Manuals:
They Can Be Good
Writing
Technique
The
basic principles of writing are outline, draft, revise and edit.
A
good outline helps insure that the manual covers all necessary
points. It lets the writer concentrate on one section at a time.
In large projects andrush situations, an outline allows different
sections to be "shared out" to different authors. Compact manuals
may be short enough to have an implied outline, but any tome requires
an outline. The sample outline above requires at least one more
level of detail, preferably two or more, before writing can begin.
Any writer unwilling to use outlines has no business attempting
a tome.
The
first draft gets the information and concepts written down. Do
not agonize over sentence structure of word choice. Concentrate
on the information, even if its rough and wordy. In places where
unfinished software requires guesswork, highlight the text in
a special color for future review.
In
the revision stage, the author revises the draft material, refining
the wording for clarity. Remove unnecessary words, reorder sentences
to enhance comprehension, and move around paragraphs to achieve
a better sense of order. Professional writers always revise at
least once, and many prefer a second or third revision "pass"
to further polish and refine the language. At all costs professional
work must never fall into the "first draft - last draft" trap.
Finally,
there's the editing stage. All written work requires editing,
and this is especially true for manuals, where the goal is not
deathless prose, but clarity and comprehensiveness. After two
or three revisions and author mentally supplies missing words
and skims over spots - they understand the content all too well.
Fiction writers handle this by letting a work sit for a few weeks
or months so they can see it afresh. Game manuals cannot afford
this luxury. It is far more efficient to hire an editor.
Good
editors spot weak phrasing, catch spelling errors invisible to
word checkers, check grammar better than any computer, and enforce
a clear and consistent use of terminology. Editors do not need
to be familiar with the game, but must be familiar with technical
writing, including the importance of organizing the manual for
reference rather than sequential reading. One sign of an inexperienced
or unprofessional manual writer is a resistance to editing. In
this field, good writers want good editors. No writer is perfect,
and there is no perfect way to use the language. Even the best
of writers can profit and learn from a good editor.
On
the other hand, unlike the traditional publishing industry, it
is best if the original author has the final say in any editing
changes. Editors rarely understand as much about a game as the
author. Therefore, some editorial changes may cause error. In
such cases the author still needs to rewrite, since the editor
clearly misunderstood something!
Brevity,
Clarity, & Consistency
Short, simple clear statements are always best in manuals. Make
declarative statements with few or no qualifiers. If a sentence
communicates the same information without a word, cut the word.
Be ruthless. If a prepositional phrase can be replaced by a single
word, do it. Each unnecessary word obscures the meaning and increases
the printing cost. In short, always cut with Occams Razor: the
simplest explanation is always the best explanation.
Take
this example (from a manual best left nameless): "If the loyalty
of your spy is at a very high level then it is mostly likely that
he will capture the foreign Kingdom and turn over its rule to
you." Eliminate some words, simplify others, and you have: " A
Spy with high loyalty frequently captures foreign Kingdoms for
you." This also highlights the potential need for a second sentence
describing what the gamer see when this happens.
Compact
manuals should avoid long, running paragraphs of text. Actual
operating instructions should be brief. Ideally, each paragraph
should be tied to a screen call-out or control. Any paragraph
with more than three short sentences is too long. Additional text
should be pushed into the background, hints and data sections
that appear after the operating instructions. These sections may
be little more than a paragraph to a page each, given the stringent
limits of 16 to 24 pages. The rest goes into the Hint Book.
Game
manuals are improved by using simple words, short sentences, and
brief paragraphs. Compact manuals should strive to stay at 6th
grade reading level, and should never stray over 9th grade level.
Tomes can use college-level vocabulary, since most teenage gamers
seeking complicated entertainment are college-bound or reasonably
well-read. Nevertheless, even tomes should strive for short, simple
sentences. Two short sentences are invariably easier to follow
than a single long one, with special attention to eliminating
dependent phrases such as this, or parenthetical remarks (such
as this one, which should have been a separate sentence long ago).
In traditional prose, writers avoid using the same word in successive
sentences. In technical writing, including game manuals, it is
vital to use one term for each concept, screen, and activity.
Changing terms always confuses the reader. First check the software
itself for terms, since programmers are loathe to change their
wording to suit the convenience of manual authors. Instead of
inventing new ones, use common computer terms such as click, drag,
drop, press and highlight.
Organization
Devices
Lists
of features, or step-by-step instructions, are best when set apart
from the textual paragraphs. Virtually all technical writing about
computers uses this technique, usually with bullets.
Bullets
imply a group, or a selection among items, like this:
-
Skeletons
- Zombies
- Ghouls
- Wrights
- Liches
Numbered
steps imply a mandatory sequence, like this:
-
Place the CD-ROM in the drive.
-
Wait for loading screen to appear.
- Press
"install."
Text
itself can be used as a visual aid through headings, subheads,
and paragraph leaders. These work best with bold type. Most desktop
publishing software supports headings and subheads, but paragraph
leaders may not be supported. Nevertheless, paragraph leaders
pay large dividends with users.
Each
high-level heading organizes two or more subheads, and each subhead
organizes two or more paragraphs with leaders. At each level there
may be an introductory paragraph without a leader. One paragraph
leader can introduce a series of related paragraphs. For example,
here "Writing Technique" is the high-level heading for this section,
and "Organization Devices" is the subhead.
Selecting
headers and leaders is a fine art. Remember that gamers seeking
a reference will scan the headers and the leaders, not the text
within the paragraphs. Novices at visual text organization may
need to write their text first, then add headers and leaders afterward.
