Video games have emerged as a leading storytelling platform, yet their narrative writing often faces criticism for being melodramatic, overly serious, or lacking sophistication. This recurring debate raises the question of what constitutes effective writing in a medium fundamentally shaped by player interaction.

Unlike traditional narrative forms such as novels or films, video game development frequently begins with gameplay rather than story. At Nintendo, iconic franchises like Mario and Zelda are built by first refining mechanics and player experience. Similarly, Sucker Punch Productions, the studio behind the acclaimed action game “Ghost of Yotei,” prioritizes defining the fantasy and interactive space before establishing narrative details. Nate Fox, Sucker Punch’s creative director, explained that their initial focus is on immersing players in an unexplored world, rather than scripting a conventional story.

Evan Narcisse, senior writer at Brass Lion Entertainment and former games critic, emphasized the multifaceted nature of video game writing. The narrative extends beyond dialogue to include world-building elements such as diaries, audio logs, and item descriptions, all of which underpin the game’s environment and lore. Dialogue must not only develop character and plot but also guide players through gameplay and reveal broader societal contexts within the game world.

Narcisse also highlighted the distinction between writing and narrative design, noting that while words convey character speech, the overall narrative relies on visual and interactive elements like level design, animation, and art. He observed that words often function as inexpensive components in games, sometimes feeling like superficial adornments, but they can also generate powerful emotional impacts.

Some of the most memorable storytelling in games eschews words entirely. The 2012 title “Journey,” for example, is a two-hour experience that uses striking visuals, music, and cooperative gameplay to convey profound emotion without dialogue. Fox pointed out that “Journey” exemplifies the interactive narrative by immersing players directly in the experience, which cannot be fully described but must be played.

The boundaries of video game writing are also reflected in the work of Neil Druckmann, co-president of Naughty Dog and the creative mind behind “The Last of Us” series. Druckmann recounted an encounter with “Succession” actor Kieran Culkin at the Primetime Emmy Awards, where the actor praised the emotional depth of the game’s story after playing it. Though Druckmann’s experience writing for television has influenced his approach to production, he asserted that it has not changed his core narrative philosophy. He is currently working on Naughty Dog’s upcoming sci-fi project, “Intergalactic: The Heretic Prophet,” while emphasizing that the studio remains committed to the “The Last of Us” intellectual property, despite having no creative input on the third season of the HBO adaptation.

The scope of storytelling in games allows for greater fluidity and space than more time-restricted media like film and television. Writer Anna Gross noted that games provide opportunities for quieter, more introspective moments, exemplified in “The Last of Us,” where relationships develop through subtle interactions beyond dramatic confrontation.

Narcisse singled out “Disco Elysium,” a role-playing detective game written by Estonian novelist Robert Kurvitz, as a contemporary exemplar of literary ambition in games. Unlike many action-focused titles that prioritize adrenaline and quick rewards, “Disco Elysium” invites players to immerse themselves in language and tone, creating a novelistic experience rarely found in games.

While some critics and players find game writing lacking when compared with top-tier film or television scripts, others recognize the unique challenges and opportunities of crafting narrative in an interactive medium. In this context, words are one of many tools—sometimes seemingly cheap components, but at other times, the very explosions that drive emotional resonance within the gameplay experience.