Why aren't video games funny (via)
See here's the thing, and the joke goes like this: There are these two super-models and a geek in a lifeboat. I don't remember why they are there, probably something to do with their ship sinking, anyway, a bunch of stuff happens that I can't remember, and then the geek says to the remaining super-model: "Sex? I'm sorry, I thought you said Hex".
Stephen Totilo of Slate writes about Why aren't video games funny and misses what I think is the obvious conclusion: game developers aren't that funny.
It's not that difficult the integrate comedy into games... if... you're actually funny.
I've worked with a lot of writers over the years and there are exactly two (0x02) five (0x05) that I think are funny and get how to integrate humor into games. I've also met a lot of funny linear-writers, but they end up writing these long scenes that are funny, but don't connect to anything else in the game. They come across like short SNL skits interspersed between gun-play.
Comedy is a building process. One-liners are great filler, but real comedy it's built in slow layers, and even the one-liners need to be set-up in advance. The "funny" one-liners you hear in a lot of action games aren't set-up in the game, but rather in some movie you saw three years ago. Without that back-knowledge, the lines aren't really funny.
Another issue with comedy is that we love to laugh at bad things happening to other people. It's funny to laugh at the main character in a movie dealing with one travesty after another or being made a fool of, but in a game, the main character is us. Now these bad things are happening to us, not someone else, and if those bad things are preventing us from making progress in the game, that's not funny, that's frustrating.
Comedy is also about timing, and you give up a lot of the control over timing to the player, so you need to think about building your jokes differently.
Comedy in games isn't hard, it's just different.
Hex. Eh. Now that's funny.

Other people's comments:
Posted by tankko on Nov 11, 2004 one pm
Posted by steve on Nov 11, 2004 five past one pm
Posted by Ken on Nov 11, 2004 five past one pm
Though it is possible to write funny static scenes, or have funny characters in a game, most of the humor generated by gmaes I find is unintentional. There's a saying that comedy is tragedy that happens to other people, and anyone who's snuck up behind a focused camper with an AWP-40 in Counter-strike and stabbed them in the back of the head knows that this is the height of hilarity.
Sadly, it seems that in single-player games, the funniest things that happen are bugs. I've laughed my ass off at the Driv3r video of the car doing donuts in the sky, and behavior of the police AI in GTA games is often quite funny as well. Dynamic humor isn't hard to make, it's just hard to make on purpose.
Posted by DuncanC on Nov 11, 2004 half past one pm
Posted by Rodi on Nov 11, 2004 half past one pm
Posted by Edmundo on Nov 11, 2004 ten past two pm
I remember in Final Fantasy VII when you had to dress up Cloud (the main character) as a girl in order for him to get inside a specific place. I though that was funny (and cute, too). One thing about making fun of the player character is that sometimes there is too much emphasis that the player is the main character (specially in FPS, where the point of view is first person), but if the player somehow understands that he is merely a puppeteer, then you can do so much more things to that character, and he just laughs along.
My two cents:
If I'd made a game, I would hire someone like Seth MacFarlane and the Family Guy team to write the dialog bits, while I work with them to help them undertand the magic behind the objective game dialog. Some of the most enjoyable and funny
amateurunderground adventures out there are made by people whowant to beare writers but somehow can understand basic C-like scripting so they can make games. Yet, I think these games suffer from gameplay problems, because there is too much focus on the writing. It's really a complex balance between the designer and the writer. I think there needs to be two separate folks, and they both need to colaborate and understand each others ideas. Just look at games like Gabriel's Knight 3... very famous for the most stupid and senseless puzzles, but probaly great for the story. Wasn't Jane Jense the lead writer and designer of the game? and it didn't really work out.Posted by Don Alsafi on Nov 11, 2004 quarter past two pm
I agree, as I'm sure most of your readers would, that the humor in MI is what gives it the replay value that so few adventure games have. I'd be interested to know who the others are that you think are spot-on in this area.
For my money, Steve Meretzkey rates pretty highly in both game design and comedy.
