Introduction
When you write dialogue, or story materials for a game, you make
an effort to write content that's entertaining and well-written.
The last thing you want to do is bore your audience by listing
facts in a clumsy exposition sequence.
However, when documenting the story content for your game, the
reverse is often true. Of course, you still don't want to bore
your audience (your fellow game developers). However, the best
way to keep your writing from becoming tedious is to stifle your
creative urges, and instead approach story documentation as a form
of technical writing.
Technical Writing
For the sake of discussion, let's define technical writing as
nonfiction that explains or describes. The technical writer breaks
down complex ideas and presents them in straightforward terms,
with the intention of recording or communicating data. Technical
writing doesn't entertain or impress or captivate; it merely presents
information. In addition, it is written with a specific audience
in mind.
Technical writing is precise. It presents content briefly and
accurately. It is impersonal, because the writer is communicating
data, not observations or commentary. Technical writing is clear,
employing a suitable organizational style and vocabulary. Since
the audience may not be familiar with the content, the presentation
is consistent, both in terms of content and format. Furthermore,
in order to be trustworthy, the writer must be credible, presenting
information that has been researched thoroughly. These concepts
will be explored in more depth in the following section.
The applications of technical writing are many. Technical writers
document software packages, working closely with the programmers
to learn the tools and terminology before writing user manuals,
help files, and troubleshooting guides.
Game design documentation meets all of the aforementioned criteria.
The game writer breaks down complex ideas such as plot, character
development, location, and game world, and presents these ideas
in straightforward terms. The audience is the development team,
a specific audience requiring information.
Let's examine the characteristics of technical writing, and consider
how they apply to the documentation of story and narrative in games.
Precision
It's important that all content be verified for accuracy, since
any misunderstandings will result in additional work for the development
team.
For example, if one segment of the game features a scripted scene
where one character climbs up a ladder, an animation artist may
create a ladder-climbing sequence for that scene. Later, it may
be discovered that the scene actually begins with the character
crouching near the manhole. The ladder-climbing actually was supposed
to take place off-camera, because there was no time to create a
vertical shaft. So, in this instance, a little more time dedicated
to verifying the exact content of that cut scene would have saved
time and effort.
Ubisoft's Rainbow Six: Lockdown
Game writing should also be brief, omitting any extraneous content.
It is sometimes difficult to resist the temptation to imbue story
documents with drama or humor. The idea is that if the game developers
want to create a thrilling game, or a fun game, then the documentation
should match that sentiment. However, this is a mistake. While
it is necessary to document the clever jokes and gut-wrenching
drama, as well as the techniques for eliciting these emotions,
it is not necessary for the presentation itself to be exciting
or irreverent or dramatic. In fact, these extraneous elements can
slow the reader down and create frustration. There's no need to
write "well", either. Technical writing is straightforward
and direct, not flowery or poetic. The audience isn't reading a
game document in search of entertainment or diversion or spiritual
edification; the audience is looking for specific content.
A final note about jokes: I've heard it said that humor makes
it easier to read a document. Experienced game developers have
made this assertion, and I'm always baffled by it. After all, is
your average comedy still funny the third or fourth time you watch
it? And bear in mind that the writers of funny movies are professionals
-- they get paid to write funny things. But even professionals
can't always write dialogue that's humorous enough for a laugh
the first time, let alone after twenty viewings. How will your
design documents be any different? Generally, design documents
are read more than once, particularly by those who work directly
on content creation. Even if the jokes are funny the first time,
they're going to be tedious by the third or fourth reading, and
unbearable after that.
Impersonality
Technical writing emphasizes facts and data. Game writing should
be no different. When writing a character bio, or a story synopsis,
or a breakdown of missions in a game, the writer should be presenting
content with the audience in mind. This means that there is no
room for intrusions, observations, or opinions in the document.
For example, you may have encountered the writer who must remind
you of his or her presence: "As the humble writer, I propose
that the main character should..." The use of passive voice
goes a long way towards removing author intrusion from technical
documents, as does abstinence from the use of first-person pronouns.
In addition, the writer should examine a technical document thoroughly
for any inadvertent opinions that may have entered the document.
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