I used to wonder why Bioware used so many writers in their games. I'm starting to understand now.
A videogame is in a visual medium, like tv or film. Unlike written forms of story-telling like books, short stories and even poetry, visual media doesn't usually use narration to tell the story or make use of internal dialogue to make key plot or story points. At the same time unlike film or tv the main focus of the viewer is not on following the story but in playing the game. It's harder to make key story points in a game situation, and its always tempting to use stereotyped devices to make important points clear to the player. [Did I get the syntax right by the way? I never developed a formal understanding of grammar. I honestly welcome polite critique,]
Example of internal dialogue that might be used in a written form:
Cullen thought to himself, "what is this strange child talking about, we're trying to work out what we should do in this terrible situation". He glared at Cole, than gave a start, "Corpyheus is coming for the herald!""
This is how this story point is presented in the game:
Cullen "I don't care [what the arch demon] looks like... It will kill everyone"
Cole: "The elder one doesn't care about the village, he only wants the Herald."
Herald: "If it will save the people he can have me."
Cole [more or less] 'it won't. He wants to kill you. No one else matters but he'll crush them, kill them anyway. I don't like him.'
Cullen: "You don't like him!". [makes gesture of frustration and after a quick beat, starts discussing plans to use the trebuchet.]
Note how Cole in his slightly incoherent way, manages to emphasize the key point that Corypheus is coming for the Herald and that he will just keep on killing until he reaches him or her. What I like about this scene is the way that the writers flagged this conversation by having Cole make one of his off-beat comments, "I don't like him". Instead of having a longer, more artificial conversation where Cullen might have interjected with an objection to having the Herald risk his or her life, and having the characters explain the issue, they use that bit of funny to flag the story point so the player can pick it out by himself, perhaps later on. The Herald has to be the focus of the counterattack and draw Corypheus' attention, in order to allow the villagers to get away, never-mind that the Herald and his or her team is the best combat unit available. Its a very natural scene and if I had seen it in movie, I would have thought it was well acted and written.
People missed this point. At the same time other people have complained about the use of the stereotype of having the villian stop in his tracks to explain his plan; that is where the writers could be accused of using over exposition while reducing the villian to a stereotype. Its a tough balancing act to set out a story in a game. Overall, I think this quest was well-written.