Posted by Ron Gilbert on Nov 11, 2004 twenty past two pm
Posted by Yufster on Nov 11, 2004 five to three pm
An example of this was Discworld Noir, I think. There would be these long-winded conversations which, yeah, were funny (at first) and to the style of the Discworld novels, but they just went on and on and on... If I recall correctly, it was insanely infuriating because in between all the maddening dialogue (which quickly lost it's humour because it simply became an annoyance), they'd actually put bits of relevant information. So you couldn't skip all this stuff in case you missed something relevant.
As well, there is nothing more frustrating than waiting for characters to finish their 'idle' animations before you can speak to them...
'Funny' games are often simply games that try too hard to be funny but end up being really tiresome. Kind of like all those adventure games that wanted to be like DOTT, and had crazy graphics and inane characters with no real motivation or personality... they're just there to say and do stupid things. It's like somebody tried to recreate DOTT, but completely missed the point.
Posted by AdamW on Nov 11, 2004 ten to four pm
Posted by Someone on Nov 11, 2004 ten past six pm
Posted by Marek on Nov 12, 2004 twenty to seven am
Posted by AdamW on Nov 12, 2004 twenty five past ten am
Posted by Someone on Nov 12, 2004 twenty to eleven am
Posted by AdamW on Nov 12, 2004 twenty five to eleven pm
Posted by jp-30 on Nov 13, 2004 half past midnight
Posted by J-Ho on Nov 13, 2004 quarter past two pm
Posted by Will Jordan on Nov 11, 2004 five to five pm
The problem with humor in games is that so many developers are still harping about imposing their disrupting linear narratives or interjecting 'humor segments' into the environment to make the games funny for the players, rather than structuring the game in such a way as to allow the players the opportunities to make the game funny for themselves.
Posted by Tom Spilman on Nov 11, 2004 ten past five pm
Posted by JBlessing on Nov 11, 2004 twenty five to six pm
Posted by Tom Spilman on Nov 12, 2004 twenty to one pm
Posted by DerekW on Nov 11, 2004 ten past eight pm
Posted by SiN on Nov 11, 2004 quarter past eight pm
kind of like the stuff Planet Moon has been putting out. i absolutely love Giants and Armed & Dangerous, but most of the humour was in the cutscenes as opposed to in-game. It created a neat gameplay mechanism, where your incentive to finish the level was pretty much to see the next little skit in the story. It's not a great mechanism, but its what got me thru the last 5 or 6 levels of A&D so it kinda works.
SiN
Posted by jp-30 on Nov 13, 2004 twenty five to one am
I'm actually playing through A&D for the first time right now, just crashed a zepellin in the desert and ate some stowaways. Heh.
*not that Giants was strictly an FPS, but much of the gameplay was about running around shooting and blowing things up.
Posted by michael on Nov 11, 2004 twenty to midnight
http://www.crapagotchi.cjb.net
happy gaming
Posted by spaceship789 on Nov 12, 2004 twenty to three am
Posted by hadehahaha on Nov 12, 2004 five to five am
Universal humour, something that transcends cultural and demographic boundaries? > I don't think so. The wider the gag the less likelihood that it'll be funny. I use the grandma analogy...a joke that you are happy to tell your Granny, is a priori unfunny, or at least unlikely to elicit a belly laugh in a normal person regardless of age/sex/religion/cultural heritage/country of origin. It may raise a smile, but rarely anything more.
Mildly amusing stuff (there's plenty of anecdotes about various games here), maybe. It's pretty easy to be amusing with someone that knows you, much harder with someone that doesn't....ever had a tragic misunderstanding in the lobby of a multi-player online game?
Shooting someone you know in the head in a FPS...heh, gimme a fart joke anyday.
Posted by Alan on Nov 12, 2004 five to nine am
I've never seen a game that was funny that wasn't also an adventure game. Perhaps it's because of the narrative format. In an adventure game, bad things can happen to the main character, or other characters, without restricting the forward movement of the game.
