test content
What is the Arc Client?
Install Arc

Don't let poor writing bring down your quest!

aggropotatoaggropotato Member, Neverwinter Beta Users Posts: 114 Bounty Hunter
edited May 2013 in The Foundry
It pains me to see otherwise well-designed quests and smart plots not achieve their full potential because of poor writing.

Here are some friendly pointers:

1. The reader has neither the time nor patience for long rambling essays in the context of a computer game. Especially in the context of a computer game.

2. Keep your paragraphs and sentences short. Two to three sentences per paragraph is the max you could go before knocking your players unconscious with the dreaded Wall of Text.

3. If you must have long info dumps, break it up into more manageable chunks with simple player responses such as "Go on", [You nod], etc.

4. Keep it simple. 'Get' instead of 'retrieve'; 'happy' instead of 'ecstatic', 'help' instead of 'assist'. Unless of course you intentionally want your character to sound formal and/or pompous.

5. Read what you've written aloud. If it sounds stilted and unnatural, it probably is.

6. Nothing smacks of sloppiness more than typos and grammatical errors. Proofread, proofread, proofread.

Let's make better quests! :)
JtuEMvw.jpg
Post edited by aggropotato on
«1

Comments

  • ovaltine74ovaltine74 Member Posts: 0 Arc User
    edited May 2013
    Unless of course you intentionally want your character to sound formal and/or pompous.

    I totally agree with you. I hate it when NPCs sound formal and pompous. Telling me how to do things, as if they are somehow better than me. Nothing turns me off more. ;)
    [SIGPIC][/SIGPIC]
    NW-DMIME87F5
    Awaiting a serious response from the developers on the abuse of the review system by other authors.

    Video Preview
  • nezroy123nezroy123 Member Posts: 165 Arc User
    edited May 2013
    Yep, definitely agree with all of these. Especially about breaking up long exposition with character replies. It doesn't just break up the wall of text, it also encourages that whole "role-playing" thing, even if you only have one dialogue option to hit :)

    One other thing... if you are trying to give your characters an accent, dialect, or other quirk, don't overdo it. A hint of colloquial text here and there is enough to imply an accent or affectation. Our brains will fill in the rest as we read. You don't need to recreate every literal sound of an accent or affectation in every single word; that just becomes incredibly annoying to read.
    Quests: Fate of the Bonnie Kate (NW-DE6K6H63Q)
  • aggropotatoaggropotato Member, Neverwinter Beta Users Posts: 114 Bounty Hunter
    edited May 2013
    nezroy123 wrote: »
    Yep, definitely agree with all of these. Especially about breaking up long exposition with character replies. It doesn't just break up the wall of text, it also encourages that whole "role-playing" thing, even if you only have one dialogue option to hit :)

    One other thing... if you are trying to give your characters an accent, dialect, or other quirk, don't overdo it. A hint of colloquial text here and there is enough to imply an accent or affectation. Our brains will fill in the rest as we read. You don't need to recreate every literal sound of an accent or affectation in every single word; that just becomes incredibly annoying to read.

    Aye, that is true. I've toned down the goblin-speak in The Goblin King in response to feedback :)
    JtuEMvw.jpg
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    I break a few of those rules in my quests, but at least I'm aware of what I'm doing when I break them. :)
  • aggropotatoaggropotato Member, Neverwinter Beta Users Posts: 114 Bounty Hunter
    edited May 2013
    tilt42 wrote: »
    I break a few of those rules in my quests, but at least I'm aware of what I'm doing when I break them. :)

    Rules are made to be broken, with more experienced writers ;)
    JtuEMvw.jpg
  • syrienesyriene Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 5 Arc User
    edited May 2013
    First time posting, but interesting point.

    Whenever I got a wall of text to write, I tend to make it optional. I want my quest line to be quick. Some players just want to know what to do and where to go. Some others care about the story. So I just make a quick depop/pop and create another "info" NPC to be the one who will give optional background to the player (with escape options everytime).
    Interactible objects such as books, statues, ... are a good way to give lore options to the player.

