Editing Arcane University:Writing

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
{{Trail}}{{AUDisciplines}}
 
 
This is the main page of the Beyond Skyrim Arcane University Writing tutorials.  
 
This is the main page of the Beyond Skyrim Arcane University Writing tutorials.  
  
 
== General ==
 
== General ==
  
[[File:Writingoverview01.png|600px|center|Overview over the areas of game writing]]
 
 
=== Purpose ===
 
=== Purpose ===
 
A writer needs to have profound knowledge of the mechanisms of the game, the history and lore, and most importantly, the unique feeling and methods of making the player feel richly rewarded by his presence in the game world. Writing is a vast field. It includes the most creative opportunities to shape a new concept of a game. But it is also the most critical step because it can provoke structural difficulties, which are hard to overcome in later stages, especially if those stages are not sufficiently considered before. These include the capabilities of Level Design and Implementation. Those have to be able to realize the scenario and still achieve an interesting and evenly paced game experience. Like all fields of game development, writing must be evaluated by the finished content. Did it help the game? Or did it create issues? But even more than any other field, it is a first big step, setting frames and borders and sketching the world and characters. It can potentially annihilate the opportunities of other departments to work with the given writing if those borders are too tight. On the other side, it can also push other departments into completely new experiences and levels, unleashing their potentials, which is the real intention.
 
A writer needs to have profound knowledge of the mechanisms of the game, the history and lore, and most importantly, the unique feeling and methods of making the player feel richly rewarded by his presence in the game world. Writing is a vast field. It includes the most creative opportunities to shape a new concept of a game. But it is also the most critical step because it can provoke structural difficulties, which are hard to overcome in later stages, especially if those stages are not sufficiently considered before. These include the capabilities of Level Design and Implementation. Those have to be able to realize the scenario and still achieve an interesting and evenly paced game experience. Like all fields of game development, writing must be evaluated by the finished content. Did it help the game? Or did it create issues? But even more than any other field, it is a first big step, setting frames and borders and sketching the world and characters. It can potentially annihilate the opportunities of other departments to work with the given writing if those borders are too tight. On the other side, it can also push other departments into completely new experiences and levels, unleashing their potentials, which is the real intention.
Line 51: Line 49:
 
'''could''' - additional lore and realism (optionally, if not breaking game flow!): ''“How did we find out that he will destroy Nirn? Well, …”''
 
'''could''' - additional lore and realism (optionally, if not breaking game flow!): ''“How did we find out that he will destroy Nirn? Well, …”''
  
'''should not''' - irrelevant/stopping game flow: ''“Let me tell you about the life cycle of dragons…”''
+
'''should not''' - irrelevant / stopping game flow: ''“Let me tell you about the life cycle of dragons…”''
  
 
=== The secondary purpose of Exposition ===  
 
=== The secondary purpose of Exposition ===  
Line 59: Line 57:
 
* Codex (encyclopedia)
 
* Codex (encyclopedia)
 
* in-game books (journals, books, scrolls…)
 
* in-game books (journals, books, scrolls…)
* ambient dialogue (if the Thalmor spy would say something to a guard when you visit him; you could overhear it and go on or stay and listen)
+
* ambient dialogue (if the thalmor spy would say something to a guard when you visit him; you could overhear it and go on or stay and listen)
 
* optional questions (How did you meet character a, character b? -> above, category 3, could)
 
* optional questions (How did you meet character a, character b? -> above, category 3, could)
 
* environmental storytelling (level design and graphical design, music…)
 
* environmental storytelling (level design and graphical design, music…)
Line 93: Line 91:
 
==== Speakers Position, Style, and Perception ====
 
==== Speakers Position, Style, and Perception ====
  
Framing the Exposition with a believable character -> the information given must be an integral component of the character's own life story.
+
Framing the Exposition with a believable character -> the information given must be an integral component of the characters own life story.
 
You should not be able to replace a character by a road sign “bandits this way!” – then, something went horribly wrong!
 
