bad pulp sci-fi/fantasy that has been planned as a trilogy from the get-go. Every entertainment or art medium has its own qualities and characteristics that can’t work well when transplanted into another one, and I wonder when will game developers finally realise this, because representatives of other media have realised that long ago. Take, for example, this short video about Buster Keaton.

How old can we say cinematography, in the sense of long movies telling actual stories, was in Keaton’s time? Let’s say roughly 15 years. Already at that time did Keaton realise that your mute visual medium cannot function properly if based on text screens. So instead he focused on what the medium does stand for – action and visuals. We are now in 2017, video games have been around for over 35 years, they have turned into a huge industry and business, and we are still stuck with people who think that touting the hundred million billion word count in their new RPG is a good idea.

Why would it be? Because more words = more content = more gud (= more payment per word for hired hack writers, but I digress)? In a development update from March, inXile say that Torment: Tides of Numenera will have a whopping 1 million words. Naturally, this can be dismissed as just fake marketing fluff, but the message still highlights a problem: why is the word count a subject of marketing? The motive behind it is obvious because it has been the same for years now: our skilled writers want it to be like a book, and a book has lots of text! Commenting upon the absurdity of the idea can be safely skipped, so let us instead draw a comparison.

Consider Tolstoy’s War and Peace – perhaps it is slightly unfair to compare TToN and War and Peace because, ultimately, a game’s text structure is going to be much different from a book – it will need functional texts, item descriptions, different dialogue choices, etc. Indeed, much of the text content may even be exclusive of each other, if we take a very generous assumption that Torment will be non-linear enough to hide a lot of these words from the player during a single playthrough. But nevertheless, let’s do it, if just to indulge a kind of perverse flight of fancy and compare a “game-as-book” to an actual book.

The Project Gutenberg edition of the novel spans over 1890 pages and roughly 570k words. Tolstoy was a world-class novelist and a master of the written word, which was certainly a factor in him being able to produce this intimidating colossus. Torment, apparently, has almost double the word count of War and Peace. I have my doubts whether the writers at inXile profess the same writing ability as Tolstoy, and whether they can make this huge mass of words engaging enough for me to read, even if I’m supposed to read only half of it. Even worse yet, more comparisons could be made to material of a more similar category, like all the fantasy series that span multiple entries, and which certainly achieve even higher word counts when put together. I’m sure we can all think of at least one such series, and we can also agree that most of them are of rather poor quality. So perhaps the real question here is not whether TToN can compare to War and Peace, but whether it can be captivating enough not to sink into mediocrity along with all the other one-million-word fantasy drivel. I would say the prospects are bleak.
I haven't exactly read the article, but I've skimmed through the posts discussing the case study and it's pretty interesting. On topic of state of RPG writing itself, with all of its problem with lore dumps and such, I think AoD managed to do it right regarding the lore of the gameworld by hiding the lore behind, well, the Lore skill check. INT stat was also frequently checked if you role-play a character who want to bother with an on-going situation and what happened in the past, and you also need to have sufficient CHA before an NPC would even bother telling you their backstory.

And then, in Underrail, they managed to separate descriptive narration (like environmental situation and an NPC's appearance) from NPC's dialogue by coloring the description texts green, allowing the players to easily distinguish between the two, and so quickly focus on the dialogue if they aren't interested in finding out what an NPC looked like based on the description texts.

Anyway, with all of NMA's infatuation with Fallout and especially its writing, what do you guys think about the state of RPG writing (and maybe with games in general)?
 
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