    The idea is to give the player the option to get into the story, but not forcing him.

    Maybe a little bit off topic... Do you know a good software to check for english? Not being a native speaker, I know I sometimes use sentences that, even if grammaticaly correct, feel a little bit unnatural... But maybe the best would be to find a native speaker friend to check for it... :) Anyway, if you happen to know something...

    Thx,

    PS: not a native speaker, so sorry for mistakes...
  • aggropotatoaggropotato Member, Neverwinter Beta Users Posts: 114 Bounty Hunter
    edited May 2013
    syriene wrote: »
    Maybe a little bit off topic... Do you know a good software to check for english? Not being a native speaker, I know I sometimes use sentences that, even if grammaticaly correct, feel a little bit unnatural... But maybe the best would be to find a native speaker friend to check for it... :) Anyway, if you happen to know something...

    Thx,

    PS: not a native speaker, so sorry for mistakes...

    You are expressing yourself perfectly well! Unfortunately, don't think any software can replace a human proof-reader and editor, especially when it comes to tone and 'natural-ness'.

    One way to get better at it is to read more and write more!

    Another trick is to read it out loud. Not in your head, but aloud. Listen to how it sounds and make changes accordingly.
    JtuEMvw.jpg
  • tacititaciti Member Posts: 2 Arc User
    edited May 2013
    Partly agree with that list. Something else that bothers me when running foundry quests is when I don't see any dialogue options I want to choose. Usually, this happens when I can only choose a surprised/exasperated/very concerned response to advance the quest, even though I am not that emotionally invested in the events of the quest. It's hard to care much about Innocent-Person-I-Met-15-Minutes-Ago, especially when you're an adventurer that has saved the entire city from "certain destruction" several times over. Adding more neutral dialogue choices would be enough for me.
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    The latest iterations of MS Word actually has a surprisingly good grammar checker. It will analyze your sentences and give you useful tips about their usage. Sometimes it catches me doing really sloppy things, like uncritical use of clich
  • runis12runis12 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    taciti wrote: »
    Partly agree with that list. Something else that bothers me when running foundry quests is when I don't see any dialogue options I want to choose. Usually, this happens when I can only choose a surprised/exasperated/very concerned response to advance the quest, even though I am not that emotionally invested in the events of the quest. It's hard to care much about Innocent-Person-I-Met-15-Minutes-Ago, especially when you're an adventurer that has saved the entire city from "certain destruction" several times over. Adding more neutral dialogue choices would be enough for me.

    This. :) Quest dialogue with just pretty much the "I'm surprised this is all happening, but I'll help because I have a good heart" gets a little old. Sometimes I want to be "all about the money" and see that persona available throughout the *whole* quest. Also, Good written dialogue (doesn't have to be a novel) with NPCs you can fall in love with goes a long, long way. And yeah, "I killed Illidan Stormrage - don't just give me 100 faction points.... pretty sure I'm BA and Exalted with......every living being on the planet!"~~ KUKUKU!!!!!!!!!!
  • syrienesyriene Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 5 Arc User
    edited May 2013
    Yeap couldn't agree more on this. It's a lot more work to check if the flow of your questline is still ok, whatever the player's choice, and to make it consistent all over the dialogues.... But in the end, I think it's realy important to give the player the choice to be a greedy ******* (replace * by what you feel is more appropriate :p ).

    Thanks for the tips about writing, will give it a try!
  • reilz1981reilz1981 Member Posts: 512 Arc User
    edited May 2013
    I'm terrible at writing, but think it needs to be said you should never tell a player how they feel, how they should act or what their wearing very bad building.
    Actual Join date: Dec 2007
  • runis12runis12 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    Save the heavy, heavy lore for the optional "Lore" NPC too. :)
  • jkparkjkpark Member Posts: 56
    edited May 2013
    Obviously, you're extremely limited with options, both in the software and the amount of time you've got to grasp the player's attention. Ideally, you'd like to please everyone, all the time, which just isn't feasible. Rules are made to be broken, in my opinion, but as has been pointed out, best to wait until you have some experience under your belt. I would say what's listed here are some very basic guidelines for those just starting out. Ultimately, there's no right and wrong.

