I think I know why the writing in Skyrim isn't all that grea

Post » Fri Jun 08, 2012 3:48 pm

So let me get this straight, they started developing this new Radiant Storytelling or whatever for Fallout 3 but then realized that it wasn't gonna work on it's own and that they had to go back to handwriting the quests.
How does this affect the writing of Skyrim exactly?
If anything it affected Fallout 3's writing, not Skyrim's.

Agreed.
Radiant story line shouldn't mean it's any less interesting than a non-radiant story.

You would think that since they "hand wrote" the majority of the quests it would end up with BETTER stories not WORSE.
I don't even understand how that makes sense... A computer can come up with a better idea than actual people?
If BGS screws up F4 and blames it on this crap, im gunna go crazy.
BGS can spit all the excuses why their story svcked, but at the end of the day the blame rests on BGS for not pushing the release date back and fleshing out those dull dull quests.
Obviously they need to start considering an outside company to start taking on the writing, this..... Skyrim is nothing less than inexcusable.
5 years should have been long enough to realize they can't write for [censored]!
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Céline Rémy
 
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Post » Fri Jun 08, 2012 11:00 pm

Part of it at least has to do with genre. I think it is getting harder to write epic fantasy stories that are truly unique, without borrowing so much from past epics that it ends up being over the top.

WoW get’s around this somewhat by playing the pop reference card a lot. Or they hang a lantern, pointing out the fact they are gratuitously milking popular mythos in the dialogue where they do it. (Though to their credit they do have some of the best original lore out there.)

The stronger political angle could also be a sign of the times. Many of the themes Skyrim touches on reflect events unfolding in our own societies.

“Dragons” could be seen as a metaphor for biotechnology, against which we are equally defenseless. Stormcloaks could be seen as a well meant but mostly na?ve and uneducated Tea Party of rugged self determinists, the Empire as the troops with outdated methods and technologies that make it hard to show support, the Thalmor as the globalist cabal, and the “just get back to work and ignore it” crowd in Morthal (the one near Dawnstar, not sure if that’s it) reflects the “immerse yourself in work” escapism of most rose-color-glasses Americans, etc.

The trouble with that is, these are not concepts that greatly interest most people. While I feel that Bethesda has done an amazing job making it work, there is a fine line with not wanting to make TOO many parallels, and the way around that is to leave a lot to imagination, or let past lore and books fill in the gaps.

It seems also that more of an emphasis was placed on smaller but highly unique and detailed dialogue. Like shop keepers talking about the corruption of a particular town, alchemist students reflecting on the frailty of life, and all the townsfolk and people at the inns bantering about their day, selling their goods, and interacting with each other with far greater diversity than any previous ES title.

This IMO adequately compensates for any lack of quest depth.

I don't think that's a valid excuse. We've been telling stories of myth and fantasy since Todd's ancestors were killing animals with a slingshot and rocks. So what? It doesn't slow down movies, TV, books, etc. The problem is that the entire games industry has the idea that anything that makes a player have to think is a bad thing. It's like they think if a player encounters a morally ambigous situation and has to make a choice, his head will explode. So we get stuff barely written on a kindergarden level. Good guys are always good, bad guys are always bad, no hero ever mistakes a good guy for a bad guy. If a guy betrays the good side, he does so simply because he's a bad guy. We live in a complex world, and I think it should be well within the abilities of a game writer to make a series of quests that somehow reflect that. Maybe you could find a wounded guy outside of a cave, you help him kill some "bandits" who stole his nerfherding rod. Turns out, he was a thief who was hired to STEAL said nerfherding rod, and you unwittingly helped him out. Now you have to try to fix things or explain to the guards that you are not a thief, or both. The people of that town talk about you being a thief and thus don't invite you to the cool parties anymore, all kinds of stuff like that. At least that's something that will make you think a bit more.