I actually know a software developer where I work that is, perhaps, the funniest guy I know. Actually, his whole family is hilarious: his brother actually works for Pixar.
I'm actually working on some personal projects right now that center completely on comedy. However, I've found that you are completely correct, if you want a project to be funny, you have to design the entire thing around the comedy, constantly considering how it all gels together. I started out with a few little jokes in mind and thought I'd just splatter those in... Once I had it all written down and planned, it was apparent that such an approach simply would not work. The challenge of "interactive comedy" is much more complicated than a few scattered one-liners.
But I'm just an amateur. My first few attempts are bound to be less than stellar. Thus is the process of learning!
Posted by DuncanC on Nov 12, 2004 five to eleven am
Posted by bacon on Nov 14, 2004 quarter past ten am
Posted by Roody on Nov 12, 2004 ten past two pm
I'd recommend it to anyone who can find a bargain bin copy somewhere. Be sure to check the net for patches, though.
Posted by PumpyJack on Nov 13, 2004 twenty five to nine am
Posted by Someone on Nov 13, 2004 twenty to nine am
Dave Grossman == Funny
Or are you setting Dave Grossman to be funny?
Posted by PumpyJack on Nov 13, 2004 ten to nine am
Posted by Nerd on Nov 13, 2004 quarter past eleven am
Posted by PumpyJack on Nov 13, 2004 ten to nine am
Ron, you might not actually write all the dialog, but you as the designer end up creating the scenarios that lead to the humor.
Which actually leads me to a point: a team's leadership and the team itself must understand what is funny, otherwise the funniest writer in the world will not have the raw material to work with, or the best bits will end up on the "cutting room floor." This includes the scripters who deal with dialog timing, the animators and artists doing the visuals, the programmers spending the extra time to make sure the scene gels as a whole. And it requires a management team that sees the value in spending those extra hours adding easter eggs, tweaking the timing, spotting opportunities for additional stuff, etc.
Posted by Someone on Nov 14, 2004 twenty five to nine pm
Posted by Roy on Nov 14, 2004 twenty past nine pm
Posted by Aldo on Nov 15, 2004 twenty past one am
Comedy can sometimes be provided by a sidekick character, the best example i can think of is the mort, the talking skull in the suberb Planescape torment. Now that was a comic character that was well intergarated in the plot, commenting the action and offering clues.
Posted by eloj on Nov 15, 2004 ten past ten am
Posted by Russian Geek on Dec 25, 2004 quarter past seven am
Posted by Gods_Thunderbolt on Nov 15, 2004 twenty to five pm
i mean , just watch yourself in the mirror with a banana up your but.
this should give you some YUKKS!
i think the Secrect of Monkey Island is that YOU are really the monkeys!
Did i spoil something here? The horrible secret is OUT!
Posted by Jeff on Nov 15, 2004 five to eleven pm
Anyone remember how the monsters in the original Doom would get into fights?
In Midtown Madness, it was funny to learn how to make the cops run into the buildings. Then you could do it everytime, just like in a cheap action movie.
Posted by Iain on Nov 16, 2004 twenty five past two am
But by way of comparison - how much good comedy vs how much formuliac tripe is there on the TV or in the Cinema - perhaps its a problem that is not isolated to just computer games?
Posted by Someone on Nov 16, 2004 five past three am
Posted by AdamW on Nov 16, 2004 twenty five to two pm
Posted by Utopian Fallacy on Nov 17, 2004 ten to noon
Yeah, pretty lame. I can't believe some people have built a career out of ripping off one-liners from movies.
