StarCraft® II

Why the Writing Sucked

So I just finished the campaign.

It was pretty bad.

I don't mean the actual gameplay. The level design was absolutely mind blowing. I can't praise blizzard level designers enough for it. How they managed to make 29 missions for a single race remain fresh was pretty amazing. Much Props to you guys <3.

I mean the narrative. It was really bad. Of course, Blizzard is hardly known for their original, dramatic stories, but generally their past narratives, while derivative, still enhanced the overall game play experience. SC2 fails in this department, The Wings of liberty storyline was nigh-unbearable.

And I don't think I'm the only one who thinks that. Its a pretty common criticism amongst fans and critics alike.

Alec and Quinn, respectable reviewers from RPS (http://www.rockpapershotgun.com) note:

...Raynor is a terrible, terrible character and I’m amazed they hung so much of the game’s presentation and marketing around him.
Quinns: Raynor’s fine on paper, as are the rest of his crew. The haggard rebel, the criminal, the nerdy scientist, the by-the-book spit-and-polish captain and his antagonism with the criminal. But in execution it’s boring


Liquid'Jinro, of TL.net notes

Good missions, but the way it was resolved just felt like I was watching an 80's pre-show recap of events


And more from Starcraft fans on the internet.

The missions and units and everything except how the story was presented was good. The news reporter thing was stupid and I only clicked it b/c I click everything anyway. The game felt a little too much like being an errand boy rather than progressing the story sometimes. Most of the game really felt like WoW quests rather than an awesome story. I played most of it on Brutal, a lot on hard, and on the last mission I got 66% on brutal and died so I was like Ill just play on casual so I can get to the last mission. Oh wait that was the last one. Yeh so really good except too many quests that didn't really matter. ANd talking to the people on the ship felt like a chore rather than fun 90% of the time.


I find the cut scenes to be agonizing to sit through. Glad to hear that at least some people share my opinion. They are well rendered, but the writing and delivery are pure pain to me. I agree with people who view it as Wing Commander with a bit more polish.


Of course, it certainly isn't unilateral consent. But it certainly represents a very legitimate criticism. And while Blizzard games have been criticized for everything ranging from inaccessible learning curves, lack of learning curves, derivative designs, inability to emulate predecessors, a host of other issues, incidentally, unbearably terrible narratives were not among them.

So what exactly makes WoL's story so unbearable? Is it, as Veronica of another thread on the B-net forums voicing a similar concern notes? That:


After 12 years and countless millions earned from WoW Blizzard's writing has actually degraded


?

Well, in all likelihood, probably not. The issue lies in blizzards particular style of writing (and design in general), and how it simply doesn't translate into a character driven narrative.

Blizzards always done things by "the rule of cool". Apparently, that why every single set of shoulders in WoW have so many long metal spikes that they should be classified as lightning hazards and why everybody emits purple light from their eyes. Even the horses.

This is surprisingly bearable, even "cool", in a game like Wc3 or SC1. Its works great in those games because there are so many characters, and each have only a few lines. In order to make them memorable and distinguishable, they HAVE to be caricatures and stereotypes who just spout one liners all day. Which for the most part, they were. Raynor and Kerrigan and Zeratul were fantastic characters, but only work when presented as story elements, not 3 dimensional characters. Because as far as there presentations goes, they weren't. Instead, they worked because they implied 3 dimensional characters lurking behind their roles as story elements.

Objectively, the writing in SC2 isn't any worse then it was in Sc1. But Sc2 doesn't go for a similar presentation as Sc1 or Wc3. It attempts to be a character driven narration, while the writing is still a relic from when characters were simply story elements. Yet at the same time there is some awareness of this, but it simply dilutes the factor so not only are the characters not, or ever were, complex characters, but they're not even cool anymore.

The end result is probably is a narrative that is sadly, the worst one blizzard ever wrote.

So all i got to say Blizz, for your upcoming expansion pack...

plz fix. Lets kick this writing department into overdrive mmk?

and fix b-net 2.0 while your at it :p.
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They only person I saw as having crappy lines was that doctor that kept hitting on Jim.
Other then that, I think the acting was fine.
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I disagree with your opinion, but you have a right to give Blizzard constructive feedback, so I Liked this post.
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Wee copy and paste my reply from the other thread..

I dunno I thought Raynor was fine. In fact I don't really have issue with any campaign characters except Ariel Hanson, who has no real personality or relevance to the game...

and UNN, because I got sick of the "Donny is a strawman government lapdog, Kate reports the news fairly and gets cut off" gag after about the 3rd time they do it out of 20. Would be nice if they actually had some different gags with UNN.
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I disagree with your opinion, but you have a right to give Blizzard constructive feedback, so I Liked this post.


this
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Opinions, opinions. I found the characters to be pretty awesome, specially Raynor and Findley. About the news? I found them very entertaining and funny. The story was epic though there are some loose ends I'd like to see covered on the expansions.

