"well-written" videogames

So, because I didn’t really anticipate how much it would come off as shit-posting [and because I never got around to writing anything for the podcast on it], here is my defense of the writing in LttP:

The main thing is that I appreciate the way that it meshes with the rest of the world-building in the game, by most notably being entirely … un-eccentric? The whole aesthetic of the game is this sort of chibi / playmobil cartoonishness, but then from the music and the various scenarios the whole game acquires a more mysterious and occasionally surreal atmosphere. To be honest, the music does most of the heavy lifting here.

But the writing works precisely because of how unintrusive it is. In the same way turn-based RPG battle systems are sort of abstract metaphors for some kind of activity that your imagination is supposed to fill in the blanks for, the writing gives you just enough to wonder about what is happening behind the scenes without ever being that oppressive about putting any particular interpretations in your head.

This is a quality that a ton of old 8 and 16 bit games have, but what sets LttP apart to me is the fact that the translation is entirely devoid of “wacky” butchered English, typos, and other things to remind you that the ‘mysteriousness’ of the game is probably the result of a botched translation. Even though those things are really memorable, they do tend to “break immersion.”

The other thing I want to acknowledge is that even though there’s nothing particularly colorful about the narration, I consider character names an aspect of writing, and just like the music they do a ton of work as far as helping you imagine that Hyrule is a little bit more complex than it seems on the surface. They’re not obvious references to mythology or generic Tolkein-influenced high fantasy stuff, but have a vaguely middle eastern / central asian vibe to them, which clashes just enough with the aesthetic of the game to create something that feels welcoming yet still exotic.

I don’t think any of the other Zelda games really hit that middle ground between familiarity and inventiveness quite as well, especially since they just keep reusing character and environment designs over and over again until they no longer feel fresh.

Anyway, back to the writing, I also just wanted to say that while I appreciate games that have writing that is like… witty or self-referential or flashy in some way, I usually don’t play games to read them. I wanted to point out that one way to judge game writing is not just “would I enjoy reading this if it was not part of a game?” but “How well does the writing in this game complement the stuff that I’m actually supposed to be paying more attention to?”

And, again, I think that what makes it ‘good’ is the way it balances function with world building, and that both are done in a very minimalist way. On one hand, the clues you are given are functional enough to be instructive and helpful (the lack of mistranslation or garbled English helps here too). On the other hand, the fact that everyone in the world rarely has anything to say other than vague clues about what you should be doing, and that when you do get more plot-based information it is also condensed into pithy statements that are both mundane and cryptic at the same time, gives everything that happens in the game a very unique atmosphere imo.

Here are some examples:
“Who? Oh, it’s you, Link! What can I do for you, young man? The elder? Oh, no one has seen him since the wizard began collecting victims”

“Hi Link! Elder? Are you talking about the grandpa? OK, but don’t tell any of the bad people about this. He’s hiding in the palace past the castle.”

“Collecting victims” is just such an amazingly evocative description but is also so plain and boring. Everyone knows more than you do about everything, and they will never tell you everything. Why does this child know that Sahasrahla is hiding in the palace?

I actually think this is the precursor to the much more overtly mysterious and surrealistic Link’s Awakening. But it works better for me because it’s not as in your face. I also think this is the kind of apex of the never-let-you-forget-you’re-playing-a-video-game style that has become sort of ‘hip’ again for people to imitate in indie games and whatnot. Not to say that they are try-hards but I prefer the organic minor weirdness of the writing in this game to stuff that is like overtly self aware and referential.

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I don’t like how it plays in my mind but I agree with what’s going on. And that null writing and those vacant sprites supported the bulk of my imaginative play being internal, spurred by the key art:

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Mulling this, I think our break is here:

The blanks in NES art do a better job of supporting this for me than the colored-in 16-bit art. Zelda 1 feels much bigger, more mysterious, and more full of possibilities because it is so terse in representation, in a way that Link to the Past forecloses when it confidently renders walls around the desert.

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100% agree. My example would be the Enix of America dragon quest localizations.

