Bigg

The tall man who posts

I'm a writer and indie game dev of indie games with cum in them. One half of @BPGames. Most recent project - Opportunity: A Sugar Baby Story.

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@zippity - goofy porn game screenshots
@BiggHoggDogg - this is where I do most of my porn following & sharing
@BiggBlast - high-volume shitpost/screencap posting

Current avatar by @julian!


Bigg
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I'm going to use Austin's (very good) post about the problems with Forspoken's style of self-conscious, self-referential writing to talk about three examples of games that do the same type of thing but much more successfully (and all for different reasons!)

Sunset Overdrive

By rights, a game that touts itself as being about "the Awesomepocalypse", boasting a cast of broad caricatures such as preppy high schoolers and LARPers, which constantly makes jokes referencing self-knowledge that it's a video game, should suck absolute dick. It should be unbearable. It should be Cringe Ground Zero. And YET, Sunset Overdrive's humor hits far more often than it misses.

The reason for this is simple: unlike Forspoken, Sunset Overdrive and its cast of characters understand that you are, in Austin's words, "here for the artifice". Rather than being embarrassed by its videogamey-ness, Sunset Overdrive revels in it, secure in an admirable sense of dick-swinging confidence that doing so will in no way diminish how cool or fun the game is. This level of buy-in is evident in every aspect of the game, from its voice performances, to its quest design, to its movement, to its enemy design, right down to its user interface often popping in to deliver some of the funniest punchlines I've ever witnessed in a AAA title.

There's a very Looney Tunes quality to Sunset Overdrive's approach to self-referential humor, now that I think about it. Bugs Bunny might make snide asides about his circumstances to the audience, but there's no doubt that he's every inch bought-in on making sure Elmer Fudd thinks it's Duck Season.

The Stanley Parable/Ultra Deluxe

The Stanley Parable (along with its Ultra Deluxe sequel/expansion) is one of the funniest video games ever made, full stop (at least, "funniest" as measured among "single-player game experiences that are deliberately trying to be funny most of the time"). And it accomplishes this via constant, relentless commentary on everything the player is doing, interspersed with more far-reaching commentary on video game culture and development.

One reason this kind of self-awareness works for The Stanley Parable when it doesn't for Forspoken is, of course, a vast gulf in quality between the jokes written for each. Austin stops short of making this observation in his piece out of an admirable commitment to diplomacy, but I feel it shouldn't go unsaid: the writing in Forspoken is not very good. Whether this comes from the writers defensively keeping themselves from writing anything too earnestly and thus exposing themselves to accusations of Cringe or if they're just flat-out incompetent is up for debate, but what I don't think can be realistically argued against is that the so-called "jokes" written for Forspoken are limp, weak things, delivered by voice actors not bothering to keep their sneers from becoming audible.

However, the bigger reason is structural, going down to the very bones of both experiences. The Stanley Parable is a game precision-engineered to be funny. The narration voiceover is crystal-clear, pitch-perfect at all times. The level geometry is often tweaked to accommodate the length of voiceovers, meaning that the player will often have just finished listening to one voiceover by the time they trigger the next one. The world is replete with secrets to find, and it often feels like the game itself is reacting very naturalistically to the player finding new things (if such a term can be used to describe a trickster-god-esque set of voiceovers and systems constantly rewriting reality just to set up a joke).

Forspoken, by contrast, isn't. It's a high-energy 3rd-person action RPG that nakedly WANTS to be funny, but can't ever manage it for reasons it can't seem to comprehend. It's kind of like Elon Musk in that way - all this money, all these resources, so desperate to be thought of as clever and cool, falling flat at every turn. In place of jokes you get a constant stream of smirking, disaffected chatter, like someone in a movie theater who won't fucking shut up. You can practically feel the writers nudging to you and going "Eh? Eh?" after every fresh attempt at comedy.

