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Submitted by Pozzle 548d ago | opinion piece

With Video Game Writing, the Devil Lives in the Details

Kotaku: In DmC, the new reboot of Capcom's Devil May Cry series, hero character Dante is the offspring of an angel mother and demon father. He looks human but is of another breed altogether, a species of celestial rarity called nephilim who are incredibly powerful. They're wild cards, nephilim are, and their bloodlines gives them the strength to elevate or subjugate the plain ol' mortals who don't know they exist.

The verboten relationship responsible for Dante's existence reminds me of the way that writing copulates with video game design. What we typically think of as sharp wordsmithing can ruin a video game. Too in love with vocabulary and chatter? You'll bore a player to tears. And on the opposite end of the spectrum, brevity may be the soul of wit, but a game that's too stingy with explication won't make anybody care about what's going on.

So what kind of writing works best in video games? The kind that you notice only peripherally, that pricks the fringes of your consciousness when you're plowing down bad guys. (DmC: Devil May Cry, PC, PS3, Xbox 360)

TongkatAli  +   548d ago
Nail the dialog and the story can't fail.
FrostyZipper  +   547d ago
I don't quite agree but good dialogue is never a bad thing and it's a cracking shame that most writers for video games aren't particularly good at their craft.

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