Okay, we all know videogame writing sucks. Sucky critics, sucky journlolists, and so on. Well, let's turn our sights upwards and be optimistic, and offer optimism to others, by creating a resource of great videogame writing, whether it be humorous, fictional, analytical, critical, whatever. Just think of cool stuff you've read, post the title, author, link, then quote an excerpt, ideally the opening paragraphs but if you feel you can better represent the article by quoting elsewhere do that instead. I'll start.
Secondary Concerns by Chris Breault
http://post-hype.blogspot.co.uk/2010/06/secondary-concerns.html
I can't think of another game so destroyed by its dialogue as Splinter Cell: Conviction; not by bad lines alone (which are nothing novel in gaming) but by the way Ubisoft's designers and programmers used them. It could live on, maybe, as a cautionary tale in design meetings: "your idea would poison our game, sure as secondary dialogue killed Conviction!" It struck me because secondary dialogue is a subject I know a little about.
Secondary dialogue, or situational dialogue, means lines shouted by the doomed, samefaced individuals who jump boldly in front of the player's gun; lines like "You just fucked with the wrong Russian!" or "You shot me right in my Russian knees!" or "I die, so far from my homeland, Russia!" (I'm not making fun of the nice Russian dude who commented on my last post; a lot of shooter villains are Russian.) The lines will stay more like 5-7 words long, because the gamer is in the shooting-people business, not the listening-to-monologues business. (The casting business?) Sandbox games offer more flexibility for the writer, but feature more NPC personas and many more lines to write. Basically, this is the low-rent dialogue, the writing done in bulk by interns, assistant writers, and whoever else steps in when the overworked lead writer doesn't have time to stare at an Excel spreadsheet that demands 5 different lines for 40 different actions for 50 different personas. And I was one of those interns*!
SpaceWar! review by Alex Kierkegaard
http://insomnia.ac/reviews/pdp-1/spacewar/
Why "Spacewar"?
Why not "Earthpeace"? — Why not "Earthlove"? Why not indeed. And how about that exclamation mark? How much youthful, unconcerned enthusiasm it betrays! What a delightfully immoral sense of adventurousness! For aren't we constantly being told that war is supposed to be a Bad Thing? Something indecent? Something unethical? Something that must be abolished? What's the point then of glorifying it by simulating it?
To these kinds of questions, which have never ceased to crease the brows of all kinds of blockhead commentators and assorted journalistic clowns and never will, I am for the time being only going to reply with a condescending smile and a salutation:
Welcome to the World of Videogames: Corrupting Mankind's Youth Since 1962.
The Trouble With BEING The Batman by David Jaffe
http://criminalcrackdown.blogspot.co.uk/2011/03/trouble-with-being-batman.html
But here's the problem I have with your pitch and similar pitches (and trust me, I hear your line of thinking all the time):
You make the mistake of thinking that many of us who make gamey games don't care about infusing great story into our games and are just in it for the BIG! BANG! POW! because that's what we grew up with. Not the case. My generation also grew up with JAWS and ET and EMPIRE and OUT OF AFRICA and on and on and we are very aware of what film is capable of and there was a time a lot of us (myself included) longed for games to have a similar impact on our audiences (and on us).
But then we actually worked in the interactive medium and studied the medium and watched how the brain works when a game is played and realized that PLAYING as BATMAN in the interrogation scene would look NOTHING LIKE and FEEL nothing like WATCHING Batman interrogate the Joker. And that's the mistake so many in your camp make (and I used to make it as well): you watch movies and get moved by them and then rush to say 'I want my games to feel that way too!' BUT you fail to realize that the feelings you are so amped by come from the very nature of OBSERVING SOMEONE ELSE'S STORY from a tightly controlled, highly manipulated, and non-interactive vantage point.
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