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Hot Take: Video games talk too damn much.

Trilobit

Absolutely Cozy
I hate listening to stories so much I almost want a tl:dr about the original post above mine.

But, this was me with Metro Exodus. I just wanted to shoot cool shit and it was non-stop talking and standing around. Unbelievably boring. I tapped out in 10 minutes.
Oh man, I just got flashbacks to GTA V where there's nonstop prattling in the missions. At times you only had to drive somewhere and you'd be forced to listen to stupid dialogue for several minutes.
 
I recently played Horizon Zero Dawn: Forbidden West, and Jesus fucking christ that game never shut ups.
It’s all major AAA games now. Finished Indiana Jones the other day and it was just the same. Ever since Last of Us every game thinks it needs to give us an AI companion that NEVER shuts up. It makes me furious when I want to read some ingame diary/document and the companion keeps talking. How far have we come when I have to bloody mute the TV every time I want to read anything? It’s a joke.
 

Zacfoldor

Member
Work Yes GIF by Offline Granny!

Square-Enix, are you listening!?

Some games, mostly jrpgs or srpgs I'm okay with exposition as it kinda adds to the overall aesthetic and feel of the game. Even RPGs in general. However, every dev should hear this. Your cut scenes MUST be skippable and you must NOT create unskippable walking/talking sections instead of cutscenes. We are older now and our imagination is actually a lot better than your writing is at this point so unless you are Larian or something, please give us a break.
 
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Hudo

Gold Member
I think the main issue is the really subpar, most of the time even brain-dead, writing. Look at stuff like the Soul Reaver games, Planescape Torment or Vampire: The Masquerade - Bloodlines. They are also fairly word-heavy, and not once was I bothered by it; in fact, I think they are written well.
The issue discussed where the protagonist is talking to him/herself as a diegetic way to help players navigate the space is just an example of brain-dead writing. Most game "writers" are, unfortunately, just some retards who wrote a Tumblr blog and got employed by nepotism. Not one of them has ever read even one play by Shakespeare or can talk about the narrative structure of The Odyssey. You know, basics you should know if you are serious about writing.
 
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It Takes Two is my recent example of this.

Gameplay is really fun and engaging. The cutscenes though, it's awful. I completely understand how it could make for a good story (divorce), but it's not funny, the characters are irritating as hell, and the script is atrocious. It's truly awful. I would gladly skip through all cutscenes but my wife wants to watch them.

I hope Split Fiction isn't this bad, or A Way Out. I snagged the latter for $5 the other day.
 

Hey Blinkin

Member
I know a good story is important to a lot of people, but I have to agree that it's a drag most of the time. My inability to maintain focus and dialog that drags on too long means I just end up skipping through or just generally zoning out and piecing it together later.

I appreciate games that keep a log for this very reason.
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
Really, the main problems are: 1) pacing 2) the juice usually isn't worth the squeeze
 

RCX

Member
Its not a hot take.

Almost every "AAA" game from the mid-360 gen refuses to shut the fuck up and let me play it.

If I want to watch a movie, I'll watch a movie.

And if you're a "videogame writer" it's already a solid indicator that you aren't a very strong participant in your creative field. So please, for my sake and yours, keep it fucking brief.
 
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RCX

Member
This.

The problem is not talking. The problem is people talking but having nothing worth listening to.
AKA 99.2% of all videogame stories.

Way too often they're inspired by Hollywood-style writing. Which is a bad idea because almost all movie plots are absolute garbage these days.
 

kur07

Neo Member
Yes! If I want to just passively listen to a story, I'll watch a TV show.

Want to make your game about story? Give the player agency to affect it! Implement dialogue choices that actually alter the game in a meaningful game.

But that's hard, so we're stuck with "cinematic experiences".
 

Pandawan

Member
Kingdom Come 2 is a game that talks too much. 80% of this game is dialogue. Dozens of hours of dialogue. Watching the entire Sopranos series takes almost as long as listening to all the dialogue in KCD2

The Biggest Script My Ass
 

Allandor

Member
Oh damn ... So I guess story based games are just nothing for you.

There are plenty other games that might suit your taste.

I don't like walls of text in games, that's why I don't like the old elder scrolls games.

But yeah, dialogs can be annoying if you can't skip them.
 
I'm going through this exact situation with the recent PC release of Red Dead Redemption 1.

There's something about the cadence/delivery of the voice actors that sounds so damn repetitive. Gameplay loop is: Ride your horse to destination while John yells/talks to another character about absolutely nothing engaging at all. I mean you could say this literally about all Rockstar games LOL!

If this was a cowboy/western simulator written by Tarantino at least the dialogue would be entertaining.
 

Hari Seldon

Member
lol I am playing Ragnarok for the first time. I literally fell asleep holding the stick forward during that fucking useless Yak riding sequence. Who in the fuck thought that this was a good idea? People trash gaas games and rightly so, but at least you don’t fall a fucking sleep playing them.
 
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