One quest that kinda sticks out for me was on the original Starcraft. You fight with these guys called the Korhol (don't quote my spelling on this) -- and after you literally kill every last one of the enemies of this group, you discover that they're basicly Nazis with spaceships. And at least for me, I regretted helping them. I wouldn't call that stellar writing, but it was one heck of an Oh Fudge moment.
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Melanie
 
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Post » Fri Jun 08, 2012 4:09 pm

You can ask them about their background, trade, specific locations, specific persons, rumors, secrets and much much more
The last four items in that list are Infodumps. The First two are Madlibs "I am [name], and I'm a [profession]. [Get professionDescription]
And the only "Rumors" I hear, after installing Bloodmoon is "Solstheim is a bad place." I get just as many background/info/quest tidbits in Skyrim than I did in Morrowind (My brother went idle next to a guard, and filled a quest log with lots and lots of Radiant quests)

And having to scrap the entire quest system when you're almost done really does svck, especially because the Quests are the "Fastest" thing to create in game development.
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Lillian Cawfield
 
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Post » Sat Jun 09, 2012 2:21 am

Skyrim is part of an industry that rewards the writing of games like Assassin's Creed and Mortal Kombat. By those standards, it can be considered the David Mamet drama of videogames. Certainly a step in the right direction.

Really, it's close to impossible to find any decent writing in videogames. I think Skyrim and Portal 2 are the only two good written games I've played in all 2011. And while I consider Portal's script far better than Skyrim's, these are such rare occasions where you can enjoy an interactive narrative not completely and utterly stupid in the worst imaginable way that, hey, we should be more than happy with it.
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Symone Velez
 
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Post » Sat Jun 09, 2012 1:22 am

I think it was probably a case of them just not believing it was necessary to make deeper questlines, or include better dialog ect. I don't think Beth pay attention to fan feedback, they base their decisions on market anolysis. So if the anolysis says MMOs are whats selling then make the game more like an MMO and focus on a lot of simple fetch quests that you see in MMOs (although I admit I've only played one MMO but I'm making the assumption that it's typical in terms of quests), like bring me ten fire salts, or five ice wraith teeth, or whatever.

Why bother paying attention to feedback? Fans aren't serious about wanting deeper stories from Bethesda games. They talk a big talk, but money speaks louder. How many people just went out and bought the game, full price, not bothering to determine if they had improved the story or listened to fan feedback? So why the heck should Bethesda care? They have gotten awesome sales and great reviews (in part, I think, because the story problems really don't become apparent for a couple dozen or more hours into the game). They solidly focused on making a very shallow product, like always, that has a lot of breadth. No need for many details on anything in the game world, because that's a lot of work and fans will buy it anyway.

This is why they have buggy releases. Fans have indicated it doesn't matter. This is why they never patch out all the major bugs. Fans will do it.

Radient Story is designed to cut corners. That's why it is in the game and that's exactly what it does. I personally would have been all too happy if they'd postponed release to make the guild questlines longer and more satisfying but they wouldn't because to them they're fine as they are.

Radiant Story essentially failed. They weren't able to get it to work at all, so they largely trashed it. The idea of a dynamically generated story is good, but clearly they had a horrible design for it and couldn't get it to work.

In any case, why spend time getting things like that to work or writing deeper story if it doesn't affect the bottom line at all?
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Taylor Bakos
 
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Post » Fri Jun 08, 2012 2:38 pm

Skyrim is part of an industry that rewards the writing of games like Assassin's Creed and Mortal Kombat. By those standards, it can be considered the David Mamet drama of videogames. Certainly a step in the right direction.

Really, it's close to impossible to find any decent writing in videogames. I think Skyrim and Portal 2 are the only two good written games I've played in all 2011. And while I consider Portal's script far better than Skyrim's, these are such rare occasions where you can enjoy an interactive narrative not completely and utterly stupid in the worst imaginable way that, hey, we should be more than happy with it.
As for 2011, did you play The Witcher 2? It has a great story and is much more intractable than Skyrim. The second act is completely different based on a decision you made in the first. But enough endorsemant.

How could you say good writing is so rare? Just pick up a Bioware game, it will probably have a much better story than any TES game on the market but if you want more recent stuff you could try DE:HR or LA Noire. Both with good stories that boast much better performances than any of the characters in all of Skyrim.

Skyrim completely misses the requirements for a good story by lacking any sort of character development, cohesive interesting antagonists, dramatic tension, or a main character that matters (sorry Dovabrick). You can practically trip over the amount of games that meet these requirements. the amount of games that use these features well may be far less but I would hardly describe them as rare.
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Chloé
 
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Post » Fri Jun 08, 2012 7:43 pm

Skyrim is part of an industry that rewards the writing of games like Assassin's Creed and Mortal Kombat. By those standards, it can be considered the David Mamet drama of videogames. Certainly a step in the right direction.

Really, it's close to impossible to find any decent writing in videogames. I think Skyrim and Portal 2 are the only two good written games I've played in all 2011. And while I consider Portal's script far better than Skyrim's, these are such rare occasions where you can enjoy an interactive narrative not completely and utterly stupid in the worst imaginable way that, hey, we should be more than happy with it.

