September 25, 2009

Good Gaming Writings

by c.J
published by Rinie 25th September 2009



It is arguable that good computer game writing is mostly found in two major genres of games; the role playing games and first person shooter games. However, it wasn’t always the case! FPS games were once only considered great for their engine and available weapons. However the Half Life series and Deus Ex changed all of that.

There’s a reason for this though.

The badly written ones weren’t worth remembering!


I had to actually go through my collection of loose game discs to find the ones I’d forgotten. These include some pretty big name games, starting with “Black and White” by Lionhead. This is a good example of where they were far too interested in the engine and game mechanics to work on a story that really engaged the player. There was far too much emphasis on the controls and the belief system used to influence the world, and I felt I was merely watching a game rather than being part of its story.

Another example of bad story telling and computer game writing in general, has to be “Doom3”. This has always been one of ID Games’ problems. The reasons I’ve heard for this revolves around the games being made to showcase the engine.

Question is why should developers care about computer game writing? What does it bring to a game? Let’s now start with beginning where believable characters that the player can identify and connect with. Or an engaging plot that draws the player in. Or an interesting setting that provokes an emotional response such as a bustling city or vast, uninhabited wasteland. Although many of these aspects are thought up by the game-designers, someone needs to bring the game to life using these features.

Valve has always been a pioneer in computer game writing, having their own dedicated writer in the form of science fiction writer; Mark Laidlaw. He has helped shape Gordon Freeman’s story since the first Half Life game and continues to keep the plot and characters interesting. Due to the intrigue brought to these games from his writing, it keeps fan discussion going for months before and after each release.

Good computer game writing does not necessarily mean instant success for any game. Nor does bad writing mean instant failure. However, I would argue that the games most memorable are the ones that have the best writing. The sequels to these are the games I am most looking forward to!


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