Mission Text-Feedback: Presentation, Formatting, etc.
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I think there is such a thing as too little, but no such thing as too much. Why I think this will be detailed in the next question.How many lines of contact text in a paragraph is too much or too little? |
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Does the use of color at key points help or distract? |
1) Critical warnings about the mission's nature, wether the presence of AV/EB class enemies, a mission timer, or something else gameplay related that a player deserves to be warned of, will either be highlighted in the mission text in a strong color, or appended on in an OOC "PS" after the contact's dialogue, again highlighted in a strong color.
2) I tend to find one or two sentences that sum up the "jist" of the mission, and highlight them in a moderately strong color, so that if you're skimming the mission text, but vaguely interested, you can read just those lines, and essentially have a handle on things. If the contact dialogue doesn't have sentences in it that sum it up, then it's likely I'm being too loquatious and need to rewrite it anyhow.
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How important are details such as environment flavor or subtle contact actions? |
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How many Clues per mission is too much? |
I don't begrudge them existing though, I just don't want to stop every 2 minutes to read a short story, so I usually don't unless the story is forcing me to in order to follow it.
Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.
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It's not the length but rather the formatting and actual wording. Line breaks and careful pacing can make a wall of text a lot easier to climb.
How many lines of contact text in a paragraph is too much or too little?
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Does the use of color at key points help or distract? |
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How important are details such as environment flavor or subtle contact actions? |
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How many Clues per mission is too much? |
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Is labeling or coloring of Clues pertaining to a mission a good thing? |
Thanx for the feedback guys. It helps to hear an outside perspective on these things.
I am trying to become a better writer within Architect Entertainment (probably got a long ways to go) and was browsing the Am I the only one who doesn't care about story? thread and it got me curious to ask some questions to A/E Authors and Players alike where adjustments can be made on demand.
In an online game, where the focus is primarily the ACTION!... what's the general view here on this topic?
Answer whatever questions I'm curious about below or ignore completely...
- How many lines of contact text in a paragraph is too much or too little?
- Does the use of color at key points help or distract?
- How important are details such as environment flavor or subtle contact actions?
- How many Clues per mission is too much?
- Is labeling or coloring of Clues pertaining to a mission a good thing?
When I open up the dialogue and see an outstanding WALLOFTEXT before me... wow, that seems like a chore to read and I can be quick to click Accept.I personally feel there's a poor presentation and formating of the mission text from both dev- and player-written content at times.
Granted, we're dealing with limits where the only real choice of contact interaction we have besides:
Hop in the passenger seat and pretend you're driving. (Accept)
is...
I am the driver. (Decline)
But we love the ACTION!, so we roll with it...