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We can't keep making videogame stories for players who aren't paying attention to them

I've noticed a trend—particularly in some recent RPGs—of, well, let's call it 'Netflixiness'.

Dialogue designed to leave absolutely nothing to interpretation, to exposit information in the most direct way possible, devoid of any real character or context. There's an assumption that any moment the audience spends confused, curious, or out-of-the-loop is a narrative disaster.

I hate to keep knocking Dragon Age: The Veilguard about, especially since I still had a decent time with it all told, but the thing that made me break off from it after 60 hours really was its story. It's a tale that does get (slightly) better, but it gave me a terrible first impression I never quite shook.

52 comments
  • To me it feels like there is a fundamental dissonance in the video game industry. Where major publishers and studios can’t seem to internalize that there are two things that people might come to a game for; Video games as experiences, narratives, things to be explored; and video games as … well games, a set of mechanics to be interacted with, to be challenged by. This isn’t to say a game can’t be good at both, but many games are weighted one way or another.

    Factorio is a truly absorbing gameplay experience, but it doesn’t really have a story beyond what is needed to frame and flavor the gameplay.

    “Vampire the masquerade: bloodlines” is a classic of atmosphere, character interaction and role play, but just about everyone who played it will tell you the combat is serviceable at best, and there is one level in particular that most people just remove with a mod because it’s just combat, with no dialog or interactions with other characters.

    So many major studios and publishers seem to routinely focus on the wrong elements of previously successful games. Taking the wrong lessons and misunderstanding what made previous title’s a huge success.

    People are not coming to your story based RPG to play it mindlessly while listening to a podcast or audio book. If people are doing that, then clearly they’re not coming to it for the story, and the solution to that issue is to write a better story or refocus around what ever they are coming for.

  • Maybe make dialogue between "Find the dwemer puzzle box, it's... uhhh... somewhere" and "GO [fast travel] TO PLACE X, KILL Y IN ROOM NUMBER 6 AND DONT FORGET TO COME BACK WITH THE EVIL SWORD OF DARKNESS [automatically picked up by your character] [a yellow marker appears on your minimap and field of view, with a magic trail leading you to the quest location]"

  • I agree with the article. Why cater games towards a crowd that doesnt want the game. Just stop it. Fuck EA and fuck companies like Activision/blizzard for dumbing down RPGs so Normie's might like them. You're ruining the experience for people who want to an RPG and making it "tolerable" for people who dont. The end result will always be a mixed bag, a mixed bag of shit.

    Just let them play call of duty or FIFA and let the people who enjoy RPGs play RPGs with good story and RPG elements. You're not doing anyone a favor by making an unenjoyable mediocre bag of shit.

  • "What you need to know about your audience here is that they will watch the show, perhaps on their mobile phone, or on a second or third screen while doing something else and talking to their friends, so you need to both show and tell, you need to say much more than you would normally say."

    This is so baffling to me. So you've discovered your audience has a limited attention span. I can see that. But for the love of all that is holy, if you know this, why even make a game with a story in the first place? The thing with videogames is that stories can be minimalistic as all hell, or even optional. Just let the gameplay speak for itself and have the story be "defeat the bad guy on the mountain" or something.

  • Yeah, I'm gonna say this person doesn't hate to keep knocking on Veilguard, because that seems to be the one example they can bring up. I mean, there's a cursory name check of Dawntrail, but otherwise... yeah, not sure what games this is talking about other than Dragon Age.

    Clair Obscur didn't do that. It went to absolute pains to not do that, in fact, to the point where I find the deceptive twist-building a bit over the top, in retrospect. I wouldn't accuse the CDPR games of going that route. Baldur's Gate does overexplain often, but in their defense the game has a million characters, plot points you go through out of order and a runtime in the hundreds of hours, so I wouldn't change that.

    What else is even doing this? I feel like we're back in "AAA sucks" territory where AAA stands in for "this one game I didn't like". Writing in games runs the gamut. I would struggle to find a single defining thing to praise or criticise across the board.

  • I wanna blame the writers more for this but honestly, I think a lot of Netflix writers know their audience is just on their phone. I have people in my life that just watch their phone, notice they missed something, then REWIND THE SCENE so I get to watch twice. It really is bad, it happens with people older and younger than me.

52 comments