ArGarBarGar
What do we want!? Unfair!
- Sep 8, 2008
- 44,037
- 11,732
Okay, I probably won't be able to respond to all of this, but thank you for your perspective.To the bolded: yes, but I'm doing it based off of years of experience in writing workshops and classroom environments. From what I've seen in the past, the same issues with the script for TLOU2 are consistent with the issues that you see with writers that don't take constructive criticism or don't attempt to refine their work based on the feedback of other writers.
As for your question, I'll try to keep it brief. I'll gladly follow up on any questions you might have, but I don't really want to write an essay on the topic. The video that @Fantomas posted above discusses some of these issues in greater detail if you wanted to look into these issues on a deeper level.
-Narrative structure: the modular design that the writers of the game went with hindered their ability to tell a cohesive story. While modular design is typically used to reinforce the theme of a story, in this instance it muddied the waters with unnecessary flashbacks and a complete & total disregard for the tension built in the first half of the game.
-Flashbacks: when it comes to writing, if a story depends so greatly on flashbacks in order to show character development and explain away plot inconsistencies, the story being told is the wrong one. In this instance, the story in the flashbacks should have been the primary story of the game, as the flashbacks are where the character development occurred.
-Characters: the characters in this game were unlikable, which is fine, and the dialogue overall was decent. The issue here is when the characters acted against their previously known character traits in order to fit into the plot. Forcing the reader (or player) to assume that a character has changed from the previous game is bad writing, as this character's transformational arc needs to be shown in order to be incorporated into the story.
-Plot: in TLOU2, the plot drives the characters. While this isn't inherently bad, in a "character-driven" narrative it clashes with the overall goal of the story. It also exposes the writers and shows them moving the characters around like chess pieces instead of letting the characters organically tell the story.
The ludonarrative dissonance is pretty extreme, too, as the story being told in the cutscenes doesn't always match the story being told in the gameplay, but that's deviating away from the script and is more an issue with how the gameplay was implemented than how the script was written.
Have you seen Just Write's video regarding this game and why he enjoyed it? Curious what you think of his perspective as it compares to yours and if you think his reasoning is at least valid from his point of view.