    I don't expect perfect grammar when I walk into a Foundry quest. Sure, I'd be pleasantly surprised, but there are definitely more important things on the priority list. I believe it's all about choice. This is an RPG after all. The more choice you give your players, the better they feel. Now, we're not exactly given many options with the Foundry to expand on that. It's designed for more linear quests, but we can add the illusion of choices. If you add correct spelling and punctuation, NPCs that don't seem like cardboard cutouts, and try to think outside the box, there's not much chance of going wrong.
    JKPark's Foundry Quests
    A Friendly Reminder (NW-DAQN7H5GO) - Short, solo, story-driven quest.
  • almostcoolalmostcool Member Posts: 0 Arc User
    edited May 2013
    On my first quest I was very lazy with my dialogue. I had characters thought up but not a full fledged story. I didn't give people very many options to choose from except sarcastic replies. Honestly, until now, I thought the majority of people just skipped dialogue. I realize now that a lot of people love dialogue and as long as there isn't too much text they will take the time to read your story. Despite this, I advertise my quest as a humorous/quirky adventure with a pinch of seriousness thrown in here and there and some people absolutely adore it while other people hate it.

    I also don't use DM text because personally I think reading DM text is kind of boring. It's awesome hearing a DM explain scenery during a real Pen and Paper session but text just doesn't do it for me. I feel like I should be able to capture that feeling from text alone and let the player use their imagination, instead of just telling them exactly what to visualize.

    In the end though I've learned a lot. In my next quest I'll be spending more time on dialogue and even optional objects to identify that contribute to the story. People seem to like that stuff. Might even throw in a bit of DM text if I think it will help.
    [SIGPIC][/SIGPIC]
    The Spellthief Trials
    By @Stebss
    Short Code: NW-DM900IFHK
    Tired of Being the Hero: NW-DGTOU4N94
  • delthanindelthanin Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 188 Bounty Hunter
    edited May 2013
    So uh... I break several of these rules, but I'm really happy with the options I give players in dialogue. I'm a sucker for being able to stay mostly "in character" in quests. I'm sort of nervous now that I might have gone a bit overboard. :(
  • owlhatowlhat Member Posts: 34
    edited May 2013

    4. Keep it simple. 'Get' instead of 'retrieve'; 'happy' instead of 'ecstatic', 'help' instead of 'assist'. Unless of course you intentionally want your character to sound formal and/or pompous.

    Although I see where your coming from here, and clearly for the majority of people this is true, however for me the opposite is true. I hate simplistic dialogue with little to no depth, unless the story really hooks me, or the character itself has demanded this, I tend to find I quickly loose interest and either then skip dialogue or loose interest altogether. I admit I am almost certainly in the minority, however for myself personally when I want a story or a role-play quest a part of me wishes, perhaps a very unrealistic part of me, for an approaching level of quality of dialogue I would find in most published novels. This is partly because although I do play games, I spend more time reading than I do playing (again something I know which makes me different to a vast majority of players).
    You are probably right most of the time, and consequently I am not expecting a huge amount of plays, or people who like my Foundry campaign (which I am currently working on), but I am mostly creating this for my own enjoyment and the few others who want to play it as well so I don't really mind.
    I have not played your quest yet, but it is on my list to play (sadly I do not always have much time to play at the moment) and I am looking forward to playing it :)

    @delthanin I shall play your quest, when I have the time. I am sure it is fine, I also love to have as many choices to pick from, if nothing else it definitely adds re-play value and any chance to actually role play my character is a definite big plus in my books (finding a good Foundry quest with many choices is quite hard I have found).
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    owlhat wrote: »
    I hate simplistic dialogue with little to no depth, unless the story really hooks me, or the character itself has demanded this, I tend to find I quickly loose interest and either then skip dialogue or loose interest altogether. I admit I am almost certainly in the minority, however for myself personally when I want a story or a role-play quest a part of me wishes, perhaps a very unrealistic part of me, for an approaching level of quality of dialogue I would find in most published novels.

