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Ten More Video Games Worth Playing for Their Writing

A year ago I put together a list of 10 video games worth playing for their stories. Here are 10 more (mostly) recent games for players really into narrative or strong dialogue.

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10. Cthulu Saves the World (Steam, XBLA)

This little indie darling came out of nowhere. You can get it for around one dollar, and that’s a steal. A send-up to 16-bit era JRPGs, this has the Lovecraftian “hero” break all convention and go on a quest to enslave the world’s minds. The writing is full of self-referential wry wit that really makes this worth your time.
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Ten Video Games Worth Playing for Their Stories

It’s that time of year again where all I want to do is curl up under a blanket, read books, and play Nintendo. I enjoy both pursuits for similar peace of mind. I play a lot of games for my age and station in life. While certainly not all boast strong writing, games as a medium are a credible source of fiction-driven entertainment. As the industry grows, we’re seeing it reach much more complex and sometimes cinematic levels.

But games as taletellers is not new. Since the beginning of gaming, there’s been story. Sure, there was plenty of Space Invaders and Super Mario Bros. and Mortal Kombat (and even then, they bothered to include background fiction–usually in the manuals), but there was stuff like Ninja Gaiden, which introduced cutscenes to your typical action game.

Here are ten video games with strong narratives and writing. These are just a few selections of many good examples out there, old and new.

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10. Secret of Evermore

A very underrated game from the Super Nintendo era. The story line is great: a boy obsessed with B movies is pulled into an alternate dimension, one that exists in the imagination of 5 lost dimensional travelers. He explores the imaginary world as he seeks a way home. There is plenty of wit to the writing, and the scenario is inventive and unique amongst the game’s peers. The boy’s trusty dog changes breeds depending on the part of the world he’s in, and proves endearing and a handy plot trigger for some interesting story events.

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Great Writing Not In Books

It’s easy, as an aspiring writer, to pick up a bad book and take heart that your writing is better than its. The problem with that thinking is that authors these days aren’t competing just against other books, they’re competing for the leisure time of their audience against every other form of entertainment available.

Books have a sizable handicap in this fight. An avid reader might read 50 books a year (or about .025% of the nearly 200,000 titles published every year in the U.S. alone), whereas a casual movie watcher might see 100 movies without really trying, and an avid movie watcher can see almost every movie that comes out.

Most people would rather give up sex than music; the same can be said, I would wager, of few readers with books. With TV, you can get a decent feel for a show in half an hour, without much risk if you don’t like it. If you don’t like a book, you feel tricked and trapped into reading the whole thing.

So the odds of finding a book you’ll like are lower than with other media (and with more risk if you don’t like a book), plus reading lacks the universal appeal of music and the ease of use of TV and movies.

Here are a few examples of excellent writing in non-book media. For aspiring writers, consider this your competition.


Bioshock (video game)

bioshockWriting a video game must be especially difficult. A game doesn’t need a story to be good, but can easily be ruined by an attempt to wedge in a boring, slow-paced drama. The challenge is to write a story that entertains and doesn’t drag, for an audience interested more in submachine guns than subplot.

Bioshock is quite simply the best-written game there’s ever been. 90% of its fun is in premise (it’s relatively short on character, by contrast), but it has such a well-realized world and such an intricate, captivating plotline, that I found myself actually looking forward to the story bits, rather than dreading them like usual.

The game creates not only an interesting world, but a world that’s intrinsic to the playing of the game. The plot isn’t especially non-linear, but it’s immersive and entertaining, and the story has layers of meaning (from the ethics of genetics to the philosophy of choice and identity) that a lot of contemporary novels can’t touch.

It’s simple, dramatic game writing at its best.

Honorable mentions: Grim Fandango (the funniest PC game ever made); the Half-Life series
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