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What I don't get is that we have people like you whining about how cruel and unfair critics are when they call clichéd writing clichéd -- and then the VERY SAME PEOPLE whine when some mainstream gaming site gives a blowjob review to some Oblivion. What's it gonna be, Alrik? You can't have it both ways. |
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I just read through this entire thread and had to smile at the above post (I've decided I'm rooting for the one on the left, btw).
Maylander's example of Mozart was perfect, I thought. As brilliant as he obviously was, I remember reading a review that said listening to one of his pieces was like "listening to silverware fall on the floor." Oh, well. There's no pleasing everyone. But Mozart mastered his craft while the writing in RPGs generally sucks, IMO. That's partially due to the medium's inherent dependency on visual expression. What makes that problem overwhelming is the current committment to the cutting edge and the costs involved with that. Maybe that's why companies like Bioware aren't going about it the other way around, making games based on great novels. Maybe they know they wouldn't be able to do them justice, not with the current state of depiction. edit: On second thought, I think maybe it was Tchaikovsky. |
Welcome to the age of 'subjectivism'. You can't say anything is 'good' or 'bad', or that Mozart has more talent or skill or mastery of his craft than a dog crapping on a piano, because then you are injecting your own subjective standards upon others.
Bad writing? No such thing! It is your oppressive standards! While there might be some legit argument against rigid 'better/worse' schemes, I feel the pendulum has swung a bit too far … ;) |
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The same is true in writing - while in general telling a story through the eyes of the character, through dialogue and other indirect devices may be preferable, I think it is rather easy to come up with good examples where a narrator works with good effect Quote:
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Therefore I am opposing this simplistic advice of yours because I think it can be very counterproductive to start worrying about wether each element of your story is cliché or not - you'll probably always find someone who thinks it is. Not every use of an archetype leads to cliché, not every use of an often used plot device damns your work to be clichéd. Even your example already has three options at the end, so obviously you don't even know whats gonna happen next if I would use this particularly cliché plotline. And some things are so cliché that they are actually never used - does that make them non-clichéd again? Take Gothic 2 - it was criticized because killing Dragons is really THE fantasy cliché. Then I realized that I had never before actually played a game where I had to kill a dragon (as part of the plot), and the only books and Movies I had read or seen about that were actually rather playing with the cliché than part of it (The Hobbit, Dragonslayer). You are right in saying that if good writing dissolves a cliché it is no longer a cliché (or not perceived as such) - but that is my point - don't focus on the elements, but how it all holds together, how detailed and believable it is, wether it works for the story and what you mean to say. Quote:
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(Off the top of my head, games in which you killed dragons, without a trace of irony: NWN: SoU, NWN: HotU (twice), NWN: OC, NWN: MotB, NWN2: SoZ, BG 2. I guess some of these are a bit obscure, though, so I can understand if you've never heard of them.) Quote:
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But Gaider -- or the other game writers working for major studios -- AREN'T amateurs; they AREN'T 14-year-olds. Therefore, we have every right to demand minimal professional standards from their writing. (I can't write good dialog for shit either, but that doesn't mean I don't recognize it when I see or hear it. Just like I can't play the piano, but I can recognize a good pianist when I hear him. So what?) Quote:
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As to Gaiders writing - I agree that the Carth bit Essaliad posted is horrible. I don't agree that the novel chapter is horrible - not particularly good, but not horrible. And especially it did not strike me as particularly cliché - and thats the point of discussion here, isn't it?
No, the problem isn't that I don't understand cliché. I do, and I can spot them just as well as you can, probably. What I am trying to get you to understand, is that pointing a finger and saying "this has an angsty elf-maid" proves nothing - because using a cliché element is not equivalent to having cliché writing. But thats exactly what people usually do when they point out cliché. Oooh it has a prince out to regain his throne! Cliché! Well, not! Hamlet is one of those, and he is not cliché. Remember that all this started because I wanted to get a little more detailed criticism from screeg who shouted cliché! without even naming such an element. My personal weaknesses or strengths as a writer may influence my view on this (not much though this was back in my Highschool days), but I also frequently find dialogue in published books, movies, and many TV shows painful (while apparently you find it mostly OK) maybe I am just particularly sensitive there. Of course professional writers, like Gaider, should be expected to have mastered that, and if they don't it's sad. And you are mistaken if you think I feel a need to defend crappy writers. My defense relates exclusively to the linked chapter, because I simply did not find it that bad. Not particularly good, but also not a prime example of bad dialogue and horrible cliché. To that I stand, and we can discuss that, but nobody seemed to want to bother to actually discuss it so far. And I agree that the state of writing in games is indeed worse than in the other media discussed. I merely meant to point out that it may be a little more difficult to write effective dialogue there, because of the pecularities of the medium. Someone recently mentioned the case of a screenwriter being hired by a gaming company, and failing there, because he or she didn't understand the medium and didn't manage to successfully apply her writing skills to the pecularities of writing for games - this may be one element (no more) why writing is poor in games. Mostly, I really just had trouble using Gaiders first chapter, or Gaider himself as a particularly good example of that state of affairs. Quote:
I am not entitled to judging the backgrounds in those Bioware games. I am sure some Bioware fans would argue with you about your assessment, but I have only had a brief look at ME so far, and I haven't followed DA at all. As I asid before they also strike me as generic - but I still prefer a well developed generic background to the absence which invariably leads to a lack of consistency and internal logic in the game. I am not a huge Bioware fan myself, although I found their games as far as I played them entertaining enough. I simply liked that they seemed to have made an effort with the background, because that is something I want to see more. One of my biggest problems with Oblivion is that Bethesda stopped caring about their own lore in that game. |
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"You can argue until you're blue in the face that everything's been done befoooore, how dare you have the temerity to point out when something's cliche-ridden and overdone, but the fact is that it's possible to write fantasy without plonking down every single trope in the book. Oh look, it's a king-to-be who will be accompanied by a bashful young man and a "beautiful warrior maiden" in his quest to claim his rightful throne. Please. And Gaider doesn't have anything approaching amazingly incandescent prose or wonderfully witty dialogue to redeem it, either." Quote:
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Of course I'm sure it'll only be a matter of time before all of that becomes stale as well but at the moment it feels a lot less cliched than most tolkien-esque fantasy and is almost entirely unrepresented in computer role playing games. |
The only reason why I read game related books is because of the relation. By themselves they are obviously not good enough. For me they are more like short but enjoyable extensions of the game experience than great individual reads. In the same way that they release books they also produce movies and comics i.e dead space. All that stuff works only as an extension to the game.