    Interestingly, most of the greatest modern literature out there is written in a simple way. Good writers know that fancy language gets in the way of the message you're trying to tell. In fact, this is something that keeps being repeated in writing guides I've come across. The last thing you want as an author is for the reader to notice you. The reader should be so absorbed in your story that he never notices the author standing behind it. Once the reader runs into an unusual word that is unexpected or he has to consider in some way, he starts noticing the illusion you've created.

    To drastically oversimplify the issue, I find that the quality of writing is often inversely proportional to how fancy the grammar is. Once words like "crimson" and "loins" start popping up with any regularity, you know you're dealing with a hack author.

    Edit: Forgot to mention a good example of the whole "simple writing" thing. A very typical thing when writing dialogue is to use all kinds of descriptive word for how something is being said, when simply writing "he/she said" is what you really should do. Examples:

    "I'd rather not," he replied. <- This is fine.
    "I'd rather not," he elucidated. <- This is horrible. The reader will stumble and wonder what the heck is going on.
    "I'd rather not," he said. <- This is perfect.
    "I'd rather not," he eja.culated. (ignore the dot. Had to use it to avoid the filter) <- You'll see this very often in the Sherlock Holmes novels. Try reading it without conjuring up dirty images in your head. I dare you! This particular example illustrates one of the risks of being too fancy.
  • owlhatowlhat Member Posts: 34
    edited May 2013
    That's not exactly what I was talking about. I am more talking about the ability to impart atmosphere through the use of dialogue. I'm sorry that didn't come across very well. I agree with you to some degree about how in great literature dialogue can be simple, however it was done in such a way, perhaps with colloquialisms , or events that you can only imagine, or some other technique to open your eyes to a wider world. I also agree completely with the fact that use of the words like 'loins' (although no crimson as strictly speaking it is a subtly different colour to red that to get the right effect it might be necessary to use the word) is an indication of a hack writer. What I was mostly disagreeing with is the deliberate dumbing down of dialogue, if there is a word you can use which is not 'simplistic' but doers the job and does it well, I have never seen any reason to change it (unless the character calls for it) and it is something that always puts me off reading. The English language has an immense amount of words you can utilize, and by using them (in the appropriate place mind) can give any piece of text a much great depth and flavour to it, that greatly appeals to me.
    This is all in my opinion however, and thanks for the nice discussion :)
  • chinspinnerchinspinner Member Posts: 0 Arc User
    edited May 2013
    I had assumed that most people skip through dialogue unless it is very concise, so I was basically just writing the briefest exposition possible. It seems some people might actually want to read it.
    My new quest:

    WIP
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    I had assumed that most people skip through dialogue unless it is very concise, so I was basically just writing the briefest exposition possible. It seems some people might actually want to read it.

    Only if it's worth reading, in my opinion. If your quest doesn't really focus on story, writing dialogue for dialogue's sake probably isn't a good idea. A basic dungeon crawl, for example, doesn't need fancy dialogue.
  • runis12runis12 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    I tend to follow a David Gaider style in writing dialogue over a George R. R. Martin. The majority of people freak at NPCs speaking more than one paragraph. But people sure do like dialogue choices. ;3 And no, I don't work for Bioware.....................I wish I did.................sniff...../stalk David Gaider's forehead
  • owlhatowlhat Member Posts: 34
    edited May 2013
    Exactly. Sometimes all I want is a dungeon crawl, and I'll not be that bothered by the text. The rule of thumb with all written text, not just in games but in all fiction, is that it must always have a purpose, whether it is to move the plot along, expound on the story, or develop a character further along, never writer dialogue for dialogues sake.
  • tilt42tilt42 Member Posts: 0 Arc User
    edited May 2013
    Now I'm tempted to write a story dialog with a whole bunch of inconsequential and empty talk.

    "So, nice weather we're having today."
    "Yup."
    "I heard they're having sales on swords down by the market today."
    "I guess. Mine works just fine."
    "I was about to ask if you wanted to play some dice, but I think I left them at home."
    "Too bad. I really wanted to play dice."
  • chinspinnerchinspinner Member Posts: 0 Arc User
    edited May 2013
    tilt42 wrote: »
    Now I'm tempted to write a story dialog with a whole bunch of inconsequential and empty talk.

