"Writing for games is easy."
a memepoem
Writing for games is easy. You just need a compelling story with a clear plot but not too simple — enough twists and turns that the player keeps playing, but not so many that they can't keep track. And you need relatable characters who feel real, emotional, and make decisions motivated by their unique personalities — so long as their actions move the plot along and don't contradict the gameplay or make the pacing feel off. You just need to tell the player what's going on and how to play the game without beating them over the head with lengthy exposition — but still frequently remind them what's going on and how to play the game in case it's been a while since they last picked up the controller. And don't forget about environmental storytelling and all the ways you can tell stories: like documents, notes, letters, emails, graffiti, audiologs left strewn about, but not so obviously that it seems gamified — and without knowing the layout or the environment art because it’s not done yet and will change again anyway. Speaking of change, you just need coherent missions and gameplay goals upon which to hook the narrative while you’re guessing what the final design of a mission will actually entail. You just need to tell relatable stories that stick with players for decades — so long as the stories are within the dialogue limit of your UI and the word count limit of an average player's attention span. All you have to do is make sure the story aligns with the gameplay and keep track of everything throughout development that ever changes so that when things get cut or updated the story still makes sense. The only thing you really need to worry about is making sure you have an encyclopedic knowledge of your IP's entire canon but write the story in a way that assumes the player has never heard of this IP before while also making sure players who know the IP are delighted by callbacks. And it's a cinch to make sure that anything you’ve already recorded in voiceover and performance capture never changes so you don't have to spend money to rerecord any of it. And don’t even sweat the pressure to make sure you’re writing so well and so fast that no one would ever suggest using AI instead. You just need to find time to do the actual writing while you’re in meetings 6 out of 8 hours of the day. It’s really not a big deal to secure the budget for a sensitivity reader and narrative QA to make sure nothing is broken in any sense of the word. All you really need is to work in conflicting feedback from sixteen different stakeholders and player feedback panels and make sure all the narrative is representative of all the different pillars and priorities that change every day throughout development until launch day. See what I mean? Easy!