This problem isn't unique to Forspoken, I should mention. There is an epidemic misunderstanding within the games industry as to what it takes to make a game that is Actually Funny. You NEED the kind of thorough structural commitment that The Stanley Parable perfected. You need writers who are funny, yes, but those same writers need to have their writing working in concert with the work of sound design, systems designers, character artists, user experience designers, and gameplay programmers, all of whom need to contribute in order to ensure that the humor of a joke actually survives the journey from script to screen.

Pathologic

If you haven't played Pathologic or Pathologic 2 (and, let's be honest, most people haven't), do yourself a favor and watch Hbomberguy's wonderful video essay on it. It's just two hours! Enjoy!

(Significant spoilers for the plot of Pathologic beyond this point. You've been warned!)

Now that you're back (or if you HAVE played Pathologic, in which case I apologize profusely for my presumption), you might be a touch confused as to its inclusion on this list. Pathologic is pretty far from being a comedic game, after all. Maybe I meant to add Disco Elysium?

Fuck you! Pathologic combines the invulnerable genre-inhabiting confidence of Sunset Overdrive with the narrative-enriching systems design of The Stanley Parable AND it was released like a decade before either of those games AND it's a delicious layer cake of self-referential comedy to boot.

On its surface, a story about three doctors attempting to preserve an impoverished steppe township in the face of a deadly, mysterious plague might not seem ripe with comedic potential (though if you think this, it indicates a sore need to consume more Russian narratives. As a people, they have distilled Bleak Humor to a potency no other culture has yet to even approach). The game is brutal, punishing, frequently and deliberately unfair, the resolution of its narratives rife with tragedy and moral compromise.

However! As the player peels back Pathologic's layers and attains a more perfect understanding of its totality, they are rewarded with new perspective which skews the self-seriousness encountered at the surface level - as could only be achieved within a video game narrative! The Bachelor - so educated and proper, spouting Latin phrases - is a bumbling, toadying dolt as seen through the eyes of the Haruspex, and yet the true DEPTHS of The Bachelor's self-regarding imbecility is only appreciable to players who have played through BOTH campaigns (full context on The Bachelor's burning of the sacrificial bull, for example, is HILARIOUS). Similarly, it is Pretty Fucking Funny that The Haruspex, desperate to prove himself innocent of his father's murder, cannot seem to keep himself from killing children and hurling himself down 10-storey drops.

The grandest punchline of all comes in a couple of desperately-difficult-to-access in-game conversations with the developers themselves, first as the Haruspex and later as The Changeling. In these conversations, the developers completely cop to the game's contrivances, but then counter by asking, well, what did you expect? You're playing a game. Did you forget? None of these people or events are REAL, so why do you care? But you DO care. At that point, you care so MUCH. The devs are also very good-natured, admitting freely to The Changeling's campaign being rushed, allowing the player to poke fun at their frustrating narrative branching mechanics - the conversation happens on a theater stage, and indeed, it feels like nothing so much as having an informal discussion with a couple of stage producers after the curtain has fallen and everyone else has gone home. It is, in a word, sublime.

Forspoken doesn't exist in the same GALAXY as this level of jocular, companionable meta-textual payoff. Pathologic is so far beyond Forspoken in the sophistication of its comedy that the distance between them is impossible to chart. It is the comparison of an amoeba to a great blue whale. Forspoken outclassed in every way by a dogshit-looking Russian indie game almost 20 years its senior. Sad!

Wrapping Up

This was fun! I've been grinding super hard all through January trying to finish Opportunity, so spending a couple hours blasting out an essay dunking on a shit triple-A title we're all going to forget about in a month while also celebrating several of my favorite games felt pretty good. Really clears the old sinuses. Well! Back at it.


