Delterius
Arcane
maybe the ogres domesticated the oozes by throwing them treats made of adventurer limbs
I can't bring myself to criticize the fact that a pack of trash mobs is composed of ogres and oozes with absolutely no reason for these creatures to get along. And yet again, yes : it's a legitimate complain. I just don't understand how it would be considered a matter of writing and not of design.
It is a matter of both. A pack of ogres and oozes might be an interesting encounter in terms of design, it's bad writing if they haven't established why they'd work together. It might not seem that big of a deal, but it's symptomatic of larger, already discussed, issues. I generally agree with what Lurker King is saying, he just isn't presenting it very well.
Think about writing in movies. The writing part is not limited to the dialogue, but includes whether the events unfold in a credible manner or not, and whether the characters are believable or not. Of course, you could object that this was all in the script, but that’s not the point because you usually have the vision of the game laid out in a game design document. Yet, it’s not considered writing, it’s considered design.It is a matter of both. A pack of ogres and oozes might be an interesting encounter in terms of design, but it's bad writing if they haven't established why they'd work together, or even worse - established that they wouldn't. It might not seem that big of a deal, but it's symptomatic of larger, already discussed, issues. I generally agree with what Lurker King is saying, he just isn't presenting it very well.
them being seen together peacefully coexisting for an encounter is badwriting.
Lots of people here (like me) were apathetic to the first DOS and then the dumbing down of the sequel moved them from apathy to dislike.
I presented a few objections and you ignore them and repeated your previews statements. Let me explain the objections again.
First, you didn’t provide any arguments that the developers weren’t trying to achieve some sort of plausibility in the way they present the game world. You can see that in BG2 they thought about all sorts of minute details, e.g., the threat of prison involving the use of magic can be bypassed by bribing corrupt officials. To think they don’t give a shit and just want to provide the player with things to kill is a caricature that reflects your preferences, not those from the developers.
Second, even if they didn’t want to make things plausible, it doesn’t shield them from criticism. The developers from Bioware didn’t want DA:I to have good combat and itemization, but that does not shield them from criticisms about such combat and itemization. If this line of reasoning does not work in this case, it does not work with BG2 either. Again, you didn’t provided any reply to this objection, but just repeated your statement without arguments.
I think it'd make more sense to directly criticise their approach of the world-building from the get-go
Because you are adopting a superficial notion of writing, which is nothing more than the available written text in dialogues and story. Read the comments above about this topic.I can't bring myself to criticize the fact that a pack of trash mobs is composed of ogres and oozes with absolutely no reason for these creatures to get along. And yet again, yes : it's a legitimate complain. I just don't understand how it would be considered a matter of writing and not of design.
That's the thing. It might not be bad design if the encounter is different, challenging and even logical in terms of mechanics, but it will still be bad writing. That's the distinction I want to make and which Lurker King isn't and conflating a lot of terminology and using it interchangeably. I'm not saying it's good to have such internal-logic-breaking encounters, I'm just making some things clearer.
accursed roxor
So, yes, it should be considered a separate aspect of both writing and design.
Yea it would have been a much nicer game if they focused on colonialism instead of gods. They could have even made it a bit controversial by showing colonizers (USA) as what they were (evil murderers doing genocide on local population).Well, that's (a part of) the problem - the worldbuilding in PoE doesn't always mesh well (or sometimes at all) with the rest of the writing.
The overall ideas of PoE are sound. Some of them, like taking place in a post-revolutionary area that's akin to 18th century USA, are pretty interesting. But few of those are actually relevant to the plot - they are merely backgroundlorefluff.
So, yes, it should be considered a separate aspect of both writing and design.
I will catch flack for this example and perhaps deserving of it – Blizzard games. I believe Blizzard actually puts some thought into world-building to the extent the other writing/characters appear to be an afterthought. For example, Warcraft 2&3 and Starcraft 1 created the backdrop of different worlds, clans/factions (i.e., Orc clans, Terran organizations, Protoss castes/groups. Each had their own specializations (crafters, warriors, mystics, miners, etc.), motivations, and inter-rivalries. The background was not deep, but there was a sense of function or motivation.Worldbuilding is part of the writing, though, I don't know why you are separating it. I have never encountered such distinction before. Do you see worldbuilding as some kind of list of things that exist in a setting and is divorced from anything else? Even so, it will still be a writing exercise. What else would it be?
So, yes, it should be considered a separate aspect of both writing and design.
It will just be considered bad writing if taken as a whole. It's much harder to fail at worldbuilding than at writing characters and dialogues, that's why amateur writers spend so much time writing about the world. If the worldbuilding doesn't have anything to do with the what we are doing, why have it at all? It bogs down the overall writing with useless trivia that wastes your time. It's good if it adds some kind of wanderlust and anticipation (or foreshadowing) for what comes next, but the vast majority of explanations about the world in PoE are literally useless and self-contained. This all comes down to the writers not having a grasp of what a complete work of art is, especially one as standard as 99.9% of semi-/mainstream video games, it's not simply a collection of ideas that you can come up with. The fact that the worldbuilding IS separate from anything else is clear evidence of this, it means the writing has failed in this basic aspect, it doesn't mean that they are fundamentally separate.
Yea it would have been a much nicer game if they focused on colonialism instead of gods. They could have even made it a bit controversial by showing colonizers (USA) as what they were (evil murderers doing genocide on local population).Well, that's (a part of) the problem - the worldbuilding in PoE doesn't always mesh well (or sometimes at all) with the rest of the writing.
The overall ideas of PoE are sound. Some of them, like taking place in a post-revolutionary area that's akin to 18th century USA, are pretty interesting. But few of those are actually relevant to the plot - they are merely backgroundlorefluff.
So, yes, it should be considered a separate aspect of both writing and design.
Worldbuilding is part of the writing, though, I don't know why you are separating it. I have never encountered such distinction before. Do you see worldbuilding as some kind of list of things that exist in a setting and is divorced from anything else? Even so, it will still be a writing exercise. What else would it be?
That's a false equivocation. It's absolutely not the same doing research for a real historical place and coming up with a new world. Next thing you'll be saying is that reading up for a history exam is writing. Every creative endeavor requires research and thorough understanding of a subject, but not in the way you are saying.