    "So, nice weather we're having today."
    "Yup."
    "I heard they're having sales on swords down by the market today."
    "I guess. Mine works just fine."
    "I was about to ask if you wanted to play some dice, but I think I left them at home."
    "Too bad. I really wanted to play dice."

    "I hate dice! Now you must DIE!"

    That works for me.
    My new quest:

    WIP
  • owlhatowlhat Member Posts: 34
    edited May 2013
    Nope. You see even that would have a purpose if you played it right, humour! Just image if you came across a couple of enemy guards who where having such an inane conversation... Helps with imersion and is mildly amusing. In fact... you have just given me a brilliant idea...
  • aggropotatoaggropotato Member, Neverwinter Beta Users Posts: 114 Bounty Hunter
    edited May 2013
    owlhat wrote: »
    I have not played your quest yet, but it is on my list to play (sadly I do not always have much time to play at the moment) and I am looking forward to playing it :)

    No worries, the Goblin King will wait. However, if you're looking for depth or story, my quest might not meet your expectations.

    It's just a light and breezy dungeon romp :) with a dollop of silly humour.
    JtuEMvw.jpg
  • coanunncoanunn Member, Neverwinter Beta Users Posts: 368 Bounty Hunter
    edited May 2013
    I have taken to RPing with someone face to face prior to actually writing the dialog as much as possible. If they can come up with a response to a particular situation I try to recreate it in the dialog options, even if it's simply exactly what they said. I was told in one review that they felt they never had a "realistic choice" that it was always between obviously wrong and obviously right options. The funny thing is I have no dialog tree that ends in objective failure in my entire UGC. I don't believe in the idea that you talk to the NPC and it has no impact on the story and you simply have to do it again for the "right code" to complete the objective.

    Every response in my quest leads to a reaction, and a difference in the quest. NPC's who are insulted don't offer the same help as those who are treated kindly, etc. In the end that is the part that has bothered me the most in some of the UGC I've run. You choose a dialog options and it simply ends the interaction and forces you to start over with that same NPC and pick the other option. Authors really need to consider how that may be a standard in RPGs but it is completely immersion breaking and very hamfisted because you basically FORCE the player to play a part not to role-play their character. If your dialog feels like a script with a few bad lines that make the player start the scene over then it is poorly written. And that my friends is from a self admitted poor writer.
    Do you crave a good old fashioned dungeon crawl? One where the dungeon tells it's own story? The Dungeon Delves campaign is just for you! Start with my first release: NW-DQF4T7QYH Any cave can lead to adventure!
  • owlhatowlhat Member Posts: 34
    edited May 2013
    Too true. I hate being forced down certain paths, and despite that fact that it means even more writing and work from myself, when I am writing my quest I also always try to have to result in just another way of approaching the quest. Sometimes through there is a limit, I can't write every single possible result, so I have limited it to there being, in general, three responses, goodish neutralish and badish (partialy influenced by the paragon, renegade rating in Bioware's Mass Effect I will admit). However, in some cases I often give quite a wide spectrum, it all depends on how much time I have to write the countless results.
    However, in general I find giving the player even a few different options and ways of playing it makes a quest much more enjoyable, and repeatable.
  • drakesigardrakesigar Member Posts: 231 Bounty Hunter
    edited May 2013
    tilt42 wrote: »
    Now I'm tempted to write a story dialog with a whole bunch of inconsequential and empty talk.

    "So, nice weather we're having today."
    "Yup."
    "I heard they're having sales on swords down by the market today."
    "I guess. Mine works just fine."
    "I was about to ask if you wanted to play some dice, but I think I left them at home."
    "Too bad. I really wanted to play dice."

    Do you know what they call a Quarter Pounder with cheese in Amn?
    Check out Adventuring College! A 20 minute male-centric comedic solo adventure.
    Quest ID: NW-DPCZNUVQ7
Sign In or Register to comment.