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in reply to @austin's post:

"but this instinct to undercut your own material is a big part of what puts me off about this style of writing" thank you for finding the thing I haven't been able to articulate to myself when trying to figure out why this style annoys me. Like it's allergic to sincerity.

this is great! But it does make me wonder how much of this is because after gamergate and other... gamer moments, they're doing this because otherwise influencers will roast them for having too unbelievable of a world.

even and especially if it's not a game that would appeal to The Gamers.

Thanks for writing this. I definitely agree with you.

It feels to me like one of the other reasons we see so much of this style of snarky writing is that both the audience and the writers are tired of these kinds of worlds, tired of their subject matter... but they keep getting made anyway? And that ennui is leaking into what gets made.

I've listened to a relatively similar bit of discussion on this whole subject with, uh, Overly Sarcastic Production's video on Lampshading. And, reading all of this, yeah!!!! YEAH!!!! When the plot is being used, constantly, for jokes about how, wow, this fictional story is silly because it's taking itself seriously, that sucks.

It's all really encouraging for myself, to write something sincerely even if I absolutely and completely and utterly cringe at the crap I make pff. I really like the stuff I make!!! I love the sincere stuff other people make!!! But I'm still gonna cringe at my stuff!!! BUT LIKE........ letting other people know "just so you know, I'm embarrassed" reduces the effect of that sincerity, so much. It's telling the recipient to be embarrassed too, that nobody should like it.

Dunno if that's too much of a ramble, but anyway!!! Think about this stuff a lot!!! Thank you for this write-up; it's... ENCOURAGING!!!! And quite well-constructed!!!!

I did, thanks!

This piece really captures the heart of it, for me, which is that it ends up making it feel like the writers are afraid to take their own work seriously. It's the same kind of hedging that leads to people writing "it was all a dream/coma nightmare/VR simulation" endings. The sort of cynical reaction to protect yourself from the consequences of writing anything that could even be mistaken for sincerity.

It drives me nuts. Just commit to your fiction! I'm an adult, I know how it works, I'm willing to go along with whatever you throw at me. Hedging gets you nowhere, you'll never do enough to head off Cinema Sins-style critics, they're just gonna make shit up if they need to.

I remember playing through uncharted 3 and hearing Nathan Drake complain like "ah are you kidding me?? more guys to fight??" like BRO YOU MADE THE GAME!!! YOU'RE THE GAME!! Dont look at ME!!

and the first x-men movie going "what...were you expecting yellow spandex?" yes....?? I was?? Anyway I heard, (cant remember where) that they add the writing for uncharted setpieces in later, and connect it to the narrative post-facto. So they have some writer going in having Nathan complain about the game cause they assume you, in the audience, are tired of it too. Very small.

Nothing to add. just like, if you, the writer, wrote this to be cliched so you could have someone make fun of it (and its not even THAT cliched)...why would you do that??

a thing that's notable to me is the tone of this dialogue, too -- i've been thinking a lot about why at least the last year or two of isekai anime have so consistently bored me and the thing forspoken's dialogue and the tone of these shows have in common is that there's deep sense that the protagonist has already kind of won. like there's no feeling that she's meaningfully emotionally affected by any of this, that she's vulnerable in any way. she's above the world she's in, because she's too busy talking like a twenty first century american to actually accept that there's consequences for anything anyone says or does.

the second excerpt you posted is actually the strongest of the three for me because in spite of that detachment it does actually get at a kind of protagonist-y hero's ego that at least could set someone up for a fall later down the road. but that third one has me like, "please, god, the people you're talking to have lives beyond the fact that they sound funny." you can have comedy; "imagine if someone took this seriously" doesn't read as a particularly funny joke on its own.

Forspoken has really brought home for me how much of a miracle Stranger of Paradise is, writing and voice acting-wise. Yes, it's got some bits that are funny, irreverent, and poke fun at the serious nature of the proceedings, but they're all things that arise from the characters that have been put in this situation. Jack is the gruff, impatient guy who cares deeply about his friends and is tired of getting jerked around by powers outside of his control. It's funny when he punches Lich mid-monologue because he's absolutely had it with these nerds who keep popping up to lord it over him when he's trying to get shit done, and it's funny when Lich no-sells it and keeps talking because it lets you know that the universe takes that act seriously. It's writing that invites you in to enjoy the jokes with it, not writing that looks back at the rest of the story and says "damn, look at that shit, can you believe the asshole who wrote it?"

