Video games are the only art form where players directly shape the experience. Yet narrativeâone of the most powerful tools we haveâis often misunderstood, misused, or outright ignored.
Dialogue is overwritten. Plots are disconnected. Characters serve agendas, not arcs. Entire stories feel like they were crafted to impress colleagues, not connect with players.
The biggest reason?
Narrative design has become self-absorbed.
It didnât start with bad writersâit started with bad creative culture.
The industry stopped treating stories as bridges to players, and started treating them as mirrors for developers. Writers now center their own emotions, ideologies, or traumas instead of creating emotionally scalable experiences that resonate across a broad player base.
The assumption became:
âIf I make this personal enough, it will be profound.â
But thatâs not how storytelling works in games.
This has led to:
Worse, the industry rewards this behavior. Awards, funding, and hiring trends favor âpersonalâ storytellingâoften judged by whether it represents, not whether it resonates.
Game writing isnât a monologue. Itâs a collaborative act between designer, system, and player. The best writing in games:
A story should live in the moment-to-moment experienceânot be locked behind menus, lore terminals, or cutscenes.
Every mechanic, every UI label, every animation cue is a chance to reinforce narrative. When designers and writers align, they create gameplay that tells story without saying a word.
This is where many games collapse. Not because they lack voice actors or high-end scripts, but because they treat story as contentârather than function.
Far too many stories are driven by creator ego. Writers mistake personal relevance for universal resonance. Players are expected to sit through emotional TED Talks instead of being given tools to express their own emotional arc.
These aren’t stories. Theyâre self-portraits, framed as gameplay.
The audience is not your therapist. The game is not your diary.
Writers are often added after gameplay systems are locked. By then, the verbs and loops are already definedâand writers are asked to patch narrative around them.
They become decorators, not architects. And story becomes disconnected from gameplay.
If your game is about movement, your story should be too. If your game is about failure, that needs to be built into the emotional arcânot overwritten in cutscenes.
Many narratives still rely on linear exposition to carry emotional weightâdespite the fact that players spend 90% of their time in systems, not cinematics.
You canât build emotional payoff through dialogue alone. Especially if the gameplay loop undermines it.
Your plot twist doesnât matter if the player feels nothing during the 10 hours leading up to it.
When stories fall flat, studios donât ask what they got wrongâthey blame the audience.
This arrogance isnât just toxicâitâs creatively fatal. Because it shuts down the feedback loop. It turns criticism into perceived oppression.
If players arenât connecting, the story failed. Full stop.
Themes like duty, guilt, sacrifice, revenge, freedom, and love always workâbecause theyâre embedded in human experience. But too many modern narratives avoid them in favor of obscure metaphors, niche identity frames, or social signaling.
These stories donât scale. They collapse the moment they leave the dev bubble.
A story isnât successful because it ârepresents.â Itâs successful when it connects widely and powerfully.
Before writing a single word, ask: What should the player feel?
Then build systems that deliver that emotion through choice, friction, reward, and rhythm. Only then do you write the words.
The playerâs arc should drive the storyânot the other way around.
If your narrative team doesnât sit in gameplay meetings, they donât have enough power.
Writers must:
Theyâre not decoratorsâtheyâre user experience architects.
You can still write bold, personal, even political stories. But they must be relevant beyond yourself. That means designing experiences that:
If your message canât survive player freedom, it doesnât belong in a game.
Use gameplay to tell the story:
If you need a monologue to explain it, the design isnât doing enough.
Players know what they like. If your retention drops, your reviews crash, or your fandom fadesâitâs not a fluke.
Players are not obstacles. Theyâre your reality check.
If you ignore the audience, youâre not an artistâyouâre a ghost shouting in an empty theater.
And your story becomes one more thing players forget by the end of the week.
Imagine a game where:
In that world, every action feels like part of the storyânot a pause between plot points.
Thatâs not fiction. Thatâs the futureâif we start designing for it.
Writing in games is broken not because of the mediumâ
âbut because of the mindset.
We let ego replace empathy. Message replace meaning. Control replace collaboration.
Itâs time to fix that.
Players donât care about your past.
They care about what the game lets them feel, do, and become.
They are the story. Not you.
And the sooner studios accept that, the sooner weâll stop writing forgettable fictionâand start designing unforgettable experiences.
This article was written by Rev Design, a consultancy founded by veteran game developers â not corporate HR generalists.
At Rev Design, we specialize in helping game studios build better teams by designing recruitment pipelines tailored specifically for the games industry. We work hands-on with your leads to define roles, evaluate candidates meaningfully, and create hiring processes that actually reflect what game development requires â creativity, collaboration, and competence.
If youâre tired of losing talent in translation, struggling with mis-hires, or watching brilliant candidates get filtered out by generic processes â we can help you fix that.
đ Visit us at www.revdesign.jp
đŠ Or reach out directly: info@revdesign.jp
Build better teams. Make better games.