Eh, Skyrim isn't written well at all. Why would you say so? Like all Bethesda games it has some really unnatural dialogue and is just lacking in tons of detail (with some parts that just don't make sense).
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Honey Suckle
 
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Post » Sat Jun 09, 2012 2:30 am

Writing for a sandbox game is not like writing for a linear game. This applies in a massive way when comparing RPGs; for example, RPGs where you are handed a character created by a developer and told to 'role-play' him are about 2x easier to write than writing quests and dialogue for a game like Skyrim. Writing dialogue for a linear action game is about 2x easier than writing for RPGs like DA2 and TW2. Therefore, when making your comparisons, keep in mind that it is about 4x harder to write good dialogue for Skyrim than it is for Portal 2. (I consider that a very conservative estimate; it is actually probably much harder than that.)

Since you're all good little readers, you won't mind reading what I wrote about this in http://www.gamesas.com/topic/1322758-about-the-main-quest-the-craft-of-storytelling-and-beths-recruitement-process-long-post/ (which is based on my experience writing fiction and writing quests for Oblivion):

Writing a story is not the same as writing quest dialogue for a sandbox game. There's nothing wrong with applying these principles to the writing, but you can't ignore the limitations imposed by the format.

Let me give you an example of a very easy story to write: You have a character who has been designed by a studio. Every part of this character's past, his general attitude toward life, his role in the narrative, his friends and family, his colleagues, his opponents and their unique motivations are all known beforehand. All of the dialogue is written directed toward this character. A small amount of flex dialogue has been written to provide players with a small illusion of choice, but, by and large, it's all cut from the same cloth. The number of characters this protagonist interacts with in a meaningful fashion is probably a couple of dozen. The number that require extensive dialogue maybe half a dozen. There is one plot with two or three alternate endings and a couple of "branches" that rotate around the main trunk. Any competent developer should be able to write a good, engaging story and provide decent dialogue and voice acting.

Let me give you an example of a very difficult story to write: You have a character designed by a player of which the studio can have no knowledge. This character might be anything: a hero, a villain, a madman, a pacifist, a drunkard, a farmer, a wandering bard, a barbarian, a sophisticated urban thief, a village priest, a sultry mage, etc., to infinity. The designers give him the role of the "chosen one" to provide a single thread of consistency between all of these possibilities. Without that thread, there is no way to attach a major narrative. They have no idea what his role in that narrative will be, whether he will follow it, ignore it, pervert it, screw it up, or actively reject it. Because this person is a complete unknown to the developers, they can't create friends, family, colleagues, or a personal nemesis. All of the dialogue has to be written toward an everyman and any player who has created a character that is not incredibly generic and bland will find the dialogue choices and responses inappropriate in direct proportion to the degree of individuality with which they have infused their character. The number of characters that the player will have meaningful interactions with is probably the same, but they could be any of hundreds of different characters, all of which have to be given back-stories, personality, goals, routines, dialogue, relationships, opinions toward the player and the events of the world, etc. The number of characters that require extensive dialogue has grown from half a dozen to three dozen at a minimum. All of them need professionally written dialogue and voice acting, all of which must be directed toward a character who is a complete unknown to the developers. Multiple plots have to be written, each with branches and subplots that provide some modicum of choice for players who want to pursue them in a non-standard fashion, all of which have to work together harmoniously without interfering with each other. The number of companies that have performed this feat successfully, to the standards you have indicated is exactly 0. The number that have a shot is perhaps 2: BGS and RockStar. [Edit: And possibly Obsidian. But even Obsidian used an extra device in New Vegas to focus the narrative: your character is given a history as a courier.]

Knowing the principles of good writing is not enough. You also have to understand the format and the game requirements.

The easiest way to create the type of narrative that you are suggesting is to remove choice from the player by defining the central protagonist beforehand as various other "RPGs" do: DA2, the Witcher, ME, etc. It is no mystery why these studios receive kudos for their writing. They've chosen the easy route. Mostly because people keep demanding better narratives from RPGs.

Here's your challenge: write a single scene between the player and one of the main quest characters that is engaging, carries dramatic tension, and has convincing dialogue. Here's a small test sample of player characters that the dialogue must be written for:

1. A player who wants to play the part of a noble warrior (the Nord equivalent of a knight) who fully embraces his destiny as a Dragonborn. He's big and tough and wants to "save the world". (Here's your "straight" character.) How does your quest character address them? What does he or she say?

