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5 MOST COMMON WRITING PITFALLS

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author=Omcifer link=topic=2136.msg35762#msg35762 date=1223066277
I, ummm, just joined this website. I didn't know this was even a problem here!

Now that you mention it, I don't think that this mentioned anywhere in the forum rules! Anyway, GW-bashing is a really big problem here because more than a small number of RMN members felt bullied into leaving GW and naturally they came here with baskets full of sour grapes.

Anyway about the topic!

This is a pretty good idea and your advice isn't bad. To be perfectly honest I don't think that this advice aspires to great literature or anything, but it is a solid guideline for serviceable video game writing.

I think it is very interesting how you make Breath of Fire III's writing seem way cooler than it actually is. I remember doing this when I lived with a girl who would ask me what every game I ever played was about - whenever I described the game, it was always a much better story than what it seemed like I was playing. Maybe this is a case of a sound premise but bad writing or translation (E.G. Breath of Fire III).
I didn't like BoFIII at all but thanks for posting this, it states the obvious but we often forget them. :/
Really? I loved Breath of Fire III.
Max McGee
with sorrow down past the fence
9159
LV (Infinite Seraph) I emailed you back in response to your PM. Posting here because the PM system on this site is VERY iffy and half of the PMs that people send never get there. I figured you'd definitely see it here.

I think that some examples of good and bad writing in existing amateur RPGs, while it runs the risk of pissing people off, might be instructive towards this topic. However, it probably wouldn't be a good political move, unless you were finding examples of good and bad writing in the same amateur game.

Also, it seems to me that you are talking a lot more about PLOTTING (and some Characterization) then writing. For me, writing in RPGs is always more about dialog, which this article doesn't really address.
I think that some examples of good and bad writing in existing amateur RPGs, while it runs the risk of pissing people off, might be instructive towards this topic. However, it probably wouldn't be a good political move, unless you were finding examples of good and bad writing in the same amateur game.

Also, it seems to me that you are talking a lot more about PLOTTING (and some Characterization) then writing. For me, writing in RPGs is always more about dialog, which this article doesn't really address.

Yes, I definitely did not want to provide examples of real/existing amateur indie games, whether I knew the person would look at this post or not. One of the primary reasons was because enough horrible commercial games have been released for a single platform alone (take your pick), that I couldn't justify using amateur games as examples of good and bad writing.

Also, it would have started major flame wars, which I definitely want to avoid. I have enough drama outside of any forum.

To me, dialog abd plot are not only equally important--they are both crucial to conveying a believable story. I will definitely create a dialog tutorial, hopefully sooner rather than later, and it will address certain downfalls and common cliches to avoid in dialog---and when a cliche is perfectly acceptable. They will be, of course, packed with examples and theories.

Till then! BTW, I replied to your e-mail in reference to our conversation.
I also disagree with #2. Keeping a few doors open for interpretation is a design choice,in my opinion, and choosing to do so or not can either be bad or good. Both require a well-written story to work. Let's take anime for example.

I personally prefer an anime series that has a concrete beginning, and ending. Nothing left to interpretation, every question answered, every character accounted for. Perfect example is Escaflowne. Final, emotional, and completely satisfying. I would never want another episode or continuation of this series in any way; it's done (movie sucked, btw).

That doesn't mean I don't enjoy open-ended anime; Naruto, DBZ, Bleach sounds like a good one but I haven't started it yet. I still keep up on Naruto, I've watched all of DBZ. Filler episodes are terrible, as can be expected, but episodes that move the story along I often enjoy. This is because the hook isn't the story, in its complete form. You're satisfied with the story as long as characters are getting more powerful, and conflicts are becoming more insane. You keep watching because, quite frankly, you want to see X get his ass handed to him, and for y to be the one to do it. This is so prominent in anime (and other media forms, I'm sure) that it probably should qualify for its own genre, or setting. I have no doubts this would work in an RPG as well.

Unfortunately, what I see too often with jRPG's and anime, are the final endings that leave too much open for interpretation, or disappointing endings with a cherry on top; some sort of easter egg or other indication that the conflict is not over yet, for better or for worse. If the author/producer intends to follow up, fine. If not, put the last nail in the coffin and move on.

Obviously, game demos are created with the pretense that there is more to follow, so your statements about game demos and how to get people talking about them are valid.
pretty good topic
glad i decided to read the part on character developement. Thats the
area i need to improve on some.
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