Writing workshop: Some tips to avoid common pitfalls

kayzark

New Member
Jul 9, 2018
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I've noticed that the writing in games featured here often falls into a lot of "beginning writer" traps. I've included some advice below that might be interesting to you if you are writing a game, or if you are trying to improve the writing in your game. Feel free to add your own suggestions!

Disclaimer: This type of advice annoys some people, who consider it to be a list of "rules" about how to write. Instead, think of it as a mechanic's check list for detecting when things go wrong. Writing is tricky, and very subjective, and often what you write in your head isn't what the reader/player experiences. These tips/fixes can help align your expectations with what you produce.

Start the story when something interesting happens, not before
This could be a big event that starts off the story (e.g. a car crash, a break-up, etc), or something intriguing out of the ordinary that hints at an interesting story (character suspects someone is following him; character picks up wrong laptop by mistake)

Don't say "I'm a normal guy", "My life is boring and average" - this is boring, and we assume a character is normal until told otherwise! Just omit it.

Don't start with the character waking up in bed, or to the sound of an alarm clock or phone call. This is a huge cliche in all writing. Waking up in bed is not interesting.
- Exception to the rule: an event occurs in the morning (e.g.) the character is woken up by an explosion. Or, if morning routine is an insight into the character's situation - e.g. the character is a king, and his morning routine gives us an idea of his pampered life.

Motivation is everything
The set up/premise should give your character a clear goal, or goals. They need to know what they're doing!

Leave back story/world-building until it's relevant
Generally, readers will care about your world when they can identify with the character and care about their story.
Interest in characters doesn't come about through primarily through world-building or backstory. It occurs due to the events that the player participates in.
Wading through a long description of past events - family saga, the politics of a city, the history of a war - before I even know who the main character is, is a sure fire way to make me quit a game early.
Add world building in short doses when it's required.

A good story is a constructed series of interesting events, not any sort of attempt to describe reality
Don't write things that the player already knows! E.g. "she answered the door" over a picture of a character answering the door, "she kissed me" when that's happening, "she hates me" after a big argument.
Instead, add extra information, insight and depth. Character opens the door: "Was she expecting me?" Kiss: "She feels so warm and soft". After an argument: "My heart is pounding".
Or stay silent! Let the characters/visuals tell the story.
Players/readers like to work things out for themselves! If something is obvious, you don't need to say it!
A good rule of thumb here is the chatty friend thought experiment. Imagine you're playing the game with a very chatty friend. If a scene occurs and in your head the friend comments something (e.g. "Wow, she really hates him, huh") then you don't need to spell it out in the game.

The right set up makes the mundane interesting
Making a cup of coffee - boring, cut it.
Making a cup of coffee nervously while my crush watches - yes!
Making a cup of coffee methodically i shock after my father dies/I was just in a car crash - yes!
Making a cup of coffee while an alien babe who's never heard of coffee watches in fascination - yes!

Do not hesitate to remove anything bland
I sometimes play wordy games and often they could be improved by just cutting out a lot of unnecessary stuff. Try it - cut out the least interesting parts of your game and see how it improves.

To sum up:
With every line of dialog or action, you have the chance to engage/interest/intrigue/excite your players. Every time you deliver a line or action that fails to do that, you are losing them a little bit. Work out what's boring and either cut it, or adjust the situation/perspective so that it's interesting. Make every line count.
 

Zippity

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Nov 16, 2017
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That's the real trouble much of the time... The biggest of which tends to be a lack of originality...

A vast majority of erotic/adult VN/Games tend to have poorly written stories either because the writer is not skilled at writing stories, is not adept at writing meaningful/deep stories, or is not creative enough to break away from what others have already used over and over again... It's not quite as bad as it used to be, but it's still fairly often that newer developers are making these things because they either want to jump on the same band wagon as prior developers in hopes of making similar amounts of money, or they want to ride the coat tails of the more popular projects that they enjoyed themselves... There is no gold standard, yet we have a lot of in-experienced and/or untrained authors who use the exact same concepts and plot ideas as dozens (if not hundreds) of other developers have already used, sometimes far too often, already...