2. A player who wants to play the part of a mage who is physically weak, craves magickal power, has rarely ever stepped outdoors and is skeptical of her destiny as a Dragonborn. She is indifferent to the plights of the many and only concerned about accumulating knowledge and furthering her own development. She'd rather read a book than delve a dungeon.

3. A sleazy Bosmer cutpurse who has spent his entire life stealing from people he considers trusting fools. He thinks the whole Dragonborn thing is a load of crap, but he'll use his "destiny" to score some big gold from superstitious idiots who think he is some sort of hero. He couldn't care less who lives or dies as long as it isn't him.

4. A high-minded Altmer who has decided to spurn civilization and live in the forests as a druid. This character doesn't believe that man or mer have any more right to existence than the dragons. He is indifferent to civilization and views all things dispassionately from the perspective of natural balance and harmony. He has no interest in participating in the affairs of men and cares nothing for politics, seeing all men as equally foolish.

5. A simple Breton alchemist who wants to tend her garden and heal the sick. She's much too humble to believe that she could be the Dragonborn, and while she might go along with it, she always thinks that it's a mistake, that somehow the gods have chosen the wrong person. She spends most of her time trying to convince people that they have the wrong person.

6. A bloodthirsty Orc barbarian whose sole purpose in life is to prove that he is the most powerful warrior that ever lived. He cares only for his own glory and nothing for others. Being the Dragonborn simply confirms what he already believes. In fact, there's no reason why he shouldn't be the high king of Skyrim since he's obviously been chosen by the gods.

Now, write a dialogue between this character (through dialogue options) and the main quest character they are conversing with. The dialogue options have to suit the player's character and the NPC's dialogue has to apply equally well to each example character. (All of them are equally valid RP options, so you can't exclude any of them.)

Now write a story arc that accommodates each of these player's RP preferences. Each quest in the story has to be able to appeal to all of these (and innumerable more) types. Has the plot changed at all based on the character?

Now try another experiment: pick any one of these characters and write dialogue and a story arc that applies to this character alone. The player has no choice but to play the part of the character you have selected. Was this easier to do? Was the writing better? Was the story more engaging?

I encourage everyone reading this to give it a go.

Writing for sandbox games is not the same as writing a linear script. Each dialogue "chunk" has to stand alone and appeal to every possible play-style. Every quest has to appeal to every possible character type. Unless you provide branching options. If you take a single narrative for a pre-made linear game and allow for even one other character type written with the same degree of depth and conviction, you have effectively doubled the length of the script. You have also doubled the cost of writing and voice acting and added additional testing. I guarantee you that no two lines of dialogue will be the same if you are writing convincing dialogue that effectively captures the player's choices. Every time you add another character type and expect to achieve the same high quality as the first, you have added the full length of the script again, along with all of the different branching quest options, etc. And that doesn't even include cutscenes, which are almost anathema to a sandbox RPG.

The only way to reduce the workload is to remove choices from the player. The fewer choices the player has, the easier it will be to write, and the less it will be a sandbox RPG. The developers pick a point somewhere on the line between tightly scripted linear narrative and open, free-form sandbox and write to that point. The closer you are the first pole, the better the writing is and the fewer choices you have. The farther to the latter pole, the worse the writing is and the more choices you have. That doesn't mean sandbox games have to have bad writing, and that some aren't better written than others, only that they need to spend exponentially more time and money writing and producing it if they hope to provide the same quality as the linear narrative.
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LuBiE LoU
 
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Post » Sat Jun 09, 2012 1:04 am

I'm a little surprised about how many people are saying Bethesda should have done this or should have done that. You have already sent them a clear message that they did great by buying the game at full price (well, a few, I assume are like myself and didn't, as I bought it for 40 bucks). They've heard loud and clear from the market that they've done a great job and you won't see a review that mentions any of their shortcomings.

As much as I have a few problems with the game, I can't blame them for their choices.
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Ronald
 
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Post » Fri Jun 08, 2012 6:42 pm

Writing for a sandbox game is not like writing for a linear game. This applies in a massive way when comparing RPGs; for example, RPGs where you are handed a character created by a developer and told to 'role-play' him are about 2x easier to write than writing quests and dialogue for a game like Skyrim. Writing dialogue for a linear action game is about 2x easier than writing for RPGs like DA2 and TW2. Therefore, when making your comparisons, keep in mind that it is about 4x harder to write good dialogue for Skyrim than it is for Portal 2. (I consider that a very conservative estimate; it is actually probably much harder than that.)