This really helped me sort out why I've felt so weird about this game. I actually wishlisted it after the very first teaser trailer. I like fantasy games on the darker side of things, and I was excited to play as a black woman in this type of game for once. But then once trailers with dialogue started coming out, I removed it.

I was excited to immerse myself in a fantasy world with cool-looking ominous sorceresses. I didn't want to play as a character who seemed to think half of that was lame. Like, in addition to the game not taking itself seriously, it felt like the protagonist was going "ew, nerd alert" at me for being the kind of person who was unironically into that stuff. What a killjoy.

Thanks for writing this, it was a good read.

Loved this piece. Weirdly I finished it caring less about the dialogue itself and just wishing that Frey had another modern character to bounce off of. The thing that the Narnia series gets in every single book is that having different characters with different levels of investment in the fantasy world means that 1) you have a good excuse for constant info-dumping and 2) conflict between your characters about the status quo of the magic world lets you indulge the impulse to undercut yourself, but without inviting the audience to stop caring as you do.

for me it is both the need to make everything so absurdly tongue-in-cheek 'hahahahaha this is so unrealistic' dialogue, in conjunction with the fact that no, actually, I wouldn't say that in that situation, because when I'm confused and scared shitless I don't tend to just look them in the eye and make it clear I'm both bored and not scared of them. Also the idea that BW in general are just......so pissy and negative about the world doesn't help. Like yes I'm tired but if four women in four separate trenchcoats that I just met and have the power to rend my mind appear in front of me, I'm frankly trying to find the exit out because I want none of it.

The people who applaud this and think it's so clever and witty, and in turn go 'that is TOTALLY how I would respond, omg' are the same ones (as you pointed out in your post) who thrive on Marvel movies that go out of their way to say or do some shit that equates to 'look at how just like you I am, I'm saving the world but golly gosh I sure love shawarma slaps knee' and seem to forget that these are fictional worlds and it's......kinda OK to be over the top. Or hell, just focused on saving the fucking world.

You are not super special because in this world overrun by magic, where everyone speaks in rhyme or an accent you don't recognize, you go out of your way to make it clear 'I am not like everyone else here.' It's honestly just off-putting and would've been more engaging/engrossing if she WAS just genuinely confused.

i really like this point, and i think that it makes it very clear that there were no Black writers on this project.

like, why make your protagonist Diverse™️if they're not going to act like a person of that demographic would in this situation? aside from frey not really acting like anyone would in that situation other than maybe (maybe) the most overconfident, swaggering, stupid white guy ever, she definitely doesn't act like any marginalized person would when faced with entities in positions of power that could and would easily kill her. i can't definitively speak on the ways BW act, but as a NBPOC myself, this snarky irreverence within a radical power imbalance and danger of death rings even more false to me than it does from Tony Stark.

it really reads like Diversity Win without actually caring for what or who you're representing. at least isekai protagonists in anime act a little confused?

A good articulation of this! Reminds me of the advice in art college critiques not to start talking about your work by listing all the things you don't like. Because then you're just telling people what to think and they're not going to do the legwork of contradicting how you've undercut yourself.

Also if no-one's mentioned, there's a line that doubled up on "that"s: "It's that that Frey herself is cringing"

Between this and High on Life, it's interesting to see the failed attempt of relating to a strange world by shattering the 4th wall with snark from one game with a serious tone and another game with a comedic tone, respectively. I kinda feel like Deadpool kicked off this trend and the Marvel boom amplified it, however I feel the root is unbridled cynicism confused for satire. It's a poison of thought and if unchecked by humility, it leads to the hollowing of the material.