Now, obviously some just don't care about the writing at all, because it is more of less just filler for a highly porn focused project... But most folks are not going to stick around for long if that is all a developer ever aspires to do...

There is also the matter of finding a good translator when the text was not in English... Someone who can both translate and also interpret that translation to not only make sense, and not sound like broken English, but to also get the original points across without sounding bizarre... Sometimes the cultural divide does not translate very well from one language to another either... What may make perfect sense to a person in one country, may make no sense at all to someone in a different country... Hence why sometimes it takes some alterations during translating to interpret the original meaning but modify it in a way that makes sense to the new target audience... This is a major sore spot with these projects...

There are lots of tools new writers can use to keep things together like story continuity, character building, and plot development... But in the end, it will all come down to a writers innate ability to tell a story well, that is both creative and interesting... While not going so overboard as to make little to no sense, or sound far too corny or unbelievable... It takes some talent to tell a good story, not just technical skill alone... You can usually pick up right away, when a developer is not that adept at story writing... Or even when a story has not been translated/interpreted very well...

I really do feel that sometimes developers do not perform enough proofreading of their text prior to posting... My biggest recommendation to developers is to take a few days break between first writing a story, and re-reading it back to yourself... It is a great tool for finding errors you may have made, as you are going into it with a somewhat fresher state of mind... Also, find someone else (besides the general public) to go through all the text and help you proofread it as well... Sure, you still may not catch it all, but it is better then having the public be your only proofreaders... First off it portrays lazy development, if the public is your only proofreaders, even if you were not lazy... And secondly it shows some professional attention to detail... Of course no one is perfect, but it's better to have just a few proofreading issues, then for the text to be riddled with issues...

Zip
 

Adabelitoo

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Jun 24, 2018
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Don't start with the character waking up in bed, or to the sound of an alarm clock or phone call. This is a huge cliche in all writing. Waking up in bed is not interesting.
Lol, what's wrong with starting a game this way? Sure, it's a cliche and sure, it isn't interesting but as long as you don't make a full scene of this showing how he puts his shoes it isn't a bad thing/choice either. You won't "lose" anything by doing this.

Most of the stories that start when something happens and not before I found then a little too rough on the edges especially when done by amateur writers. Let's say the game starts when a car crashes and the driver dies. Ok, great, I got the idea. Now: Who was the driver? How was him? Why do I care about him? Why is it so important?
Usually, most of the stories that start with the interesting thing at the beginning don't give me time to care about what happened no matter how "interesting" it was. Of course it isn't like I want the game to start a year before, but give me enough time to know the characters, to get their personalities and to create an idea of why X character dying is something important.

One good and popular example IMO is The Walking Dead. If we start the story when Rick wakes up in the hospital then we can't know that he was a cop, that he's a father and a husband, his friendship with Shane or even why he was in the hospital in the first place.
 
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khumak

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Oct 2, 2017
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One of the most common issues I see for these games is not enough character development. When a new character is introduced, they need enough time spent on them for the player to actually feel some sort of attachment to them. Otherwise whatever happens to them doens't matter because the player doesn't care about them. It's fine to have a bunch of minor characters that you don't care about, but that shouldn't be the case for the important ones. I don't need a detailed backstory for the cashier at the minimart, but I do for my sister or my friend or anyone else I'll be spending significant time with in the game.

I think one of the reasons a lot of games have issues with this is that they introduce too many characters and they do it too quickly. I think it works a lot better to start off with a smaller number of characters and let us spend enough time with them to really get to know them. Then you can introduce another one, maybe even 2 or 3 at a time. I think once you go much beyond 3 new characters it's really hard to devote enough story to them for them to matter though.

So for a relatively short game I think you really need to stick to a fairly small number of important characters. If you want lots of characters you're going to need a MUCH longer story to really develop them to the point where they're interesting and you really need introduce them slowly over time so players have a chance to really get to know them.
 