You should add an "In my opinion" to your post or it could bring trolls. And I could get you equal number or higher of quotes from different people saying how they loved the campaign and the characters. Just saying, these are opinions, don't present them as if your opinion and those who think like you are the only ones that count in the matter. Some of us love most of what you said you hated.
Edited by Tyrael on 7/31/2010 7:08 PM PDT
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Pacing was a bit problematic. The problem really lies in the fact that your are self-directed whereas previous Blizzard games generally have a moving storyline. Too much leisure, essentially. The best experience I've had so far was the Zeratul arc, which had a sense of direction and a real absence of freedom as far as where I could go within that narrative.

What would fix WoL is if the storyline kicked in every few missions and caused unavoidable events to happen, regardless of what contacts you're following to give a sense of direction as opposed to being guided by player-chosen rails.
Edited by Sinborn on 7/31/2010 7:03 PM PDT
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"Pacing was a bit problematic. The problem really lies in the fact that your are self-directed whereas previous Blizzard games generally have a moving storyline. Too much leisure, essentially. The best experience I've had so far was the Zeratul arc, which had a sense of direction and a real absence of freedom as far as where I could go within that narrative.

What would fix WoL is if the storyline kicked in every few missions and caused unavoidable events to happen, regardless of what contacts you're following to give a sense of direction as opposed to being guided by player-chosen rails."

I agree with you, this is about my only complain about the campaign, I really like a more linear story.
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It was a great post Half. "The rules of cool" I love it, you got them spot on!

I've been trying to word out why the writing was bad, it was the same guy who worked on Starcraft and Broodwars.

If I understood your direction, you're saying if we only had to deal with characters like we did in Starcraft 1 (throwing out the hyperion rpg aspect) that they would have been good?
Hmmm
In which case I would have to agree on the counts of Mira and the Colonel. I suppose looking at it in that light, I could even forgive kerrigan's appearances in the campaign.

You're right man. Fine the characters are of the same quality but the storyline isn't.
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I disagree with you about the characters not being 3 dimensional. In SC/BW, I thought they did a good job in presenting the characters, and they were FAR more 3 dimensional than the ones in SC2.

Before SC2 was released, I thought they'd do a great job in fleshing each character out a bit more, but, in my opinion, they fell flat in regards to that department.

The game mechanics are superb, the writing is horrible. That just about sums it up.
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I thought the characters were all fine, but the writing for the cinematic sometimes made things confusing and unbelievable. Not unforgiving, but it is definitely noticeable and annoying at times.
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I disagree. In my opinion I thought they executed the storyline very, very well and the characters were varied, and interesting. It would have been nice to get to know a few of the crewman, but the main focus of the game is RTS, not RPG like Mass Effect. However, the lore to the StarCraft universe is way above par compared at almost any RTS game, or dare I say any video game. I am greatly pleased with this game and the drama presented in the single player and I am very enthused to play the next two expansions.
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I'm of the opinion that the writing is responsible for most of the problems with the campaign, including why it is so short with less than 30 levels. The plot points, arcs, and characters should have been more than adequate for a much denser and prolonged game. The potential was/is incredibly high. But for some reason they had a hard time building around those things. It's weird. WoL really should been at least 40-50 levels, and the consistency of each should have and could have been a lot thicker.

Edited by Berecynthia on 7/31/2010 8:05 PM PDT
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I disagree. In my opinion I thought they executed the storyline very, very well and the characters were varied, and interesting. It would have been nice to get to know a few of the crewman, but the main focus of the game is RTS, not RPG like Mass Effect. However, the lore to the StarCraft universe is way above par compared at almost any RTS game, or dare I say any video game. I am greatly pleased with this game and the drama presented in the single player and I am very enthused to play the next two expansions.

My thoughts exactly. Though, I'm glad the first poster was constructive in their criticism and tried to explain the problems they had, rather than just saying that it was bad.

I'm of the opinion that the writing is responsible for most of the problems with the campaign, including why it is so short with less than 30 levels. The plot points, arcs, and characters should have been more than adequate for a much denser and prolonged game. The potential was/is incredibly high. But for some reason they had a hard time building around those things. It's weird. WoL really should been at least 40-50 levels, and the consistency of each should have and could have been a lot thicker.

I don't think the writing was all that bad, but they definitely could've added in more missions.

A mission to refer back to Raynor's past with Tychus would've been nice, where they could have introduced an amazing sniper that would have been a nice addition to Jimmy's team. Valerian should have had a mission where Raynor met up with an archaeologist named Jacob Jefferson Ramsey, a Terran who once played host to a Protoss Preserver, where they would search through a Xel'naga Temple for more information on the artifacts.

