Writing for Games Print

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Text and dialogue.

WHAT GAME WRITING INCLUDES

Dialogue Item and ability descriptions Interface text Tutorial and guidance Environmental text Marketing copy

WHAT MAKES IT DIFFERENT FROM PROSE

It is read in fragments, during activity, frequently under pressure.

WHAT THAT DEMANDS

Brevity Clarity above style Information front-loaded

WHAT DIALOGUE MUST DO

Convey character and information simultaneously, in few words.

WHAT TO AVOID

Long passages that cannot be skipped Dialogue repeating what the player just did Text the player must read to proceed but will not

WHAT BRANCHING DIALOGUE REQUIRES

Tooling to author and visualise it Tracking of state affecting availability Testing of every path

WHY THAT LAST POINT IS EXPENSIVE

Paths multiply, and untested ones break.

WHAT TO LIMIT

Branch depth, deliberately.

WHAT ITEM DESCRIPTIONS SHOULD DO

State the mechanical effect plainly, then add character.

WHY IN THAT ORDER

Players need the effect; the flavour is a bonus.

WHAT TO KEEP CONSISTENT

Terminology, throughout.

WHY

Two words for one concept confuses every player.

WHAT TO PREPARE FOR

Translation, by keeping text separate and avoiding fragments.


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