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polywog

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May 19, 2017
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When a child tells a story, it's always first person perspective. I petted the cat, it scratched me, and it hurt me.
When you go to school, they try to break you of this habit, and in the world of publishing it's like nails on a chalkboard.

That's just one of many examples of why professional writing and game writing clash, and why critics often berate game writers. Having been spanked for these "mistakes" make it hard for them (grammar nazis) to accept.
But 1st person works for games, so amateur writers can do game stories easily, while professional writers trip over themselves.
Screenplay writers are the exception.

 
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Zippity

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Nov 16, 2017
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When a child tells a story, it's always first person perspective. I petted the cat, it scratched me, and it hurt me.
When you go to school, they try to break you of this habit, and in the world of publishing it's like nails on a chalkboard.

That's just one of many examples of why professional writing and game writing clash, and why critics often berate game writers. Having been spanked for these "mistakes" make it hard for them (grammar nazis) to accept.
But 1st person works for games, so amateur writers can do game stories easily, while professional writers trip over themselves.
Screenplay writers are the exception.

If a writer, no matter their level of experience, is never told when they've made mistakes, how will they ever get any better or grow as a writer?

In this niche market, because of the dynamics of both the experience level of most developers/writers and their link to the public due to the nature of how slow these things develop, it's the public's job to point out issues when they see them... That way the developer/writer/artist will learn and be even better next time... If you pander to someones ego by not pointing out mistakes, they will never know any better and just keep making the same mistakes...

If something is hard to read due to things like spelling mistakes, grammar mistakes, and especially broken English then something needs to be said...

Zip
 

polywog

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May 19, 2017
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If a writer, no matter their level of experience, is never told when they've made mistakes, how will they ever get any better or grow as a writer?

In this niche market, because of the dynamics of both the experience level of most developers/writers and their link to the public due to the nature of how slow these things develop, it's the public's job to point out issues when they see them... That way the developer/writer/artist will learn and be even better next time... If you pander to someones ego by not pointing out mistakes, they will never know any better and just keep making the same mistakes...

If something is hard to read due to things like spelling mistakes, grammar mistakes, and especially broken English then something needs to be said...

Zip
I like constructive criticism. If I said something wrong, tell me, rather than deleting my post like a little bleep. We can all learn from mistakes, even our own. A critic once reviewed my book and said that I'd never make it as a writer. I didn't bother to tell him that I had 47 in print, he'd get feedback of his own soon enough. That was a long time ago, and he was partly right, if I hadn't been supplementing my income with art, and many other things... I never would have been happy just being a writer.

I am not so critical of people's writing. I read a little, and then imagine how I would finish the story... then I read the rest of their story, and I'm pleasantly surprised at the direction they went, or if not I have my version to fall back on. Either way I appreciate their contribution.

Unlike most of you who went to kindergarten and so on, I wasn't supposed to live, so they never bothered teaching me what these "words" they were using were all about. They talked about me, and among themselves, I could read their expressions and body language, their tells... I could mimic, but I didn't know what they were saying. Eventually I began to figure it out. When they would beat and torture me, they would frequently say the same words. By the time I was 5 I knew what they were about to do before they did. They intended to kill me, as they had all the other experiments.

Civilization is the worst thing that ever happened to humans. You civilized people force your young to learn much too young, you should allow them time to develop and just be children, before you corrupt their minds with language. Babies are predominantly visual thinkers, and when you go forcing language on them it splits their personality, they begin translating thoughts into words, and then there are no thoughts left, just words. Thinking in words is no way to live, you're enslaved by them... a wholly owned subsidiary of your master's tongue. Your dominant language controls you more than you know. You actually believe that you are "French, or English, or Spanish, or German, or Chinese, or Japanese" you forget how to think without words. "English" is not my first language.

The goal of storytelling is to convey thoughts, language is secondary, don't forget that. Most of you were traumatized when you were young, forced to adapt to a language, but deep down inside somewhere you still have the ability to think for yourselves, you just have to find it, and nurture it back to health.

As game developers you aren't limited to words, you can work in other mediums as well.
 
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