And hell, could it have hurt them to use more hero units in the campaign? They could have made several more missions just to let us get a feel for them. Was anyone else a little disappointed we couldn't use any of our badass heroes in All In?

Even with the handful of problems I had with the game (mostly the brevity), I found this a thrilling and stunning update to the StarCraft story, and I can't wait for the next campaigns.
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I somewhat agree with this post.


The "off the beaten path" missions could have been brought around better.

You can see the reasoning as to why you would need extra minerals, or why you should help helpless civilians, but the game never actually tells you.

That, in my opinion makes all the difference.

ALSO, time (i.e. which order you choose your missions) plays absolutely no factor in Mission Details/Availability. It doesn't make sense that you receive a distress call, and can come back a few weeks (not sure how long it is actually, just guessing) later and the Colonists' situation hasn't changed at all.

-----

Here's the current state of choosing optional missions.

*Click on Map*

Here's 2 Optional quests and an artifact quest. Civilians need help. Also, you need money, so farm minerals for this guy who you don't have any knowledge of. Also, there's the artifact quest.

Pick one.

--------------
This is what I think mission choice should have been like.

*Start off talking/listening amongst your crew*

(intro to Collection Mission)

Random Guy 1: "Dude, Jim, we have almost no money or supplies, I had to duct-tape my rifle together this morning"

Random Guy 2: "Yeah, I can't believe you keep this army, let alone this ship running."

Jim Raynor: "What do you suggest then?"

Random Guy 1/2: "I know of this guy who is a mineral farmer. He pays top credit for SCV contracts. Should be pretty easy money"

Jim Raynor: "I'll look into it."
---
Something I thought of on the fly, but wasn't very hard to do and it introduces the Collection mission a lot better than: "HEY DUDE, I HEARD YOU NEEDED MONEY, COME FARM MINERAL FOR ME BRO!"
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A mission to refer back to Raynor's past with Tychus would've been nice, where they could have introduced an amazing sniper that would have been a nice addition to Jimmy's team. Valerian should have had a mission where Raynor met up with an archaeologist named Jacob Jefferson Ramsey, a Terran who once played host to a Protoss Preserver, where they would search through a Xel'naga Temple for more information on the artifacts.<...>

I am currently reading (just started!) that trilogy :) While I was playing I was sure that all of that would at least be alluded to, but just like so many other story lines it didn't seem to go anywhere at all.

The things that you consider as just nice to have, I consider to be necessary and important. The game definitely felt bumpy and jerky to me. And I did not like or appreciate that I was simply told things, like howTychus and Raynor were old friends. It's the same kind of problem I had with Obi-Wan and Anakin in the prequels.
Edited by Berecynthia on 7/31/2010 8:31 PM PDT
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I am currently reading (just started!) that trilogy :) While I was playing I was sure that all of that would at least be alluded to, but just like so many other story lines it didn't seem to go anywhere at all.

The things that you consider as just nice to have, I consider to be necessary and important. The game definitely felt bumpy and jerky to me. And I did not like or appreciate that I was simply told things, like howTychus and Raynor were old friends. It's the same kind of problem I had with Obi-Wan and Anakin in the prequels.

Maybe we can convince Blizzarde to release a mini-campaign between this game and the next that lets us explore some of the characters we want to know more about? XD
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The writing definitely sucks, and blizzard needs to know this. Why are you doing this to us?

Here's my beef:
Purposely Misleading News Coverage (its not even funny)
Redeeming badass characters who is at their best being %%*%@*#s.
Bringing back Tassadar (Dragonball Z anyone?)
Using uncharacteristic prophecies from the first
Reusing music from the 90's
Stupid one liners: "It time to kick this revolution to.....OVERDRIVE!!!!!!"
The Overmind is good and "courageous"... WTF?!!!!!

LALALALALALA

You've killed the game with your sappy cliches and unthinkable plot!

BLIZZARD, NO USE HAVING TO FINISH THE REST, YOU ALREADY KILLED IT.


Edited by Jlee on 7/31/2010 8:43 PM PDT
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Hanson was downright cheesy, which is not out of the norm for Blizzard, but in relation to everything else, I'd say Raynor was almost annoyed with her.

Raynor I thought was alright, so was Tychus. Swann and whoever that nerd Menville voices were really flat, but not unbearable since they were optional to talk to. Matt Horner was the well meaning, goodie-two-shoes, military type who wears his dress uniform when everyone else wears whatever. I enjoyed that contrast.

The problem was, from my point of view, people expected Mass Effect in RTS form basically, which is is far from. In relation to SC1 and Brood War, it actually isn't that different. The pacing is slower, but Dugalle or Stukov or Aldaris or Zasz didn't really develop any more than Tosh did, honestly.
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Disagree. I thought the story was great.
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