BG 33 – Tell Your Own Damn Stories! Games, Overreading and Emergent Narrative

One of the most startling things about the opening to Grand Theft Auto – San Andreas is that the cut scenes are well-written.  Their characters are well drawn, their dialogue is consistently funny and their narrative arcs are drawn boldly and with a real grasp of human psychology.  In the world of video-game cut scenes such artistry is practically unheard of.  In fact, by and large, you are far more likely to remember a cut scene for its terrible dialogue or woeful translation than you are for its aesthetic quality.  Unfortunately, as far as most video-games are concerned, the problem stretches beyond a few laughable cut scenes and into the realms of systemic narrative failure: Like operas and porn films, video-games are universally badly written.

And yet games are more than capable of telling great stories.

My solution?  Hang all video-game writers and Tell Your Own Damn Stories!

My thirty third Blasphemous Geometries column over at Futurismic explains how.