Rant: Why so many video games have bad dialogue
Posted by Benjamin Hoyt on December 5th, 2011 filed in Game Development, Uncategorized, Video GamesFirst of all, what I’m about to say is not intended to excuse bad writing/performances in games. This is an area that, in general, continues to need improvement and in which big strides have been made in recent years (I submit the Uncharched franchise and LA Noire as exhibits). [NOTE: It's worth remembering that the audience for most AAA games probably has a lot more in common with the target audience of Transformers or Conan the Barbarian, than The King's Speech or Tree of Life. So the definition of "good dialogue" is also somewhat arguable.]
Earlier today, however, a couple of friends basically asked “why does the dialogue in video games so often suck? Don’t they have good writers? Don’t the review the scripts/recordings before they go into the game?” Having several friends who are professional video game writers, and I daresay, very good at it, I felt compelled to answer their question. Here is what I said: think about it this way: haven’t you seen plenty of movies that have bad dialogue? Not being a movie person, I’m speculating here, but I suspect that this is often a product of the fact that the dialogue looks good “on paper” or seems good when it’s being recorded, but really doesn’t work when you cut the whole film together. At that point, it’s often prohibitive (for either logistical or financial reasons) to go back and reshoot those scenes.
In games, there are similar production realities. For any high-quality, narrative-focused, game today you can assume that a good writer has written a script that has been reviewed and revised based on feedback from several parties. The days of a designer just banging something out at their workstation at the last minute are largely behind us (correct me if you disagree, Cliff). After that script is written and approved it has to be cast, recorded, cut, implemented, and synched to animation before you really know what the finished product looks/sounds like. During that process, again, there are even worse bits that have been cut, re-written, and re-recorded. Now, realize that a game like Skyrim (which sparked the original question) probably has about 100x more dialogue content in it than your standard film; AND you don’t always have control over the order in which it’s going to be experienced, sometimes even down the line-by-line level. So, who is going to review all of that? On a film, there isn’t a single frame that makes it onto the screen that hasn’t been viewed and approved by the Director. That allows for a remarkable level of consistency of tone and authorship in the finished project. If that happened on Skyrim, I’d be very pleasantly surprised, considering the sheer quantity of content and the huge number of other tasks that a Lead Designer, or Producer is responsible for; not to mention the inherently more collaborative nature of game development when compared to filmmaking.
Oh, by the way, did I mention that when most of the dialogue was recorded it was probably done by individual voice performers working in isolated sound boxes, asynchronously from their counterparts in the same scene? Of course, there are exceptions, for games such as Call of Duty, Uncharted, etc., where the actors are able to rehearse and perform alongside each other in the same location. But this is generally a luxury reserved for the highest-budget projects and even then, generally only those that have relatively short, linear campaigns (see above examples). Admittedly, I’m highlighting issues with performances, not simply with dialogue writing, but look at how much of a film script gets tweaked and re-written during shooting when the director and actors are all in the same place and able to iterate multiple times on individual lines/scenes collaboratively and then think about trying to do that for 100x as many lines of dialogue.
Hopefully you’re starting to see the challenges that game performances face. I guess what I’m saying is that I’ve seen plenty of movie people acknowledge that a great script does not a great film make, and vice versa. In the case of games, this is at least equally true. So, just blaming the writers for bad dialogue in a specific video game is, in my opinion, a bit of unfair scapegoating without really understanding the production realities that project faced. While it MAY be fair and accurate, there are a number of other factors could, at a minimum, have contributed./rant









January 22nd, 2012 at 3:34 pm
That is great insight Benjamin. I might add if game developers have an understanding of how the movie industry creates movies maybe their methodology can be adjusted in their product development. I understand some areas for improving the over all story / dialog can be cost prohibitive, however I am also sure creating an open dialog with some of the development silos could be a great first step.
February 27th, 2012 at 1:11 pm
That was an interesting and appreciated rant from which I have learned several things that I was kinda incorrectly tacitly assuming about the nature of this kind of work. But I actually came here from a google search “bad dialogue in video games” and i still feel unanswered. Let me point out what i think is in need of explanation (at least for me). Take just text-based dialogues as our data ignoring the complications of voice/audio. And also exclude dialogue that has been translated (as easy a target as that is). Examining the line-by-line details, and not at the discourse level, there are still agents of bad dialogue. For example, inappropriate diction, repetitive use of idiomatic expressions, overly simplified grammatical structure, a discomforting lack of adjectives and adverbs (leading to ill-described discourse), and sometimes downright unrealistic semantic constructions (eg “I was supposed to be the one to fill your dark soul with light” http://www.youtube.com/watch?v=H8qG4AlK1qk&feature=player_embedded Capcom’s Devil May Cry ). This line taken here is semantically trite; metaphorically it doesn’t make sense. Its also very hard to imagine a context or discourse where this line would be natural. Hence this is one way in which “bad dialogue” can be realized. Although the scripts the English voice actors were using were definitely translated from native Japanese, so this is just another example of poor translation, I just wanted to mention it by illustrating what I mean by unrealistic semantic constructions (usually via metaphor).
February 27th, 2012 at 3:07 pm
@gakushya – You’re correct. There is definitely an issue relating to the translation (or what we call “localization”) of games. I think that it is probably most evident in the case of Japanese games being translated to English. There are several possible explanations for this, but you can basically add the translation process to the other reasons above for why localized games have an even more difficult challenge.