Azarkon
Arcane
- Joined
- Oct 7, 2005
- Messages
- 2,989
I have no idea whether any of my game writing is consistent with this thought, even my current writing on Fallen Gods, but I'm increasingly wondering whether the problems might be something like this:
(1) A large quantity of info-dumping is information that the player doesn't need in any respect. He doesn't need it from a gameplay standpoint because it has no gameplay relevance whether the Fasfacanga were once called the Aganbta in the age of Magfala, but he also doesn't need it from a story standpoint because it's totally obvious that whether they're called Fasfacanga or Aganbta, they're just elves, and we already know everything there is to know about elves other than marginalia here and there. Thus, the information is valuable only in and of itself -- if the writing is sufficiently lyrical and brilliant to justify the writer jumping in between the player and the game and saying, "Let's take a moment to talk about the age of Magfala!" or if the mystery that is being uncovered is sufficiently fascinating that the player is independently motivated to seek it out.
1. Yes.
2. What many, even most, writers think is lyrical and brilliant is not actually so; this again goes back to the problem of objective self criticism being hard, and the need for quality control, specifically proper copy editing which is severely lacking in the video game industry.
(2) Even where some explanation is necessary, there is almost always too much of it. If you have a Fasfacanga who introduces himself as a member of the Sylalala caste, you probably can get away with just saying, "We protect the forests with spell and blade" and not giving a huge exegesis on how Sylalala culture works. Of course, as I noted before, almost all of this is unnecessary if you don't play hide the salami with your fantasy tropes by renaming your elven bladesingers Fasfacangan Sylalalans. But even when you don't use the established nomenclature, the structure of how a concept is introduced is usually sufficient to convey the meaning. "In these mines, Durin awoke a balrog, to his doom" basically tells you everything you need to know about Balrogs without offering any explanation of why this particular one was in the mine, how it was woken up, what it looks like, etc.
1. It doesn't make any sense for random characters to go on an extended lecture about their culture & history at request. In fact it is doubtful that the average member of a society should even know that much about their own culture & history, much less string it together into a coherent narrative, especially in fantasy settings before the benefit of mass public education.
2. There should always be room left for the player's imagination, since reading is supposed to be a two sided dialogue between the writer & the reader, as opposed to a one sided exchange.
3. Especially for writers who are not at the absolute top of their game, it's better to stay silent and appear a fool, than to open your mouth and remove all doubt.
(3) Players have become very conditioned to expect an, "Ask more about X" option, even though they don't even necessarily want to know more about X, and the achievement-unlocked mentality compels them to take the option if it's there. Writers feel a need to satisfy that compulsion. It's a bitter circle. But I am almost certain that no meaning would be lost if every "Tell me about X" topic were removed because of point #2. The player would learn the same information through the implications of all the other dialogue on the topic.
1. Why should writers feel the need to satisfy a compulsion that they themselves create? There's no cycle here, and while players cannot be faulted for wanting to go for 100% completion, where such achievements exist, writers CAN be faulted for inserting irrelevant details into a dialogue tree whether because they are obsessed with their own delusions of brilliance, or because they are paid by the line.