Many times the original outline will suggest headers and leaders,
but only the most perfect of outlines can be used without changes.
Voice,
Tense & Slang
Manual
writing has become remarkably professional in 1990s, especially
compared to PC games of the 1980s. Almost all writers use correct
voice and tense, rather than carrying over the stilted and confusing
terminology of 1970s vintage boardgames.
The correct voice is the second person singular. Manuals are written
from the gamer's standpoint. "You" do this, "you" press a key,
"you" see a screen, and "you" win the game. InEnglish this has
the added advantage of being gender-neutral.
The
best tense is invariably the present one, yielding the simplest
and clearest possible word structure. "If you have infiltrated
a Spy into an enemy fort it will sometimes happen that he will
be promoted to General" is another tragic example that gains much
when revised to read, "A spy hidden in an enemy Fort may receive
a promotion to General."
Novice
writers must be reminded that "Will is not your best friend -
stop mentioning him all the time." In fact, doing a word search
on "will," and eliminating every instance, is good practice.
Another
good practice is avoiding convoluted tenses and verb forms. Searching
on "had" and "ing" reveals most of these. This has the happy side
effect of eliminating many common grammatical errors associated
with complicated verb tenses.
Prose
writers are exhorted to never use the common construction "to
be". Technical writing and manuals live for it. Simplicity
and clarity frequently make this verb the best choice. For those
unfamiliar with the concept, "is" and "are," "was" and "were,"
and "will" are the present, past and future tenses of "to be."
A
manual writer must know the difference between formal English,
colloquial and slang terminology. Those who don't know the difference,
but have the least suspicion of impropriety must check. Look up
the word or phrase in an unabridged (i.e., big, thick) dictionary.
If the word is not listed, it cannot be used. Word processor spelling
checkers are insufficient for this task, since their word list
is highly abridged.
Multi-word
phrases and improper prepositions are more difficult to detect.
Writers whose education did them a disservice must rely on a good
editor, and study each correction carefully. Extensive reading
also helps inculcate good language patterns. (Yes, turn off the
TV and read a good book).
Aside
from "good grammar," the reasons for avoiding slang are legion.
Slang never translates well into foreign languages. In fact, it
is frequently mistranslated, leading to considerable confusion.
Slang common to one region, age group, or socio-economic class
may be unintelligible to another. Finally, slang is imprecise,
since it lacks formal definitions or meanings. In fact, the meaning
of slang can and does change, or may lead to grammatical errors.
Even if the game is full of obscure, obtuse slang, the poor manual
writer must follow the straight and narrow path that maximizes
understanding among all potential gamers.
In
formal writing, such as manuals, contractions aren't desirable,
and you're advised to avoid them. However, a number of very good
manuals have made judicious use of contractions to impart a more
friendly, personable tone. Contractions are most effective in
tutorials or examples.
Style
Guides
In
the editorial sense, a style guide is a list of every "official"
term used in the manual. It may also involve format specifications.
A manual writer can operate with up to three separate style guides.
1.
Implied style. The hardware and software environment of
a game imply many common terms, such as controller, mouse joystick,
folder or directory, menu, icon, shortcut, click on, etc. The
wise writer only uses the most common, to avoid confusing gamers
with unfamiliar terms. For example, not all Windows 9x gamers
know the difference between a menu option and a "shortcut," and
even fewer can accurately describe a "tool tip."
2.
Publisher style. A publisher may have a standard style
guide they require for every manual. For example, every game may
need a "Quickstart" or a "Tutorial" section. Some years ago, one
publisher of simulation games demanded that all references to
"game" be replaced by "simulation" where possible, or "software
program" otherwise. As a general rule, if the publisher does not
specify a style, no writer can go wrong by using the Chicago
Manual of Style (published by the University of Chicago Press).
Publishers
of console game products under license from Nintendo, Sega or
Sony must fulfill style requirements imposed by those firms. For
example, various controls on the controller have specific, licensor-approved
labels that must be used. Licensors can and will reject manuals,
and thus the entire product, if the manual violates style requirements.
Publisher
style guides frequently include instructions about what word processor
software to use, and often include templates designed to ease
the transition from work processor to desktop publishing software.
3.
Game style and glossaries. Almost every game has a few
specific terms. In compact manuals these are best defined in context
(i.e., where they appear). In tomes, the quantity and frequency
of specialized terms frequently makes this solution impractical.
Most tomes benefit from a glossary, where all game-specific terms
listed alphabetically with definitions. The best traditional location
for the glossary is in the back, just before the index.
Experienced
writers create the game-specific style, and incidentally their
glossary, as they write the manual. This helps insure the same
term is used everywhere. It also helps when rectifying terms with
programmers or other contributing writers, who may have used different
terms for the same thing. Even when a writer lacks a style guide,
many good editors will create one, since part of their job is
checking consistent use of terminology.
Style
and Capitalization
In the early 1970s, Redmond Simonsen, Art and Documentation Director
at SPI (then a major board wargame publisher in New York city)
demanded that all game-specific terms be capitalized. SPI was
the most prolific game publisher of that decade. His unfortunate
decision rippled through hundreds of games, influence countless
wargame designer/writers, and still influences designers and writers
who have never seen or played an SPI game. Capitalizing normal
nouns, regardless of context, is never correct English.
Specialized terms can be italicized (set in italics) or
surrounded in "quotes." Capitalization is completely unnecessary,
although even this author must confess to falling under Simonsen's
spell at times.
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Production