Whats important is the purpose of the game related material. Its even not supposed to be prime beef but just somthing that adds to the game without stealing attension from it. And as such it works. In the 80/90s they released all kinds of printed material (journals, notes, maps, etc) with games. That stuff was not great literature but still it enchanced the gaming experience. Nowadays though they write entire books even instead of short journals and release them seperately so those that dont like this b/c class extra material can skip it. Not sure what started this boom but i.e wing commander had like 10 books, tv series and movie in the 90s. None of that was great scifi (wc movie is 3.6 in imdb) but still fans of the game bought into it and liked it too. |
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But to me, this feels like Betrayal. Betrayal of my own self. Betrayal of my own creative source (there is one, yes, but I won't show it here). Betrayal of whgat I personally believe should be "my own writing style". Betrayal of what I believe should be "my own proper fantasy universe". People say "besser gut geklaut anstatt schlecht neu geschrieben" or so ("better stolen [plagiarized, in this context sense] effectively than written something new badly", in a very rough translation of it), but I just can't stomach that, because to me it would feel like giving in into the taste of the masses and constantly making/producing hamburgers and pizza, although I could deliver something better. And what's more, not only does "the critic" say "it's unoriginal", but also he or she is ready to say "this is utterly clichéd". This is like firing from two different guns at once at the writer. Another, yet different, point is, that it is a well-known phenomenon of critics that what they praise, doesn't do too well in terms of sales. The Art is to find a balance between both. I tink Mr. Pratchett has very much nailed it down. Among other things. To me, it feels like being considered as a well-tasting yet simple meal by someone who is used to luxury. |
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Why do I think the standards in game writing are so low? It's because of a self-feeding cycle of low standards and low expectations. Games started out by nerds, of nerds, and for nerds. This set the standard for writing in them. Game evolution has been centered on technical improvements -- how many polygons, how much resolution, how big worlds, how fluid animations, and so on. Consequently, gamers don't expect or demand good writing, nor reward studios that attempt to provide it. This means that studios don't bother with it either; they'd rather pay attention to the polygons and animations. So fundamentally it's a matter of demand -- we don't demand anything better, so the studios don't bother supplying anything better. RPGWatch is not your average, mainstream woo-look-at-the-bright-lights gaming site; it's a site that caters to a more mature, more hardcore, and in some ways more demanding public. That's why I get perhaps unreasonably upset to see the same "eat yer broccoli/go read a book/what's so bad about simpering elf princesses anyway/but I don't WANT to move out of my comfort zone" excuses that feed this very cycle that keeps writing standards low. If there's ever to be improvement, *someone* has to speak up. And given what the Watch is for, I feel very strongly that it might as well be us. |
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I believe writing for games is different from writing books. Otherwise I don't see why a good writer like Orson Scott Card who wrote the Ender series, which I've liked a lot, handled the writing in Advent Rising which I've found quite boring. Or maybe he wasn't motivated enough to write something good?
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To say writing in games is similar to writing a book is wrong. You have so many more options in games then you do in a linear book. A author plans out his/her book from start to finish and has a general structure to how that will go. Some authors even start with the final chapter. In a game, you have so many more options presented to you. As a writer to a game you have to take the players actions into consideration when you develop main story arcs as well as side arcs. The more quests there are in a game the more difficult it is to tie it all together. Games to this point have not really had any examples of great writing (except for a handful) especailly in the rpg front.
To the person who said game novels are alot like Forgotten realms novels, I totally agree. They will never be award winning novels but they tell a good tale. Sometimes its nice to have a book that is an easy read. Not every book should be the lliad. I like to think even the mediocre writers(as some would say) have something to offer. |
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It's a shame there isn't more collaboration between struggling writers and the gaming industry, I loiter a bit on Jeff Vandermeers blog which seems to attract a lot of amateur / early professional fantasy writers and a lot of them are either struggling for money or having to do other non writing work to pay the bills. It's ridiculous that people who want to write fantasy type work and are good at writing it are doing other things while there's AAA games with huge budgets churning out weak dialogue and shoddy plots and quests. I'd like to see a big budget studio target some writers forums and the like and say to them "here's the setting, here's the theme, write a short story that would make a good quest / side story / pub rumour & conversation / lore etc" and see what they get. Sure there's limitations in a computer game but good atmosphere can still be used even if not as a fully interactive quest. |
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