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File: bioware.jpg (25 KB, 596x335)
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>X has good writing!
>why?
>I don't know.

Why are gamers like this?
>>
>>750585676
in rpgs? it is when the story meshes with the gameplay systems i.e is reactive to the player and cnq, while standing on its own as a narrative piece of genre fantasy that instills immersion and a concrete throughline.
in a normal game? it just has to stand on its own and create a solid throughline and feel 'cool' to play
>>
>>750585676
You're not going to get an actual answer on /v/, long-form effort posting is wasted here since 95% of the time it's just people trolling or rageposting anyway.
You're better off seeking full answers like that elsewhere. /v/ is good for passing time and short form conversation.
>>
When the game's logic makes sense in-universe and there aren't plot holes and contradictions etc.
>>
4chan isn't a good place for these types of discussions.
But game stories can basically fall into 4 categories
>This game has good plot
>This game has good characters
>The prose (how it's written) is good
>The cross between the gameplay, enviorment and story interacts in a good way

If a game does 2/4 of these things well or 1/4 exceptionally, it is considered good.
>>
>>750585676
Who cares, good writing is just what you like
>>
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https://www.eldorado.gg/blog/insider-interviews/mark-darrah-bioware-shutdown-dragon-age-veilguard-interview/

>One of the biggest ones is the lightness of the writing. You can call it the Marvel-esque writing. That was a known problem going into Alpha in late 2022. And it was solved with three or four different passes, as opposed to taking the time and ripping apart entire plots and redoing them. It wasn’t deemed that there was time, but ultimately, yeah, there totally was time.

>Three to four passes to get veilguard to as bad as it was
>Because it was MORE Marvel quippy before that

What in the goddamn.
>>
>>750588475
Given what a hugbox bioware was, the do overs were probably just them patting themselves on the back for slightly changing the inflection.
>>
>>750586227
>short form conversation
...you know what, you're completely right, but I've never thought of /v/ this way. This might actually get me to stop coming here. Farewell.
>>
>you need to write a 5000 words essay! on why something is good
>or a 3 hours long video like my favorite e-retard boyfriend!
kill yourself
your shit company is dead good riddance
25 years raping the corpse fuck sake
>>
>>750585676
Rance has good videa writing.
>why?
Because the writers of a comedic parody about a serial rapist take their fantasy setting more seriously than millennial writers take theirs, and the humour is funny and not tic-toc brairot cringe.
>>
>>750588902
>you need to write a 5000 words essay! on why something is good

but anon, you can't even write a 50 word argument
>>
>>750585676
The question of "what is good writing" is something that even literary scholars have had a hard time defining, especially after the shake-up of the 20th century where standardized rules became more like guidelines at best.
"Good" is a nebulous term that we typically just use to mean "I like it."
Perhaps for our purposes, when discussing a game story and what makes it good or bad, it would be useful to think of whether it's effective. Effective at what? That depends on what it's trying to do, what the role of the writing is in the broader context of the game. In a Bioware-style game, the writing is trying to endear players to the characters, make them curious about the setting and more willing to explore, deliver satisfying narrative moments and especially character moments, and have many small-scale scenarios that make you consider your approach and how you choose to deal with them. Among other goals, of course.
The writing in a more arcadey game, such as Devil May Cry, will have vastly different goals. Usually just to show you who you're playing as, how he acts, giving you basic context for how you get between levels, and some idea of who you're fighting. In these styles of games especially, less is more.
With this, we can say that Mass Effect 1 has a lot of very effective writing, while Dragon Age Veilguard does not. I could try and explain in detail, but you probably already understand what I would say.
The problem is that what's effective for one player might not be effective for another, and I'm not sure how to reconcile this. Popularity isn't an immediate signifier of quality either.
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>>750589160
>Rance has good videa writing
>Rance
>good writing
I will admit that Sengoku has slightly better gameplay than one would expect but come the fuck on anon.
>>
>>750585676
>James Joyce is considered one of the greatest writers of all time
this is all you need to know about "writers"
>>
>>750589887
>reddit;gate fag in charge of having a horrible opinion
>>
A ludonarrative is most explored in a CRPG. End of discussion.
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>>750589573
>write it
>the answers are 99.9% of the time
>filtered
>git godd
>get ignored
if you wasn't a newfag here you would know is a waste of time here
its faster to just say
>its shit/good
and move on with your life
i dont talk about good writting in games because 99% of them are shit or fucking retarded
>>
this is something that's really bugged me about video game discourse/criticism for a while; game reviews never really advanced beyond a "buyer's guide" style, and what people mean by "the story is good" is painfully ill-defined and ambiguous.
discussion around something like expedition 33 is the worst offender here in my opinion; the game basically ticks all the surface-level stylistic checkboxes for Good Writing in games--lightly elevation diction, sad vibes/heavy emotional beats, etc. but as far as being a work that actually has something to say about the world, any kind of unique point of view to show the player, it's a very pedestrian and juvenile work on par with YA fiction like hunger games or whatever.
sadly most people don't have the capacity to actually engage with a text meaningfully, and instead look for "signifiers of goodness"... this is why most midwits' idea of a good writer is somebody like jrr tolkien or george rr martin; it feels vaguely "old" and elevated and difficult to some degree. but it turns out it's kind of dreary garbage to wade through, imo
meanwhile somebody like Kojima, who while not as visionary as his biggest fans will argue, does have some understanding of literary language, symbolism, surrealism. he understands that the writing isn't just the words in the game, it's also the things that happen, it's the way it's presented visually. all things that combine to tell a certain story and conjure a web of associations and feelings in the player. and of course it reads as pretentious or hamfisted to an uneducated audience with no frame of reference, because their idea of Good Writing is basically just fastfood "muh feelings" schlock to fill the empty between gameplay sequences
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>>750590767
that's a lot of text to say nothing
>>
>>750585676
Baldur's Gate 3
Pathfinder WOTR
Persona 5 Royal
>>
>>750585676
Nobody who only consumes games has any clue about good writing.
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