Tech

This ‘failed’ TV show is a terrible idea — Unless it’s a comedy


Since the cat belong to Zero Wing made the strangely worded threat “all your bases belong to us” about 30 years ago, writing in video games was received with varying degrees of enthusiasm. Often, it is denounced as quirky, contrived, and simply pointless. At the same time, it has become a much-loved, instantly recognizable genre. While the earliest visual bad dialog mainly stems from poor translation—As Magneto in the 1992 X-Men video game introduces himself as “Magneto, master of magnets!” and shouted “Welcome… die!” – a lot of the lines are terrible in themselves: Peter Dinklage, for example, has attempted to take a subtle approach to the lines he has been incorporated into. Life and sounded unmistakably as if he had been drugged.

Notoriously, Hollywood has spent billions of dollars trying to adapt game franchises into movies and TV shows, but it’s been decades since a glasses-wearing Dennis Hopper terrorized children around the world. world when in turn became Nintendo’s Bowser, it still was unsuccessful. The newest show about to embark on this quest? Fall out. News broke Earlier this month, Amazon was working on an adaptation of Bethesda’s game franchise, and on paper it’s a post-apocalyptic, retro-future wasteland — a bombed-out version of Don Draper’s Manhattan, with Robot butler – sounds like a prestige TV slam dunk TV. But here’s the thing: The creator of the game has done more to promote the idea that video game writing is worse than any other modern studio. Are from angry orphans in Fall out arrive lustful argonian maids in The Elder Scrollscharacters often participate in what players, who catalog moments on YouTube, call the “Bethesda dialog”. Endless For example great number of. Fallout 4 111,000 lines were recorded alone, and now some less fortunate screenwriters will have to interweave the dire plots of the franchise with seven-foot-tall yellow mutants bickering over who has to. “collect more humans. ”

This does not mean it is not possible. Transferring the franchise to TV will allow the show’s writers to fine-tune the slick exchanges and capture the series’ epic lore, but sometimes delivering an idea is cluttered. More blank just makes more clutter. Instead, to really adapt to what Bethesda went through Fall out There may be only one solution: Turn it into a surreal comedy.

One of the main reasons Bethesda has been able to stay out of the loop for so long — the reason their game remains popular so many years after release — is the dialog that takes place within a game. It contains tension. It plays out like a debate, invigorated by the thrill of choosing the right thing to say. Turn that into something where the player/viewer lacks self-determination, where a scriptwriter has to make the decisions for them, and things go awry. Internet has pointed out many times that the dialog box in the original Fall outsand Fallout New Vegas superior to other items. However, even New Vegas’ In a late-game conversation with the red-furred, gold-masked warlord, Legate Lanius would be less suspenseful if you weren’t the one trying to convince him not to destroy the Hoover Dam.

Often, viewers, especially critics, miss out on what’s great about a work of art because they come to it with the expectation that it will fulfill some predetermined expectation — in this case. This is a conversation between people. But what if they — and by “them,” I mean Fall outScreenwriter’s – no? Bethesda, unknowingly (and possibly more intentionally than one is credited), creates strangely surreal worlds. In one of the first piece I wrote for WIRED, about the comical weirdness of bad artificial intelligence in video games, quoting scholar Peter Stockwell, who argues that it is the “irrationality” that defines humor Surrealist humor — jokes that “draw attention to their own landscapes as absurd landscapes . . . and resist prolonged immersion.” Bethesda’s world is Truman show–Like a dream world, populated by people who automate their lives in irrational cycles.

This absurdity extends to the text, whether it is experienced through white text on a screen or overheard as accidental encounters. Bethesda’s dialog is combinatorial, feeling like each line is only tangentially related to the next. Commonly, this type of speech is known to most people in David Lynch’s work: confusing statements, confusing pauses, sentences that don’t follow, the feeling that the characters are speak in thin air, the cards suggest, rather than with each other sentence. The world of Bethesda is similarly fascinating. The studio took two of the most abused modern settings – fantasy and apocalypse – and threw them into chaos. Cliché characters—Elder ScrollsFor example ‘Fithragaer, the laughing goblin – often ending in horribly dark situations, like happily greeting the player “goodbye” when he is sent into a stone pillar trap. Bethesda games are anti-role-playing, often alienating their players by drawing attention to the very existence of the game itself. Here’s the ultimate dark joke about Bethesda’s characters: They don’t just live through the apocalypse, or fight dragons in the Tolkien-lite world; They’re stuck in an incredibly incompetent game.

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