Posted by Huyderman on Nov 19, 2004 ten past one pm
Posted by spyn on Nov 22, 2004 midnight
Posted by Chris on Dec 14, 2004 quarter past eight am
No one has played Shadow Hearts: Covenant? While it isn't all funny (there are serious and sad moments, too), some of the scenes are absolutely hilarious. In many instances, the game makes fun of the entire genre (RPGs), but in a more subtle way than the Bard's Tale for the PS2. I mean, who couldn't love the He-Manesqe Joachim, the pro-wrestling vampire and champion of truth and justice? Almost every scene with Joachim is funny, especially when he takes new weapons from the landscape (mail box, frozen tuna). Or Lenny, the dim witted evil henchman who gets tricked into revealing the location of a kidnapped friend with the "you can't tell me because you don't know where he is!" trick. Patronizing conversations with the Ring Soul. Gepetto the dirty old puppeteer and only male character that can wear cotton panties (similar to Cloud in FFT, the only male who can wear the woman's only ribbon). Even the text for yes or no questions is amusing at times. However, a few of the subtle jokes in the game only make sense if you've played the original game (Shadow Hearts), such as meeting Joachim, acquiring a pedometer, and rescuing Roger Bacon.
Posted by :emaN on Dec 28, 2004 twenty to one pm
But the old shoot-em-ups by Jeff "YaK" Minter (published through his own Llamasoft) have made me giggle childishly so many times. I've played them on Commodore 64s some housemates have had, and no other games have given that kind of feeling of joy, euphoria even, inside my chest. They're totally wacky and the language is good (he's not american, and that's always something fresh), the graphics are really manic, as are the sounds. He's really got this very heart of computer games very well, and his got his very own style. Tongue in cheek and kind of serious (in a serious tongue in cheek way) at the same time. Absurd, surreal, and the games are seriously kicking my arse. My overloaded brain just doesn't keep up, and i notice my hands are controlled by lower level instincts.
It's not unlike how i've experienced hardcore noise music.
But then again, Llamasoft is cult material, and thus better.
I've come to loathe oneliners and yet end this comment with one, baby.
Posted by Joshi on Dec 29, 2004 ten to seven pm
This is usually time for the funny one liner to end the long post, but it's 3 in the morning and and think I've accidentally turned into a computer geek at some point in that last hour and a half.
Posted by Nico on Aug 1, 2005 twenty five to noon
1 i'm a vampire
2 I killed a man tonight
3 I once voted republican
or the deluded woman on the beach who says "in the game of life, whether you win or lose is not important, its whether or not you bought it"
Posted by space ace on Aug 14, 2005 twenty five to noon
Posted by Greg on Aug 23, 2005 twenty to two am
Posted by Cat Scandal on Feb 23, 2006 ten to four pm
Another problem is that so few modern games make dialogue central to gameplay. With adventure games, the dialogue was nearly all you had, along with the puzzles. Some RPGs have been able to be quite amusing (Okage: Shadow King, for example) because they are again mostly dialogue-centric. Psychonauts, a platformer, was mainly able to pull it off because it used SCUMM-style dialogue trees (although it DID have some brilliantly intergrated humour through the main character's commentary on what you were doing, again in adventure style). But the moment you make a game without a focus on the dialogue, you can't build jokes the right way, or develop characters well enough to make jokes based on their personalities. Jokes don't come from nowhere, they need set up, the right characters to bounce around between, and ridiculous scenarios to make them spontaneously burst out.
So, in my ever-so-humble opinion as a non-contributing nonentity is that humour in games requires firstly a team of funny people, and secondly the right kind of game (one with plenty of dialogue and interesting characters. they needn't even be dynamic, just well-constructed (see Stan in Monkey Island or Dogen in Psychonauts)). And if a game is missing the focus on dialogue, it needs an excess of funny in the developers (see Katamari Damacy, Oddworld: Abe's Oddysee), in which case the humour won't much integrate into the game, and the gameplay has to be able to carry the weight between funnies, which is a dangerous plan (which nevertheless worked well in the games I named).
I've played enough games in my time to know that they're funny, but, as is always the case, the mainstream gamer will likely never know, because mainstream developers aren't funny, and if they were, EA would probably chain them to a desk and eat their souls so they weren't any more.
Posted by Kroms on Feb 25, 2006 ten to eight am
JK.
Posted by yo on May 3, 2006 five past seven am
Posted by Chirpy on Aug 24, 2006 ten to eight am