You'd have a point if any of the stories were significantly non-linear. They aren't. Pretty much all quests are independent of each other, and branch perhaps ONCE if that. The writing for something like this IS easy. You want to talk about hard writing, talk about Bioware.

Let's face it, they just have rather poor writing. It's unnatural and lacking. This is nothing new.
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Jason King
 
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Post » Sat Jun 09, 2012 4:22 am

You'd have a point if any of the stories were significantly non-linear. They aren't. Pretty much all quests are independent of each other, and branch perhaps ONCE if that. The writing for something like this IS easy. You want to talk about hard writing, talk about Bioware.

Let's face it, they just have rather poor writing. It's unnatural and lacking. This is nothing new.
Please read the whole post before replying. I assume you haven't, since your post ignores everything that follows the paragraph quoted.

BioWare's writing is better largely because they give you fewer choices. Try writing a story about a character that you have no information about. If you know most of the character's details beforehand, it's a piece of cake. That's why RPGs increasingly favor centering a narrative around a pre-defined protagonist. It's the only way developers can write a good narrative in a reasonable amount of time. If you request better narratives, you will get fewer choices. It's not complicated.
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Charity Hughes
 
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Post » Fri Jun 08, 2012 6:39 pm

Please read the whole post before replying. I assume you haven't, since your post ignores everything that follows the paragraph quoted.

BioWare's writing is better largely because they give you fewer choices. Try writing a story about a character that you have no information about. If you know most of the character's details beforehand, it's a piece of cake. That's why RPGs increasingly favor centering a narrative around a pre-defined protagonist. It's the only way developers can write a good narrative in a reasonable amount of time. If you request better narratives, you will get fewer choices. It's not complicated.

They actually give you more story choices. TES games give you far, far fewer story choices. Character abilities? Usually about the same number of choices and variety.

Bethesda just doesn't have good writing. It isn't like they make a sandbox game with a vast number of stories in the sandbox. They make a sandbox that's largely independent of story, or at best has a number of completely independent stories.

Let me put this another way. The fact the writing in the Civil War storyline or the main quest is bad and lacking has nothing at all to do with the fact the game is a sandbox. Those storylines don't interact with anything else save each other (and only a tiny bit at that) and they are extremely linear. Portal 2 is only slightly more linear than this. It's just that the writing isn't good. As a whole it's ok at best, with extra points off for brevity.
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Marquis T
 
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Post » Sat Jun 09, 2012 12:55 am

Please read the whole post before replying. I assume you haven't, since your post ignores everything that follows the paragraph quoted.

BioWare's writing is better largely because they give you fewer choices. Try writing a story about a character that you have no information about. If you know most of the character's details beforehand, it's a piece of cake. That's why RPGs increasingly favor centering a narrative around a pre-defined protagonist. It's the only way developers can write a good narrative in a reasonable amount of time. If you request better narratives, you will get fewer choices. It's not complicated.

Sorry, but I don't buy that for even one second. Bad writing, is bad writing. Obsidian was able to write a more compelling narrative and quests for Fallout New Vegas, using the engine and tools given to them by Bethesda, and in a very short time-frame as well.
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Soraya Davy
 
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Post » Sat Jun 09, 2012 4:50 am

Sorry, but I don't buy that for even one second. Bad writing, is bad writing. Obsidian was able to write a more compelling narrative and quests for Fallout New Vegas, using the engine and tools given to them by Bethesda, and in a very short time-frame as well.
They worked with existing ideas from Van Buren though. Which was in development before 2003. I mean there are like dozens of pages of design documents leaked. Caesar's legion, hoover dam, all that crap.

They just took a working engine, half a dozen existing plot lines, mixed the HHHECK out of them and what did they get? VEGAS!
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Jaki Birch
 
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Post » Fri Jun 08, 2012 7:33 pm

They worked with existing ideas from Van Buren though. Which was in development before 2003. I mean there are like dozens of pages of design documents leaked. Caesar's legion, hoover dam, all that crap.

They just took a working engine, half a dozen existing plot lines, mixed the HHHECK out of them and what did they get? VEGAS!