You should not be able to replace a character by a road sign “bandits this way!” – then, something went horribly wrong!
  
Line 101: Line 99:
 
==== Speakers Messages (Subtext and Analogies) ====
 
==== Speakers Messages (Subtext and Analogies) ====
  
The '''subtext''' is raised out of the world's background, Plot, Characters, and his/her feelings.
+
The subtext is raised out of the worlds background, Plot, the Character, and his/her feelings.
 
The example below from a scene we all know:
 
The example below from a scene we all know:
 
See, why scene 1 is good, and scene 2 feels “off” because of the perception of Han Solo’s Character we all have?
 
See, why scene 1 is good, and scene 2 feels “off” because of the perception of Han Solo’s Character we all have?
  
[[File:WritingSubtext.jpg]]
+
lyScxoGtm5_RvwXz4F7gnAHBrPdF4AymSbiXVh7CG0RgEqQ54W_LwOdOptVkY21mXz9_JvViW1HIKPRUxjGFwqRDiKCeBNXdAUcgrROLlh9-rG5Z-oNSBJqy5CD-T5Ed-FZjB1lm
  
 
==== Analogies ====
 
==== Analogies ====
Line 125: Line 123:
 
* something they fear
 
* something they fear
 
* something they gain
 
* something they gain
* something they lose
+
* something they loose
  
 
And, of course, if possible, every actor should have each different from each other! Some should be the noble part, others the mean ones, some altruistic, some merchants,…
 
And, of course, if possible, every actor should have each different from each other! Some should be the noble part, others the mean ones, some altruistic, some merchants,…
Line 148: Line 146:
  
 
==== Stereotypes ====
 
==== Stereotypes ====
Nobody wants to see stereotypical actors. The blonde cliche women, the idiot boy, the super hulk, …rather do some research on the roles of your actors and their possible background and social relations, but most importantly, besides their official roles and their self-understanding, imagine them as human beings. Credible humans are, in doubt, more convincing than perfectly sketched actors for their “roles” who lack any character. That means, in doubt, give your characters 60% persona and individual character that might even conflict with the role their environment puts them in; and for the remaining 40% try to get a good idea of what role this character players play in their world. Some personas might support their roles, as having chosen them, others might not.
+
Nobody wants to see the stereotypical actors. The blonde cliche women, the idiot boy, the super hulk, …rather do some research on the roles of your actors and their possible background and social relations, but most importantly, besides their official roles and their self-understanding, imagine them as human beings. Credible humans are, in doubt, more convincing than perfectly sketched actors for their “roles” who lack any character. That means, in doubt, give your characters 60% persona and individual character that might even conflict with the role their environment puts them in; and for the remaining 40% try to get a good idea of what role this character players play in their world. Some personas might support their roles, as having chosen them, others might not.
  
 
=== Summary ===
 
=== Summary ===
Line 160: Line 158:
 
== General Workflow ==
 
== General Workflow ==
  
* [[Arcane University:Dialogue Systems for Writers|Dialogue Systems for Writers]]
+
 
  
 
== Exposition Writing Tutorials ==
 
== Exposition Writing Tutorials ==
 
* https://youtube.com/watch?v=0RzIDj0FGH0
 
* https://youtube.com/watch?v=3x_i2clIRUM
 
  
 
== Environmental Writing Tutorials ==
 
== Environmental Writing Tutorials ==
Line 172: Line 167:
 
== Tool-specific Guidelines and Links ==
 
== Tool-specific Guidelines and Links ==
  
*[[AU:Managing Google Drive|Managing Google Drive]]
+
[[Category:Arcane University]]
 
 
[[Category:Arcane University]][[Category:Arcane University-Writing]]
 

Please note that all contributions to Beyond Skyrim are considered to be released under the Creative Commons Attribution-ShareAlike (see Beyond Skyrim Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel | Editing help (opens in new window)

Templates used on this page: