J.E. Sawyer Formspring #6

Brother None

This ghoul has seen it all
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Some more gaming questions in J.E. Sawyer's Formspring, on top of the silly ones.<blockquote>You lamented about the lack of serious themes in video games earlier. Why do you think the quality of writing is dependent on establishing and developing a theme? Wouldn't an entertaining plot and characters be more important for the player's enjoyment?

A lot of RPGs are long, certainly longer than the average film. If there is not some thematic thread running through all of that time and much of the dialogue, the experience as a whole can fall flat. Taken as snapshots, characters and plot elements may stand on their own, but they are essentially reduced to one-offs with very little connective tissue binding them together.

We already have plenty of examples of well-written characters in video gaming. Writing consistently entertaining dialogue requires skill, but I believe the best writing in any genre combines well-written characters with an interesting exploration of theme. Video games don't do that very often, overtly or subtextually.

"Entertainment value" and "depth" are not intrinsically linked. Many people are entertained by things that have very little depth. Some of the most popular "western" RPG characters, I would argue, have very little depth and are not connected to any consistently established theme.

So, when I'm asked if I think gamers have lowered their standards for writing, I honestly have to ask, "What standards?" From what I see and hear people discussing, those standards stop at entertaining dialogue and an interesting plot. In my opinion, that is a very low bar to reach -- and I write this fully aware that I do not write the most entertaining characters or plots. I just think that with all of the good writers in the industry, we can do much better than we have.

Is it even desirable for a game to have good writing or to consistently establish and reinforce themes? Isn't that straying too far into games-as-art as opposed to games-as-good-games?

I think of it as "content-as-something-that-isn't-worthless-garbage". If you're going to bother putting something into your game, put a little effort into conceiving it.

The best concept artists I have worked with have a *concept* behind their concept. It's goofy that I have to call this out, but a lot of artist don't. If you bother thinking about why you're making content choices -- the marks on a drawing, the words in a conversation, the choices in an advancement system -- it tends to help create the feeling of cohesion. Elements are rooted in the fictitious place and time you have created.

If it matters for visuals (and I believe it does), it matters for dialogue.

Now, we all know that Obsidian has developed some pretty buggy games in the past, especially considered that they weren't developed from scratch (they were both sequels). Now, I'm pretty sure that wasn't the intention, so the question is : how it happened

Poor planning, poorly phased implementation of content, poor scope management in general.

Regarding your criticism of subtext in games, what is your opinion on Bioshock's thematic delivery? I think most of it went over gamers' heads because a large portion was conveyed through subtext: Marxist imagery in Atlas posters, Bible smuggling, etc.

I think Bioshock did a fantastic job, personally. While I think Bioshock's game play/choice mechanics weren't super compelling (this criticism is directly mostly at the late game), I think their environments and theme were executed very well.

And while I do think there is a lot of subtext in Bioshock, there's also a lot of overt discussion of theme. It doesn't get much more overt than locking you in a bathysphere and playing a video that's a direct critique of modern American, Soviet, and Christian societies.

I think that was the right way to do it: immediately introduce the player to the central philosophical idea behind Rapture and convey many of its various strengths and shortcomings through subtext over the course of the game.

How do you feel about DLC and online content? Shouldn't a game be able to stand up on its own merits as it is sold without these things?

1) DLC is fine as long as its presentation is not jarring or irritating to the player.

2) Yes.

I'm pretty sure you won't answer this, but how do you feel about the reception Alpha Protocol received so far? I don't remember if you actually worked on it or not, though.

I worked on the CQC/martial arts system.

It is interesting that the response is so varied. Different reviewers obviously focus on different things, but I don't think I've seen anything that's an unreasonable critique.</blockquote>
 
Pong?
Pacman?
Tetris?

Or does he not mean simplistic when he says "little depth?"

It's actually more a matter of perspective when it comes to determining how much depth a game has.

"One man's trash is another man's treasure"

Take the crappiest game you know of. I bet there's someone, somewhere who has played it for hundreds of hours, if not more, and enjoyed every moment of it.

I'm sure Fallout 3 comes to mind at first for most of you and ironically I have probably played Fallout 3 for about 100 hours, but there are worse games out there.
 
AP is getting quite a beating, I really hope my PC version that will hopefully arrive on monday won't be all kinds of screwed up
 
If you bother thinking about why you're making content choices -- the marks on a drawing, the words in a conversation, the choices in an advancement system -- it tends to help create the feeling of cohesion.

Ouch.... that must hurt for Todd and the gang :slap:
 
Depth in gameplay is not the same as story depth and, given the context, he is talking more about the latter than the former, not that the statement doesn't apply to both. Still, you can have a fairly simple game that has a good amount of depth though I'd say that multiplayer is key to doing so.
 
Brother None said:
So, when I'm asked if I think gamers have lowered their standards for writing, I honestly have to ask, "What standards?"

Seriously, is this guy married? I think I'm in love. (How will I ever tell my girlfriend?)

It's tempting to say sarcastically "I wonder which game he's thinking of" but there are so many games that fit this description it's hardly fair.

*sigh*
 
Just watching gameplay video's of Alpha Protocol awhile back I knew the game wasn't going to be all that great or do that well unless it got overhyped. For awhile I wasn't sure what to think about Alpha Protocol, the idea of the game is great but thats about it.

I haven't actually played it myself, but if I went off what everyone is saying right now about the game id say its confirmed f*ckin terrible.
 
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