Thank you for writing this! You hit the nail on the head completely!! And it makes me wonder why people create these big fantastical worlds or ideas and then just, willingly undercut them all the time. And I REALLY hope it's a trend that starts dying off sooner than later. I know sincerity/earnestness are seen as "cringe" and kiddy, but I feel like showing it just feels like a no-brainer.

yes!! great piece. another thing that bugs me about this kind of snark as humor is the unwillingness to commit to actually being a comedy. instead it presents not especially silly situations and points and says HAHAHA!! HOW ZANY!!! as though the wildest silliest thing they could think of is... "magical jewelry" or "a lady who says rhymes." they could have made it so the protagonist was thrust into a truly ridiculous world difficult to take seriously with like. idk big talking bananas with hats on or some shit. instead the thing that is presented as "difficult to take seriously" is not especially wild. it comes across as double self-conscious to me, that theyre too self-conscious to write sincere fantasy but also too self-conscious to write sincere comedy.

Yeah, that's how I feel about this kind of dialogue. I already signed on for your story, why don't you have any confidence in telling it without winking at the audience like we're so above all this? Over the top-ness and sincerity are not mutually exclusive.

I wonder how much of the winking artifice is grating in a games context because your ground state is "starting out aware that you're holding a controller, picking out Forspoken from the menu" etc. Whereas movies and TV shows are consumed passively, games really start to soar when "what's on the screen" gets you to forget momentarily about the world outside the game.

I really enjoyed that article.

This is absolutely why I fell into My Hero Academia so hard when the anime adaptation came out. I was so tired of Marvel movies where the characters constantly muddle the tone and stakes of each scene. The characters in MHA are so earnest in their beliefs and the actions they take. They are not thinking about their world as though it was a constructed world that they need to critique as a fictional story. The fourth wall is effectively invisible instead of being a shroud I have to constantly process and discard in order to feel the emotions of the characters.

This feels like someone is finally putting into words the feelings I have when I encounter this sort of writing. I don't mind a few flippant comments here and there, but when it's all a character does it makes me feel stupid for being captivated by the story and the way it's being told. It's like being back in school and having a bully point at my fantasy book and laugh at me because "Elves aren't real you nerd!" while I try to read.

Like I said I don't mind this kind of writing in small doses, but having one character that's basically "too cool for this shit" all the time is exhausting to me.

This article is extremely good. I was looking at the provided tweets and reading the replies, and I noticed that people were saying things like "the writing isn't the problem, the world design is just boring." Which is certainly subjective, but the graphic/character design seems on par with industry standard, if not above. If I mute the clips and look at the characters and environments, there are some really stunning visuals.

Then I got to the end of your article where you say: "But when the protagonist rolls her eyes and laughs at one of these characters like she's faced with the clichés of yet-another-stock-standard-fantasy-world, it makes me doubt that the world does have anything unique to offer, and makes me instead wonder if I was wrong to ever imagine that it did." Which made me realize: the purposeful distancing of the viewer from the environment is probably to blame for why people are perceiving it as just "looking bad" even though it... doesn't. Very compelling stuff! Thank you for sharing.

re: the feelings people have about genre classification, i once fell deep into the ansible fanzine archive rabbit hole, and enjoyed the subset of "as others see us" entries documenting writers and critics unconvincingly claiming that various fantastical works must not be classified as science fiction or fantasy (a frequently recurring theme) https://news.ansible.uk/others.php

in reply to @Bigg's post:

The only one of these three games that I've played was the Stanley Parable, which I tried after Epic gave it away in 2000, and - no disrespect to the people who made it, or to people who like it, but frankly I didn't find it funny or enjoyable at all, and I've never been able to figure out why it seemed to be so popular, because I disliked it so immensely that I quit and uninstalled it after playing for only ... according to Epic, 16 minutes.