Still, they had only about what, 1 year to implement it all together? Bethesda had around 2 years of conceptual work, and 3 years of actual work fro Skyrim?
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Joey Bel
 
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Post » Fri Jun 08, 2012 12:35 pm

However, the dialogue in Morrowind is the same for every single NPC, repetitive and basic.
It's the overall feeling of Morrowind that makes it better than Skyrim for me, because it's an all new world to discover. Skyrim doesn't feel alien to me.

Not as half as repetitive as Oblivion or Skyrim are.
I agree though, one of the big differences with Morrowind are in the fact that Vvanderfell is totally weird, feels foreign and that adds a lot to uniqueness. To be honest, Skyrim feels two times smaller than Morrowind, just because of this reason.
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Lizzie
 
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Post » Fri Jun 08, 2012 5:04 pm

Still, they had only about what, 1 year to implement it all together? Bethesda had around 2 years of conceptual work, and 3 years of actual work fro Skyrim?
They had two years and a team of experienced developers with full time wages to make a big mod for Fallout 3 using existing pre-defined plotlines (Down to dialogues) and concept arts.
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sas
 
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Post » Fri Jun 08, 2012 5:37 pm

Writing for a sandbox game is not like writing for a linear game. This applies in a massive way when comparing RPGs; for example, RPGs where you are handed a character created by a developer and told to 'role-play' him are about 2x easier to write than writing quests and dialogue for a game like Skyrim. Writing dialogue for a linear action game is about 2x easier than writing for RPGs like DA2 and TW2. Therefore, when making your comparisons, keep in mind that it is about 4x harder to write good dialogue for Skyrim than it is for Portal 2. (I consider that a very conservative estimate; it is actually probably much harder than that.)

Since you're all good little readers, you won't mind reading what I wrote about this in http://www.gamesas.com/topic/1322758-about-the-main-quest-the-craft-of-storytelling-and-beths-recruitement-process-long-post/ (which is based on my experience writing fiction and writing quests for Oblivion):
I agree that making dialog between friendly characters is hard for a game like this but Skyrim fails at even a good premise and some easy to manage aspects too:

1. The beginning is awful. Not only does it confuse anyone who doesn't read the TES wiki religiously but it also misses out on important characterization opportunities. Alduin may be shown as a powerful beast but he is hardly set up as a good antagonist. At this point he's essentially a big deathstar. Everyone fears it because he looks big, menacing,
Spoiler
and burnt a small town
but after your fifth dragon fight he seems more like just another thing to stab. It may not be necessary to have an antagonist that tells you his/her story but most games at least have the enemies tell their side of the story.

2. The characters aren't even half good. Yes, it is hard to make good ally characters for a game like Skyrim but that leaves no excuse to make them completely unlikable. Delphine was just a bossy **** and yes, this may be her character but when writing a good ally it's a good idea to stay away from annoyingly bossy. I actually sort of liked other characters like Esbern, Arngeir, and Tullius but you are never given the opportunity to learn more about their history. Most other semi-main characters are just throw away cardboard cut-outs. I give leniency to Skyrim because of its size but if you're going to get us married at least have a few sentences about their history and feeling about stuff.( I know this isn't necessarily story related but i find that even characters in the main story have the same issue)

3. An awful use of cinematics or just a lack of them. Bioware succeeds in telling a great story not only because of a more linear plot but also because of the way they present their game. I understand that TES can't have any cutscenes other than in the beginning but there are many moments that just feel misused or just not used at all. For starters there's that abhorrent beginning that I told you about but after that there are a few other occurrences. When you
Spoiler
use the Elder Scroll to look back in time I thought ti was pretty cool but after a while of fighting I realized that this battle had no custom animations or anything to differentiate it from any other mediocre battle in Skyrim. Again I understand that this is not the game to have anything super cinematic but if Bethesda made us sit still for a while I want to watch something good.
Another prime example is the
Spoiler
Flight of Ovahdiing. This could have been a great opportunity to show Skyrim from a dragon's point of view and show all of Skyrim's grace but all that happened is a lousy loading screen. This is just bad design work from the devs.

This is all I can do for now, it's 11 and i have to wake up early tomorrow. Tis a shame, I wasn't even half finished.
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sunny lovett
 
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Post » Fri Jun 08, 2012 1:55 pm

if Skyrim was a work of literature and I was reviewing it, I would give it a 7/10 or a 6/10. Its premise is beautiful and the execution is actually pretty decent. But the nitty gritty of it isn't up to par as you would expect. Specifically, the Guilds and the ending of the Main Quest. Really, the only Guild that is worth talking about for the story is the Thieves Guild and MAYBE the Companions.
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Nathan Barker
 
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Post » Sat Jun 09, 2012 2:22 am

I often wonder to what extent voice acting has to do with the limited stories. After Morrowind, gamesas made the decision that every. single. line. of dialog had to be voice acted. That makes it harder to change the story lines, or add more story, later in development, because you need to give the dialog to the actors and producers to record. Something like Radiant Story could be much better if it had the ability to create dialogue without voice acting. Even the hand-written stories could do more if they didn't need so much voice acting, seems like.