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I’m sorry for killing this thread by a) actually posting about video games for once in my life and b) making this into yet another Zelda thread

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I’ve got one in the hopper yet

and no one’s talked about Pathologic or another Ice Pick Lodge game, but maybe they’re too hard to get a screenshot of sparkling text

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Demon’s Souls is the best written of those games. The way it studiously avoids involving the player in conversation, every character delivering a monologue, leaves space for the deep chthonic horror undergirding the plot, reinforced by the shattered stage-based structure of the game. Dark uses the same trick, and is obviously fantastic, but there’s a slight misalignment between the writing style and the more synergized pantheism of the plot and game. It’s not as evocative in a more interconnected world.

Daggerfall has been really impressing me with its writing as I do more main plot stuff in my current playthrough. All the procedural placeholder-esque writing of the bulk of the game is merely competent, but the (poorly copyedited, lol) “dialogue” spoken to you by main characters on the main quest threads packs a massive amount of information into a small space. Each of them achieves three goals in two or three moderate paragraphs: 1. establishing the character of the person speaking, 2. giving vital information to the player and 3. tantalizing with unpullable threads of a lot more, political, social and metaphysical, going on in the background.

Morrowind is of course a kind of games writing apotheosis, literally - Vivec as Poet God is hinted as being an ingame creature who through meditation and wisdom became able to bend the power of the TES Construction Kit, a non-diegetic piece of utility software that lets you mod the game, partially to his will. The ingame books laying out his religious journey are as mysteriously evocative as the best passages from real religious texts, imo, though my own personal character is completely dead to spiritualism (so no offense meant, either ideologically or aesthetically, to people who think there’s no way Michael Kirkbride could be as interesting as like, the Buddha).

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I devoured the books in the Myst library. Riven also has great text and uses it sparingly to craft a world that feels so much larger than it is.

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i was going to bring up pathologic, i’ve never played it (will soon) but i’d love to hear your thoughts! the way my friends describe the writing in that game is polarized to say the least lol

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The original pre-HD version of Pathologic’s translation is way sloppier and more incoherent which I think actually adds to the experience, but apparently most people don’t agree

oh yeah to be clear my friends almost uniformly love pathologic, i’ve just gotten wildly varying takes on its writing (including the new trans.) so i’m curious

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One of my favorite IF works is Vespers about a medieval monk struggling with sin as the world they know falls apart.

It is a fine example of a work able to convey a foreign mindset by letting you inhabit that perspective. In this case, it is foreign ethically and temporally, as the medieval monastic perspective is radically alien to a modern video games player.

Edit: I should note that on a prose level it tends to dip into cheesy horror writing a bit much, but I love the game structurally. The game’s puzzles are ambiguously resolved such that you always have more choices than you realize.

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Oh yeah, Blendo Games in general have great writing. Flotilla, Quadrilateral Cowboy, 30 Flights of Loving. Moment to moment, they’re sharp and clever without coming across as annoying or twee.

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Great thoughts; you’ve detailed something I’ve felt but found hard to put into words. Perhaps another overlooked characteristic here (true of later Zeldas as well) is that the script is written with implied dialogue for Link, giving the conversations an impressionistic feel that provides room for the imagination to fill in the gaps. It runs against the popular idea that Link doesn’t speak and is drained of its mystery when read aloud, being one of the strongest arguments against spoken dialogue in these games.

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Jazzpunk is enormously funny and clever. As a game of nothing but comedy writing, it somehow nails the humor without feeling stale or derivative. Really great writing.

I think what makes the comedy land is everything revolves around communicating the central conceit of “mischievous subversion”. The character dialogue, the scenarios, the actions you can take; all of it is purposeful and constructed and detailed in a way that few games (even ones that bother to try) succeed at.

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its okay i basically had to physically restrain myself to not keep posting marathon terminals

(i like your effortposts a lot)

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I don’t think there has been a non-political post I disagree with more. Lord I found the writing in that game intensely unfunny and just references to other better things.

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God I can’t believe that’s not fan made

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Tarantino wishes he could be this good

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