You've nailed it, imo. The other day I was watching some "lets play" Morrowind: Tribunal youtube videos and was very surprised at the quality and length of much of the dialogue, particularly from the noble characters such as king Helseth, etc. I remember Morrowind's dialogue and writing as being mature, nuanced, layered, and often cryptic, which greatly facilitated the overall mystical and otherworldly essence of the game. They didn't write dialogue or events as though the characters or world were at all concerned with how well we as the players would be able to make sense of it all, but rather in such a way that simply laid it all out as it would be if Morrowind were a REAL place, allowing us the greatly satisfying and often frustrating experience of learning the ropes in a strange alien world. Everything was thoroughly and beautifully realized from a thematic standpoint, while remaining rough around the edges and obscure, so you never really got the feeling that you know more about the world than the peoples that inhabit it do. And even if much of the dialogue is canned and generic, YOU DONT HAVE TO HEAR THE SAME 3-4 VOICE ACTORS SAYING THINGS THAT ARE ONLY EFFECTIVE (or even make SENSE) THE FIRST TIME YOU HEAR THEM.

Example: things like "Move along outlander", "outlander, what do you want?", or "you NWAH!!!" make SENSE as repetitous voice clips, because they are sufficiently generic. But crap like (and this one makes me shudder... get ready for it...) "Come to dragons reach to discuss the ongoing hostilities, like the rest of the great warriors?" only makes sense once over, after which repeated occurances completely destroy the immersion. Also "You know what's wrong with skyrim these days??". Ugh. Generic crap from GUARDS like the infamous "arrow to the knee" is FINE, because they are GENERIC, stock, faceless characters.

The problem extends beyond the strict adherence to the "must have voice acting for every line of writing" in the game, imo; it's got problems similar to the excessively poor judgments made by George Lucas and co. during the making of the abysmally afwul Star Wars prequels. What really happened is that in trying to make a movie for EVERYONE (ages 8 to 92), they lost sight of what made the original movies so great: they SUGGESTED a universe filled with rough around the edges, gritty, advlt characters and events, yet they could also be enjoyed by children without having to write FOR children. And the effects were in service of the mythical story, not the other way around like it is today.

Skyrim is a great game, with fantastic environments, events, and activities to enjoy. BUT, they have clearly been trying to reach as large an audience as possible, and in doing so are trading longevity and complexity for sensationalism and superficiality (just like everything else in today's media).
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jenny goodwin
 
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Post » Fri Jun 08, 2012 6:44 pm

My earliest let-down was when I killed the first dragon and absorbed it's soul, and Arnord Guardenegger delivered his 'you are the chosen one!' lines like,

'Oh. You really are Dragonborn, then. Huh.'
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Alexander Lee
 
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Post » Fri Jun 08, 2012 3:44 pm

3. An awful use of cinematics or just a lack of them. Bioware succeeds in telling a great story not only because of a more linear plot but also because of the way they present their game. I understand that TES can't have any cutscenes other than in the beginning....

There is an interrupting cutscene during the Thieve's guild questline; maybe more of these would have helped tell more of a story in Skyrim.
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Sandeep Khatkar
 
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Post » Fri Jun 08, 2012 6:33 pm

As for 2011, did you play The Witcher 2? (...) How could you say good writing is so rare? Just pick up a Bioware game, it will probably have a much better story than any TES game on the market (...).

Skyrim completely misses the requirements for a good story by lacking any sort of character development, cohesive interesting antagonists, dramatic tension, or a main character that matters (...).

No, I didn't play The Witcher 2 yet but I'm aware of what's being said about its story. However, that alone won't get me too excited either, since the gaming community tends to praise pretty average stories precisely because of the lack of great stories within their medium. As soon as something shows up that does things decently, it gets perceived as a masterpiece of some sort.

In general, videogames tell bad stories. Even worse, they also tell those stories wrong. Very few writers in the industry seem to realize that they are not writing a book or a movie, and therefore don't take advantage of the interactive medium. To make things worse, they also are unable to write a good story in the traditional sense of it, so videogames end up full of fantastically disastrous screenplays attached to all kinds of gameplay mechanics. That doesn't make each of those games bad, since gameplay is what mainly determines their quality, but it definitely doesn't say much about their writers.

Bioware is a good example of a studio that created a very attractive universe with Mass Effect, yet their writing ranges from average to mediocre. The first Mass Effect fails to give a motivation to its villains, while the second forces supposedly moving scenes into the player by simply making its characters cry for the most puerile and unoriginal reasons, without even giving them enough space to be embraced by the player before they completely open themselves up. On top of all this, the narrative is mainly presented through cutscenes featuring dialogue choices that, I tell you right now, matter next to nothing and will still be linear and meaningless when the third installment hits the stores this year.

I say all that and I still enjoyed Mass Effect, I think it's a nice series, but I never bought their pretentious storyline ambitions. Bethesda, on the other hand, creates interesting worlds where a main storyline isn't really that relevant, and instead they choose to offer hundreds of small places, characters and situations that can trigger a personal adventure that the player himself develops on his own. That's their goal and they definitely achieve it. And if you ask me, that's closer than anything else to what videogames should be looking for as a medium when it comes to offering a different dramatic experience to what other mediums offer.
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Star Dunkels Macmillan
 
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Post » Sat Jun 09, 2012 2:17 am

They had two years and a team of experienced developers with full time wages to make a big mod for Fallout 3 using existing pre-defined plotlines (Down to dialogues) and concept arts.

As he said, Skyrim had two years of conceptual and three years of actual development compared to New Vegas' total of 2 years (a tad bit less). I think his point is, correct me if I'm wrong, but storyline would fall under "conceptual development." So in that sense, New Vegas had just under two years to do it all. You say that the "conceptual" part was basically already done (partly true, they revived a lot of ideas from the cancelled Van Buren, though I think all of them were in some way retweaked) for them, meaning Skyrim had 3 years of actual scripting and programming compared to Vegas' year and a half (estimate with a little time taken for conceptual parts) with the benefit of being able to borrow a large amount of world objects and textures. The end product on both? New Vegas arguably has more quests than any Bethesda game (save Morrowind), broke the world record for most lines of recorded dialog in an RPG game, has fantastic voice actors and an absolutely compelling story, all taking place within a desert setting; a setting that demanded plenty of new textures and world objects because it's quite different from the Capital Wasteland. Skyrim? Skyrim has a beautiful world....and that's it.

And that's the point. You can't help but think "lol now wait a minute" because the schedule was so much tighter for New Vegas. Yes they had a general idea of what they wanted to do with the plot and yes they had world objects to borrow, but....for example, why is it that if I compare the Pitt and Dead Money, I find that both have drastically new and different areas to explore, but Dead Money is the one that has dialog and story? Why is it that if I compare Old World Blues and Mothership Zeta, again, both have very new looking locations but only one has a good amount of compelling dialog?

It's that when you compare them, it really does seem that Bethesda SHOULD be capable of producing more on the storyline side of things, but it just doesn't happen. Which is why I hope OP is onto something and that their writers simply aren't THAT bad that they're simply incapable of coming up with anything. Sadly, while his theory sounds good, some parts of Skyrim make me think it's just that: a theory. For example, the explanation for the Falmer becoming what they are today. That's bad writing if I've ever heard it, and I don't see how the realization that radiant quests have crappy stories would force them to rewrite the Falmer... :/
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TWITTER.COM
 
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Post » Fri Jun 08, 2012 4:51 pm

...

Firstly, what he said ^. The endemic and continuing castration of cause in the name of effect(s).

They worked with existing ideas from Van Buren though. Which was in development before 2003. I mean there are like dozens of pages of design documents leaked. Caesar's legion, hoover dam, all that crap.

They just took a working engine, half a dozen existing plot lines, mixed the HHHECK out of them and what did they get? VEGAS!

And Beth. did not have access to the ideas and writing that emerged from the development period of Ob, Mw, Df and Arena? Twenty something years worth of ideas.

...bethesda's strong points are the gameworld itself...

And for me this, the game world, is exactly where the games fails. Granted I have only played for 100 hours but in that time not a single NPC has proved memorable. I have found nothing to convince me the world is worth saving. Indeed, nothing to suggest the game world is anything more than a collection of isolated quest hubs, created for my convenience.
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